Skyrim Special Edition
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subhuman0100

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26 comments

  1. SefaAlaz
    SefaAlaz
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    Does not work with Cotn Morthal and The Great Cities Morthal series. Maybe a patch will come in the future.
    1. WinterHaretic
      WinterHaretic
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      Wondering the Same...
  2. HamsterSensei12
    HamsterSensei12
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    Is the script packed in the BSA meant to be inside an additional "data" folder? The game is going to read it as located in "data/data/scripts/...".
    1. mattski123
      mattski123
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      Just uploaded the fixed .bsa. Enjoy: https://www.mediafire.com/file/hrt5es6ym9kmnyy/Morthal+Guard+Overhaul.bsa/file
  3. epicman6845
    epicman6845
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    Are all of the guard overhauls compatible with JK's Skyrim?
    1. Blackspine18859
      Blackspine18859
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      Some aren't. This one isn't. Neither is Ivarstead. The others MIGHT be. 
  4. HamsterSensei12
    HamsterSensei12
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    Has anyone tried this with CotN Morthal?
  5. epicman6845
    epicman6845
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    Are your guard overhaul mods compatible with AI Overhaul SSE?
  6. isawabear
    isawabear
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    i like that you're giving the guards a less video gamey feel with these, any chance you'll combine all your guard mods into a single file?
    1. hauntedabyss
      hauntedabyss
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      110000%
  7. EinBlonderTraum
    EinBlonderTraum
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    Has anyone tried this with The Great City Of Morthal (I was thinking of choosing The Great Cities - Minor Cities and Towns for my smaller settlement overhaul , and it includes the morthal module)? The more deeply you get into modding a Betheseda game, the more confusing it become. Some many possibilities of conflict, and only some of the combinations have compatibility patches available.
    1. TeutonicDragon
      TeutonicDragon
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      +1
  8. erikkjanbrehla
    erikkjanbrehla
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    any problems between this and jk's morthal?
    1. Pfuscher
      Pfuscher
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      +1
    2. MakizushiSama
      MakizushiSama
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      +1
  9. Skinjack
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    I'm enjoying these little additions and haven't run into too many issues (yet) with the various cities I've downloaded. Ivarstead being the exception right now since I use Ivarstead by Ozymandy and it is an SSEEdit mess.

    But I did have a question. I know you state it may have issues with mods that alter building locations, etc. Do ClefJ's Morthal and the Morthal Overhaul II fit into that statement? ClefJ adds buildings, but I'm not sure which and how much that would affect this mod. I'm not really sure about Morthal Overhaul II. I think it is just cosmetic improvements but, again, I haven't been to that city in a while either. Being SSEEdit near-illiterate sucks.
    1. subhuman0100
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      I don't have either of those, so I don't know.
      Guard patrol paths, are over the vanilla streets.   If another mod changed the street layout- I don't mean adding new streets, but in the sense of covering existing ones with buildings- then it may conflict.
      There's a guard stationed in front of the Jarl's Longhouse.  If a mod moved the longhouse, it will conflict.
      Other than that, the Inn matters.  As long as the Inn porch is largely unchanged, and the area beside/behind the Inn where I have them doing weapons training in the screenshot is still open, it should be fine.
    2. Skinjack
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      OK, thanks for the reply. I'll give it a try. Any idea how many others you will be doing? Or maybe an all-in-one fomod later? Just want to figure out how many I'll try to merge later if needed.
    3. subhuman0100
      subhuman0100
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      Not many more.  The fun's worn off.  These last two, have been mostly unpleasant.  I have Whistling Mine started, but I'll probably never finish it.
      Instead, right now I'm re-doing Riverwood because it has way too many problem reports.  Sometimes, you just need to nuke the whole thing and start over.
    4. Skinjack
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      Well, I'll be looking for them. And I can understand the novelty wearing off. I did about 100 weapons before I got tired of it and decided to take a break. So far, I'm on year two of the break.
  10. TactlessNinja
    TactlessNinja
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    Been tempted to add this as I didn't see any downsides, however, I had a query before I went ahead. You're editing the insides of the barracks a bit, how does this affect stuff like Lux?
    1. subhuman0100
      subhuman0100
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      The main goal of what I was doing, was to fit enough beds so everyone can sleep.  I moved one light in the process.
      I would expect the change to be minimal, if even noticeable at all.  There's dozens of other light sources in the room that I had no reason to so much as touch.