Skyrim Special Edition
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Arthmoor

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112 comments

  1. JustinLaw23
    JustinLaw23
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    I found a bug, perhaps: I installed it but then realized I didn't like Nightgale having a town around it so I uninstalled it but the town is still there? I am using your other mods though. Are there any other town mods that add Helarchen Creek

    1. Arthmoor
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      No, but Cutting Room Floor includes the cut village of Helarchen, which is an entirely different location, and is centered around the Nightgate Inn. This mod is a rendition of the old TES Arena village which was in the middle of nowhere in The Pale.
    2. JustinLaw23
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      Oh s*** really? Is there a way to remove Helarchen from Cutting Room Floor? I like the idea of Nightingale Inn being it's own thing by itself.
    3. Arthmoor
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      Nope, it's definitely not possible to remove the village surrounding the inn without it breaking the mod.
  2. Estuansis
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    I personally choose not to use this because of CRF. It uses the originally intended location markers so fits the landscape better, so has less compatibility concerns. It fits better into the world and is more subtle to add a village around an existing location, instead of adding a whole new one. Also, I feel like CRF just plain uses a better location, and contributes less to game world clutter.

    The game world is relatively small, and plays tricks with perspective and size to feel huge. Adding lots of new settlements makes the world feel smaller and closer together. Having both versions at once would be too much extra clutter especially considering the similar names. For that reason alone, I use your village expansions, but not your new villages. CRF's restorations and your expansions already do a lot to flesh out the world in a logical way without needing to make even more new places that don't quite fit.

    That said, I appreciate the effort put into this mod, and your constant support.
  3. BluPhoenixPT
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    Hello, I recently started a new playthrough with both this and Cuting Room Floor mods installed and I noticed that the same npcs are used in Helarchen Creek and Heljarchen (restored from CRF). Is it supposed to be like this? Or are we supposed to use Helarchen Creek mod if not using CRF? Thanks.
    1. steelfiredragon
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      I'm kind of curious about this too
    2. Arthmoor
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      It's not the same NPCs exactly. Yes, it's a bit of a lazy cloning from CRF where this was initially being done until I stopped after seeing the overwhelming evidence for the original location. By that time I'd done enough work on it that I didn't want to just throw it out. so I cut the pieces out, tweaked their looks and names, and went from there. So you can use them both in the same game with no issues.

      Also, the spelling matters. It's not the same place :P
    3. DarkSoulDuck
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      So where exactly was Heljarchen meant to be placed if not at Nightgate? Is it the location in this mod? Thanks.
    4. VictorCreed2
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      UESP states that the Nightgate Inn was supposed to be the location of Heljarchen, so it seems CRF has the accurate version of this town. I wonder if there's another nearby town from Arena and you could simply rename Helarchen Creek and make it a different town.... :\ I'm going to use both mods regardless.
    5. Arthmoor
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      According to various markers in the wilderness around Nightgate Inn, it's intended to be a village around where Nightgate is at.

      In contrast, Helarchen Creek is an old town from Arena and on the old Arena maps is more where this mod is. So they both exist as separate entities.
  4. Dean3790
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    Hi Arthmoor, I love all your mods and pretty much use all of them. I believe I found a conflict/bug between this and Cutting Room Floor. I've noticed two lamp posts floating above Heljarchen Creek village, and when I use the console to see what mod adds them it is Cutting Room Floor. I am not using any exterior lighting mods, or Lanterns of Skyrim, or anything that touches this area other than CRF, this mod, and JK's (not even sure JK's does anything to Heljarchen). Just wanted your input. Thank you.
    1. Arthmoor
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      I'm going to need to see screenshots and form IDs. Checking in xEdit I cannot see any such issue. CRF doesn't overlap any of this mod's cells.
    2. Dean3790
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      Okay, I will get a screenshot as soon as I can.
    3. Maksval
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      Here it's.



      Mod order install and load order same as Yashed guide. This mod somewhere in "TOWNS, SETTLEMENTS AND OTHER LOCATIONS OVERHAULS" section
    4. Arthmoor
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      Since your screenshots are indicating Cutting Room Floor you've both got the wrong mod but the issue is the same. You have landscape editing mods loading after the village content. This should not be done. Those kinds of mods need to load before any town and village editing mods. Otherwise this kind of thing you're seeing is exactly what will happen every time.
    5. VictorCreed2
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      How do you get all that info to show up in the console on the right side and that box above the console?
  5. studmuffin1017
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    how does Lucien interact with this town?
  6. TKHBMVP
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    Every time I reach the town, I see this texture error on the chain texture, even after an update (see uploaded Image).
    1. Arthmoor
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      That sign in your picture has been altered by a mod. Check and make sure any mesh replacers you're using aren't broken. That sign is an otherwise vanilla blacksmith sign so you should have lots of them doing the same thing in other towns.
    2. TKHBMVP
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      Mistake by me, it is not your mods town, it is Heljarchen town with Nightgate Inn, and only there.
  7. Arthmoor
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    Version 2.0.6

    Added exterior lighting.
    1. TKHBMVP
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      Is it compatible with ELE and Relighting Skyrim as well Lanterns of Skyrim mods?
    2. Arthmoor
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      I would imagine so since this village did not exist and they'd have had no reason to light the empty side of a mountain :P
  8. scobolo
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    Ist this mod save to update to the newest version? I started a new game few days ago and don't have visited this town till now. Thx
  9. Martimius
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    Would it be safe to add .esl flags to Helarchen Creek and your other town mods via xEdit?
    1. Arthmoor
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      Not on an existing save, and not without compacting the IDs before you start a new save either.
    2. Martimius
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      Alright, thanks Arthmoor!
    3. Arthmoor
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      Given the number of people who have attempted this lately and ended up with broken games, I feel compelled to point out that compacting will also invalidate any patches made against a mod that's had it's IDs compacted after release. It's not a pretty thing to suddenly have a mod that was patching a rock become a mod that's now patching a building or an NPC because the form IDs don't align anymore.

      So I think it's best to amend my previous reply and say it's not safe to do this on anything that's already been released.
    4. Martimius
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      Whew! Ok. Good thing I didn't go ahead with adding .esl flags then hahaha
  10. RadiantQuest4E
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    Once again Arthmoor with the amazing mods. Geez you spoil us. Thanks.