These mods are pretty popular, but I still don't think they get enough credit. This is so good. Look like you aren't around as much as you were in the past, but something even more immersive like this one in particular would be cool for your mods that are along the road (valtheim, robbers gorge, pinewatch checkpoint) to turn them into a unique business. Robber's Gorge could still be a toll but paid to Jarl Balgruf, and the camp is more a resting point for couriers, weary travelers and merchants.
New game with USSEP v4.3.2 - FTF v3.1 - SRC AIO v0.42, and this mod v1.0. No error from MO2, LOOT, WryeBash, no CTD, no whatever, but... Killed everyone, location cleared -- says the map -- and no rebuilding after a day waiting in Windhelm. Went to Riften, waited 30 in-game days, same thing. Tried MCM reset location -- away first and then at location -- to no avail. Same situation at Valtheim Towers, but the takeover worked on Duskwatch Tower though, didn't try other places. Using also Civil War Neutrality, AI Overhaull, Timing is Everything -- questioned on a comment on Valtheim page -- among other things... should it make a difference ; any idea, anyone?
I have the same issue. Maybe a mod conflict. Look SSE edit and apply the conflict filter. Sometimes we don't really know all editions made by a mod. But, the rest of the locations work for me.
I finally decided to throw the gauntlet at this. For my load order, xEdit shows a difference in SRC - Trader's Post Location 000C2EE7 with an added USSEP LocTypeBanditCamp [KYWD:000130DF] reference, which doesn't appear in other SRC places. I deleted that reference and Traitor's Post FTF_Clearable and FTF_Lock turned from red to green ( after a LOOT-WryeBash-xEdit reloading to make sure ) P.S. the Apply Filter to show conflicts did NOT reflect that beforehand. Will confirm after testing.
EDIT : it works !!! I've never seen the outcome of clearing this place. Nice deco too, Acherones.
Damn, so sorry I never responded to this! I'm glad you figured it out! I couldn't find the same issue, might have been a wild USSEP edit which has been updated since then?
Firstly, this is a great mod as it adds immersion. However, I notice that there is a conflict with Alternative Armors - Daedric Mail Creation Club, in which I need to obtain an item to progress the quest, but I am unable to due to the fact that the renovated building added by this mod is obstructing the item. So I think a patch would be necessary. Thanks!
Yeah, there are some dead NPC's placed inside Traitor's Post with Deadric Mail. Meaning that even if the NPC's weren't obstructed, it would still be super weird to encounter them :)
Looks like a great mod. I've used NPC spawning mods to clone the "refugee" corpses and they now in the Traitor's Post house. I've spawned Stormcloak guards to guard the house and the tower down the road (they will kill the trolls that always spawn there).
I think I've got a mod called "Man Those Borders" ( ?) or another one that adds broken wooden fort-like structures (and possibly a memorial, with a book, unless that part is vanilla?).
Anyway, would it be possible for you (or if you allowed it, for someone at "Stonespiralgaming) to port both this and the other"Refugee's Rest" mod to XB1 please? I love mods like this. If possible, would this/Refugee Rest mod work ok with the "Man Those Borders" mod, so that they don't conflict? If they do, could you, or an uploader to XB1 "fix" it please? If you're interested, please let me know!
This is such an amazing project! I just have one question before I give this series a try... Sorry if my english isn't perfect, by the way. Let's say that I clear the location before doing the Civil War quests. And that the Stormcloaks rebuild the place. Will the faction of the location change once the hold is under Imperial control ? That's really all I need to know. Also, I have some suggestions. If you're interested. To turn the abandoned prison back into a functional prison once it's cleaned. To turn the Nightcaller Temple into a temple dedicated to Mara if destroying the Vaermina staff is chosen. And to turn the Frostflow Lightouse into a fully functional lightouse once it's cleaned. Thank you for reading and for your awesome work !
Oh that’s fine, only one of them needs to win the conflict. You can disable one if you want to remove the conflict pop-up, but it’s supposed to overlap each other!
Nevertheless if you mean if this will be added to the All-In-One pack of Skyrim Realistic Conquering (SRC); yes, but not until I finish everything I want finished for the next update.
Ok, sounds good; thank you for the reply (sorry about the abbreviation, I should have noticed that). Really enjoy the mod (SRC), it improves the immersion of Skyrim so much more!
31 comments
Killed everyone, location cleared -- says the map -- and no rebuilding after a day waiting in Windhelm. Went to Riften, waited 30 in-game days, same thing. Tried MCM reset location -- away first and then at location -- to no avail.
Same situation at Valtheim Towers, but the takeover worked on Duskwatch Tower though, didn't try other places.
Using also Civil War Neutrality, AI Overhaull, Timing is Everything -- questioned on a comment on Valtheim page -- among other things... should it make a difference ; any idea, anyone?
For my load order, xEdit shows a difference in SRC - Trader's Post Location 000C2EE7 with an added USSEP LocTypeBanditCamp [KYWD:000130DF] reference, which doesn't appear in other SRC places.
I deleted that reference and Traitor's Post FTF_Clearable and FTF_Lock turned from red to green ( after a LOOT-WryeBash-xEdit reloading to make sure )
P.S. the Apply Filter to show conflicts did NOT reflect that beforehand.
Will confirm after testing.
EDIT : it works !!!
I've never seen the outcome of clearing this place. Nice deco too, Acherones.
I couldn't find the same issue, might have been a wild USSEP edit which has been updated since then?
good to hear from you
cheeeeeeers
I’ll try to get to it asap. Have been away for over a month due to me moving to a new place!
I think I've got a mod called "Man Those Borders" ( ?) or another one that adds broken wooden fort-like structures (and possibly a memorial, with a book, unless that part is vanilla?).
Anyway, would it be possible for you (or if you allowed it, for someone at "Stonespiralgaming) to port both this and the other"Refugee's Rest" mod to XB1 please? I love mods like this. If possible, would this/Refugee Rest mod work ok with the "Man Those Borders" mod, so that they don't conflict? If they do, could you, or an uploader to XB1 "fix" it please? If you're interested, please let me know!
-scripts/src_ersscript.pex
-scripts/src_ersscriptloconly.pex
-src_ers.esp
In SRC - Traitor's Post there are 2 esps: SRC_Traitor's Post.esp and SRC_ERS.esp. Maybe I should just unenable SRC_ERS.esp?
Nevertheless if you mean if this will be added to the All-In-One pack of Skyrim Realistic Conquering (SRC); yes, but not until I finish everything I want finished for the next update.
Thank you for your kind words!