VERSION 1.05 UPDATE Version 1.05 fixes a lot of issues with left over objects from larger mod. Also adds a new small seating area.
FUTURE PLANS?
Okay I wasn't really planning on updating this mod much, but I probably will now :)
DEFINITES: Adding dialogue to various NPCs Making the Steward able to trade Gold Increasing gold available to traders Getting rid of that god damn Rabbit! :) A couple of Patches I might...even....replace the boat!...(lmao)
MAYBES: Adding an Inn + More NPCs to work / own it Adding a hidden cave with possible hostiles + treasure deeper in the Mine
Hello, I have a floating sign at the crossroads on the left before arriving at Whiterun going right towards the stables. I use the less english version.
To be honest, I don't think adding more NPCs is important at this point at all.
Let me give some honest feedback.
Visually, this town is super nice and immersive. High quality, prime work. Sometimes a bit odd design in the many stairs and the multiple levels of houses, but thematically this fits if it "chaotically" evolved started from the mine.
So why have I just decided to drop this mod if I ever get around to rebuilding my modlist? Simply because the visuals aren't enough. There are no quests, there is nothing to do in the area. The npcs only have generic lines and with most of them you can't even interact. For some reason all the merchants also have 0 cash so you can't sell them stuff. I did see that you plan to update some of these things and I look forward to that. It'll stay in my game for now and if it's save to update mid-game I definitely will to check it out, but as of now, I don't feel like it adds that much to the game.
It's a standalone, lots of people requested the main mod be broken up to aid compatability. It does add a few things, and bug fixes, but nothing major yet. That will only change if I actually figure out decent quest making. It's not easy.
Love the small town added as part of the hold. I also have thunderchild installed and this town is in the same area as one of the markers that mod installs. They don’t necessarily overlap in a game breaking sense, but the marker does now float in the air. Is there a way someone who’s better at this sort of thing than I am could create a patch for this to lower is a few feet onto the ground?
That's very strange, I've never seen that happen. When I update this mod I'll look into it - but it could be some other mod not playing nice with some of the NPCs I add?
Hello, Can you confirm that the "Less English Version" still contains dialogues in English ? I would have preferred a version without any English dialogue for non-English speaking players, so as not to break my immersion.
If I recall I just removed all dialogue that isn't translated in versions that have other language dialogue. I also removed signs, and the names of buildings upon clicking on the door.
ok im confused, i have not downloaded this mod, it's not in my load order, not in my mod manager anywhere, not in my browser or nexus download history, but this town is in my game. well it's half the town there's missing meshes and buildings. i was confused on what mod added it, so i typed in the name of the town and this mod pulled up. is there another mod that goes with this mod because i went through the last few mods i downloaded and they do not even mention this mod. how the hell is this town in my game but i never downloaded it
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Version 1.05 fixes a lot of issues with left over objects from larger mod. Also adds a new small seating area.
FUTURE PLANS?
Okay I wasn't really planning on updating this mod much, but I probably will now :)
DEFINITES:
Adding dialogue to various NPCs
Making the Steward able to trade Gold
Increasing gold available to traders
Getting rid of that god damn Rabbit! :)
A couple of Patches
I might...even....replace the boat!...(lmao)
MAYBES:
Adding an Inn + More NPCs to work / own it
Adding a hidden cave with possible hostiles + treasure deeper in the Mine
Any suggestions just drop me a comment :)
Willybach's Discord Server
I have a floating sign at the crossroads on the left before arriving at Whiterun going right towards the stables. I use the less english version.
Let me give some honest feedback.
Visually, this town is super nice and immersive. High quality, prime work. Sometimes a bit odd design in the many stairs and the multiple levels of houses, but thematically this fits if it "chaotically" evolved started from the mine.
So why have I just decided to drop this mod if I ever get around to rebuilding my modlist? Simply because the visuals aren't enough. There are no quests, there is nothing to do in the area. The npcs only have generic lines and with most of them you can't even interact. For some reason all the merchants also have 0 cash so you can't sell them stuff.
I did see that you plan to update some of these things and I look forward to that. It'll stay in my game for now and if it's save to update mid-game I definitely will to check it out, but as of now, I don't feel like it adds that much to the game.
So, its just a cut version of Whiterun Valley? Does it have some patches and updates in the future?
Actually, I was experimenting with creating the town's own system, I may have left some elements of it in the mod. It might be causing an issue.
Can you confirm that the "Less English Version" still contains dialogues in English ? I would have preferred a version without any English dialogue for non-English speaking players, so as not to break my immersion.