Is this compatible with [...]? Unless it's listed in the description, I don't know. Skyrim has over 110,000 mods and I'm not testing them all. If you find a compatibility issue, let me know and I might make a patch, but I'm not going to go through and test your whole load order for you.
I love the mod. It just makes navigating the world on foot make so much more sense. Is there a way to remove just one of the checkpoints? I'm using Ryn's Robber's Gorge and the checkpoint is just a bit too close- the bandits and the guards are usually in combat by the time I get there. I am planning on removing Ryn's and seeing if that helps space them out, but from an immersion standpoint this individual checkpoint doesn't make much sense atm- Robber's Gorge is supposed to have developed as a result of lawlessness. I don't see an easy fix for it unfortunately, though I think I might be able to just remove the guards (as if they abandoned their post). It's incredible what you've done here- they really do fit in so well, even on a heavily modded list. My LO is ridiculous so there was bound to be something.
I have no plans to remove anything really (and I did try a few different locations for that checkpoint before settling on that one). The way it's designed though is supposed to be a rush job in response to the bandit camp. All you'd need to do though is load up the mod in Creation Kit and set everything in that location to Disabled.
I settled on removing Ryn's and yours makes a whole lot more sense with it gone. Just to reassure you- I wasn't suggesting you remove it based on my personal preferences, I just wanted a little guidance on tweaking it myself if removing Ryn's didn't feel like enough. You do enough for the community without having to change your mods every time someone with a ridiculous LO thinks A is too close to B. Thank you!
the south side of dragon bridge jk put a wall for guards that clip with yours, is the only conflict that I fine, and I play with that for over a year cause is not that bad ut its is there, I try other mods but they have to many problems, yours is the best so when you have time try to see that please. Thank you =)
In which case my reply is unchanged. JK's hasn't been updated recently and I'm sure they were compatible. Therefore it is my belief that the issue being encountered is not caused by JK's, unless someone can prove otherwise.
I decided not to make patches for Schliztor's mods, as they have made a decision to put these villages "outside" of the standard hold government, with their own militia guards rather than hold guards. It wouldn't make sense for a hold border to exist in a village which does not have hold guards.
Tactical civil war occupation has a new .esp name: TCWO.esp I don't know what else did Alesandren changed in his 3.0 update (maybe the only made the FOMOD). But I just wanted to let you know for your patch
I don't see why not. Depends if that mod edits any of the base Patrol and Guard packages. As with any compatibility question, you'll need to try it and see.
What would it take in CK to remove Illinalta bastion? Interested in learning to remove the locations that interrupt the Main quest approach to Riverwood, design wise I believe it was intentional to have the people in Riverwood be the first ones you see
Is it mainly the guards, or the whole checkpoint you want to remove? This is the second time in two months that someone has said Ilinalta Bastion interrupts the journey to Riverwood, so I might add to my list of requests an update to take out the guards at least.
(Someone also said before that it messes with the view of Bleak Falls Barrow, but I like the framing of the barrow through the archway...)
I guess both the checkpoint and guards. It's not so much because of the design, In an alternate start playthrough it's a really cool location but it has a very modded feel specifically when doing that starter quest, as Ralof / Hadvar don't audibly acknowledge it like they do the standing stones, bleak falls, etc.
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I am planning on removing Ryn's and seeing if that helps space them out, but from an immersion standpoint this individual checkpoint doesn't make much sense atm- Robber's Gorge is supposed to have developed as a result of lawlessness. I don't see an easy fix for it unfortunately, though I think I might be able to just remove the guards (as if they abandoned their post).
It's incredible what you've done here- they really do fit in so well, even on a heavily modded list. My LO is ridiculous so there was bound to be something.
Deyvistain Man Those Borders SSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) might be more up your alley. It works perfectly with JK's Skyrim, JK's Whiterun Outskirts, Riften Outskirts, Windhelm Outskirts, and Markarth outskirts.
In which case my reply is unchanged. JK's hasn't been updated recently and I'm sure they were compatible. Therefore it is my belief that the issue being encountered is not caused by JK's, unless someone can prove otherwise.
https://www.nexusmods.com/skyrimspecialedition/mods/90041
https://www.nexusmods.com/skyrimspecialedition/mods/75264
Could you do a patch for both mods? I would really like to keep this mod.
Also, I suggest to move the Blizzard checkpoint a little bit to the north to avoid conflicts. I suggest close to the stonewall.
Thank,
If you have Northern Roads, some of these are patched through Northern Roads Patch Collection - Addon Patches and Combos.
I don't know what else did Alesandren changed in his 3.0 update (maybe the only made the FOMOD).
But I just wanted to let you know for your patch
I did try it with Man Those Borders, Immersive Hold Borders it fits well (for me) I have 3 gates in Falkreath lol and yeah I am cool with it.
Nvm bro, I just installed Northern Roads Patch Addition :)
(Someone also said before that it messes with the view of Bleak Falls Barrow, but I like the framing of the barrow through the archway...)