Loot sorts the Arthmoor patch like this: 1 Fall of Granite Hill.esp 2 Granite Hill Outpost - ARTH.esp 3 Granite Hill Outpost.esp
I was able to fix this with a custom LOOT rule, though it might be useful to add Granite Hill Outpost.esp as a master to Granite Hill Outpost - ARTH.esp, which would also fix that issue. Either way, this isn't a bug, just a convenience thing and a quirk with LOOT.
I've been binging your guard post mods all day. You've made exactly the kinds of mods I've been wanting for years now. Clean, with no wild edits and minimal navmesh editing. When you do 1k+ mod load orders like me, mods like this one are a godsend. This one looks great even with the debug markers I got in there right now: https://imgur.com/a/ucsEvlB
Oh, you only need one or the other. If you look at the files tab, it says in their descriptions to use one or the other, not both.
This means a lot to hear from people. In exteriors, the CK doesn't want to only edit a single cell's NavMesh. It wants to also edit any adjoining cell. You have to do a lot of manual renumbering of triangles or rotating triangles to get it down to just that one cell. I had the majority of this mod done, in under a day. Everything but the NavMesh. That single cell's NavMesh, took another 4.5 days to get it to the point where finalizing it, wouldn't edit any other cells.
Oh I feel dumb now... I looked at it in xedit, but only with the show conflicts filter.
I've been avoiding learning how to NavMesh in the CK, for exactly this reason. I make games in UE4/5, where navmesh is mostly automatic. I really appreciate people who make clean mods with Bugthesda's tools.
It's incompatible. It's incompatible with anything in the region, because it makes wild edits to the NavMesh in seven cells that it doesn't even place items in. I don't mean the four cells it does place buildings in, I mean seven more in addition to that. ...and it includes five ITM NavMesh records, but that's comparatively minor and easily fixed.
But it's specifically incompatible with this, because it places structures in the same cell I do.
Oof! The guards will either be lucky or slaughtered in the WARZONES mod. Great work, would you mind mining a piece of the mountainsides to make full guard post, there? Anyway, well done!
There's no space. The blue/yellow dashed lines are the cell borders. If I push into the adjoining cells for any terrain editing or worse, NavMesh edits, it will conflict with any other mod trying to work in the area.
As far as expanding the barracks space goes, there's plenty of room in that tower. Inside, it's larger than Morthal's barracks, and almost as large as either Dawnstar's or Falkreath's. I managed to shoehorn five beds into Dawnstar and Falkreath, so I'm sure I could fit four in here. Four guards at a time, four shifts means sleeping quarters for sixteen guards. If someone really wants to turn this into a full-fledged fort, it's do-able.
At the top of the tower, the boards I added aren't accidental at all. They're all very deliberate, placed so that the game will consider them to be cover from incoming fire. The guards up there are better protected, than others with stone towers. The more open windows provide 1/4 cover, the less open ones (middle of each wall) provide 1/2 cover. The chimney provides full-body cover.
I did the same at most of my guardposts.This is from Jerall-Throat Outpost because I had the image handy. The white is what the game considers full-body cover, and the blue is partial cover. In these images, guards at the windows are covered for the bottom 1/2 and top 1/4 of their body. Maximum protection, while still allowing them to attack from range.
Don't underestimate these dinky wooden shacks I'm putting up. With how the game calculates it, they're much better protection than you may expect!
P.s As i roamed through the outpost i got a minor "bug" The lantern that's hanging from the roof at the top of the tower (it casts light quite chaotic (swings and bugs out) May be only me though (using Lux and Orbis)
Just posted four images, your outpost works really well with this Granite Hill mod: https://www.nexusmods.com/skyrimspecialedition/mods/14658?tab=description
Thanks for the images! I really like the nighttime one, except you're using a different retexture than I do so it makes it fairly obvious that the doorframe was kludged together from various parts. But, that's minor in the grand scheme of things.
I know there's several Granite Hill mods out there, and I'm not going to vet them all. When using this with any Granite Hill town mod: - Load this before the town mod. Assuming the other mod author added appropriate keywords to the Granite Hill Location, those need to take precedence and "win" the conflict in order for the town to be treated as a town. - Granite Hill has changed hands between Whiterun and Falkreath in the past. https://en.uesp.net/wiki/Lore:Granite_Hill Currently, it's considered part of Falkreath which is why I put Falkreath Hold guards in the tower. If another mod author opted to make GH part of Whiterun, and either hold changes allegiances during the course of the civil war, there may be bloodshed.
All the guards are in Falkreach faction and I did see your original comment about load order and set a Loot rule to make sure your outpost loads first. I think it will be fine when the revolution comes.
And yet another wonderful addition. As I'm running someone's Granite Hill settlement plus I have LC's build your Noble Hall(renamed to Granite Hall) this will work quite nicely in that area.
You may be disappointed on the next one. I have a list in my head of places I want to do, and I'm trying to alternate between places that are unlikely to conflict with other mods (such as Sungard Pass, Jerall-Throat Pass, and this) and places that are likely to conflict- such as Riverwood and Falkreath. I'm working on Dawnstar now, and I know it's going to conflict with a lot of other mods. I'm not going to spend all my time making compatibility patches, so I know a lot of people won't be able to use it. But, it's a place I want to fix- Bethesda placed a dozen guards in the town, but only gave them one usable bed!
Ah no worries there, I'll definitely check it out regardless and see if it conflicts with anything on my end. Even if it does. I"m glad I can at least use pretty much all of your other ones. I switched around some of my Dawnstar loadout a few months back and will only be running with JK's plus COTN.
Nonetheless I really love all the little outposts and such you've done. they definitely look like they'll add that little bit of extra immersion like they belonged there from the get go.
Looks great. Just to be sure, "only" the Guard Tower is added? The buildings in the background North of the Tower are not part of the mod, are they? I´m using "Granite Hill" forever, so I have no idea whar the area looks like in vanilla game. Thanks!
22 comments
1 Fall of Granite Hill.esp
2 Granite Hill Outpost - ARTH.esp
3 Granite Hill Outpost.esp
I was able to fix this with a custom LOOT rule, though it might be useful to add Granite Hill Outpost.esp as a master to Granite Hill Outpost - ARTH.esp, which would also fix that issue. Either way, this isn't a bug, just a convenience thing and a quirk with LOOT.
I've been binging your guard post mods all day. You've made exactly the kinds of mods I've been wanting for years now. Clean, with no wild edits and minimal navmesh editing. When you do 1k+ mod load orders like me, mods like this one are a godsend. This one looks great even with the debug markers I got in there right now: https://imgur.com/a/ucsEvlB
*Two thumbs up*
Oh, you only need one or the other. If you look at the files tab, it says in their descriptions to use one or the other, not both.
This means a lot to hear from people.
In exteriors, the CK doesn't want to only edit a single cell's NavMesh. It wants to also edit any adjoining cell. You have to do a lot of manual renumbering of triangles or rotating triangles to get it down to just that one cell.
I had the majority of this mod done, in under a day. Everything but the NavMesh. That single cell's NavMesh, took another 4.5 days to get it to the point where finalizing it, wouldn't edit any other cells.
Oh I feel dumb now... I looked at it in xedit, but only with the show conflicts filter.
I've been avoiding learning how to NavMesh in the CK, for exactly this reason. I make games in UE4/5, where navmesh is mostly automatic. I really appreciate people who make clean mods with Bugthesda's tools.
https://www.nexusmods.com/skyrimspecialedition/mods/58335
...and it includes five ITM NavMesh records, but that's comparatively minor and easily fixed.
But it's specifically incompatible with this, because it places structures in the same cell I do.
The blue/yellow dashed lines are the cell borders. If I push into the adjoining cells for any terrain editing or worse, NavMesh edits, it will conflict with any other mod trying to work in the area.
As far as expanding the barracks space goes, there's plenty of room in that tower. Inside, it's larger than Morthal's barracks, and almost as large as either Dawnstar's or Falkreath's. I managed to shoehorn five beds into Dawnstar and Falkreath, so I'm sure I could fit four in here. Four guards at a time, four shifts means sleeping quarters for sixteen guards.
If someone really wants to turn this into a full-fledged fort, it's do-able.
At the top of the tower, the boards I added aren't accidental at all. They're all very deliberate, placed so that the game will consider them to be cover from incoming fire. The guards up there are better protected, than others with stone towers.
The more open windows provide 1/4 cover, the less open ones (middle of each wall) provide 1/2 cover. The chimney provides full-body cover.
I did the same at most of my guardposts.This is from Jerall-Throat Outpost because I had the image handy. The white is what the game considers full-body cover, and the blue is partial cover. In these images, guards at the windows are covered for the bottom 1/2 and top 1/4 of their body. Maximum protection, while still allowing them to attack from range.
Don't underestimate these dinky wooden shacks I'm putting up. With how the game calculates it, they're much better protection than you may expect!
P.s As i roamed through the outpost i got a minor "bug"
The lantern that's hanging from the roof at the top of the tower (it casts light quite chaotic (swings and bugs out)
May be only me though (using Lux and Orbis)
No issues at all. Endorsed, thank you.
I know there's several Granite Hill mods out there, and I'm not going to vet them all.
When using this with any Granite Hill town mod:
- Load this before the town mod. Assuming the other mod author added appropriate keywords to the Granite Hill Location, those need to take precedence and "win" the conflict in order for the town to be treated as a town.
- Granite Hill has changed hands between Whiterun and Falkreath in the past. https://en.uesp.net/wiki/Lore:Granite_Hill
Currently, it's considered part of Falkreath which is why I put Falkreath Hold guards in the tower. If another mod author opted to make GH part of Whiterun, and either hold changes allegiances during the course of the civil war, there may be bloodshed.
Awesome yet again ! Thanks .
I have a list in my head of places I want to do, and I'm trying to alternate between places that are unlikely to conflict with other mods (such as Sungard Pass, Jerall-Throat Pass, and this) and places that are likely to conflict- such as Riverwood and Falkreath.
I'm working on Dawnstar now, and I know it's going to conflict with a lot of other mods. I'm not going to spend all my time making compatibility patches, so I know a lot of people won't be able to use it. But, it's a place I want to fix- Bethesda placed a dozen guards in the town, but only gave them one usable bed!
Nonetheless I really love all the little outposts and such you've done. they definitely look like they'll add that little bit of extra immersion like they belonged there from the get go.
Description page, read the last two lines. :)