Skyrim Special Edition

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KasalaBS

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KasalaBS

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22 comments

  1. PorkLoMaine
    PorkLoMaine
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    Civil War Checkpoints is in the same place :( Not a bug obviously just make me sad cuz I want both

    Edit: Also while searching for this I realized it didn't pop up - easy to make typo in the mod title
    1. KasalaBS
      KasalaBS
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      Thanks for letting me know, I'll list Civil War Checkpoints as incompatible :-)
  2. guitarfan01
    guitarfan01
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    Just a note to be added to the description - The Scrivener's Croft player home by solmyst is incompatible with this mod as it places the house in the same location. :)
    1. KasalaBS
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      Thanks for letting me know, it's been added to the description
  3. waeq17
    waeq17
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    Hooray for the Fomod!
    1. KasalaBS
      KasalaBS
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      Better be a little late than never :D
  4. MasterKingly
    MasterKingly
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    Hi,

    Thanks for the update but unfortunately there doesn't seem to be any plugin in the main file. 
    Also, great idea making the navmeshes optional ;)
    1. KasalaBS
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      Woops! Deleted the esp instead of the meta file ... Will be fixed right away! 

      Yeah, think not all want it, alltough I don't think it will conflict with anything.

      And thanks for repporting!
  5. drevviken
    drevviken
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    You should make an all in one when you're done with these :)
    1. KasalaBS
      KasalaBS
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      I might do that.. But may be a little difficult with all those patches I make Maybe I'll put them all in a FOMOD. But in any case, all my mods + patches can be merged into one file
    2. drevviken
      drevviken
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      Great. I love small additions like these to enrich the world
    3. KasalaBS
      KasalaBS
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      As do I. Skyrim is quite "empty" without these small mods
  6. DwemerRocks
    DwemerRocks
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    It adds to the world in a subtle and lore-friendly way. That is pretty sweet
    1. KasalaBS
      KasalaBS
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      Thanks! That is my main goal, to make it fit the game. Glad some thinks I nailed it   
  7. bientje
    bientje
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    Pretty nice. Are your mods also not Navcut? I really feel like you should... it's much easier than navmeshing and i think that for your setup it works just as well.
    1. KasalaBS
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      Navcut ? Like just remove navmesh from the spot i build upon ? Without makeing a complete deleted navmesh.. ? Hmm, I did'nt think of doing that, but that should'nt be a problem to do.. Exept for Riverwood Burial Site - New Location as I put some fence right untop of cellborder.. Did'nt chech for that until I was finish with the mod... *big facepalm*
    2. bientje
      bientje
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      Hi!

      No, never remove a navmesh. if another mod references that navmesh/triangle it crashes the game.

      A navcut is basically a collision box around an object that tells a NPC that it can't walk through/over something. It's not as good as doing a propr manual navmesh, but it definitely gets the job done for AI pathfinding. Once you the hang of it it will probably only take you around 20 minutes per mod to get all collision boxes set up properly, maybe even less :) You can get quite flexible with navcuts, actually! You can use planes, boxes, and even cubes. And change their sizes according to your wishes.

      Here, check this out: https://www.youtube.com/watch?v=HgkH9gzbPjM

      That tutorial is only 2 minutes long so you know it's an easy thing to do ;)
    3. KasalaBS
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      Yeah, that is what i thought, and why I have not done it yet, afraid to breake something.

      Just watched the link to gave.. Why did'nt I know this before, makes it sooooo much easyer! And for sure I'm gonna use it! Thansk alot for this !!  
  8. waeq17
    waeq17
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    Another great burial site Kasala!
    1. KasalaBS
      KasalaBS
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      Thank yooooou