Skyrim Special Edition

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ripvanwinkle111 - ported by Mattski123

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mattski123

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15 comments

  1. mattski123
    mattski123
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    If you guys experience any bugs or issues please check if it has been mentioned on the original mod page: RTS for Skyrim. My mod is ONLY a port.
  2. jfghurtg3td
    jfghurtg3td
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    is there a way to re obtain mod items as I accidently sold mine
  3. predators9000x
    predators9000x
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    I WANT THIS!!!
  4. bladekelly
    bladekelly
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    this is totally awesome!!! if using borders disabled can i build houses and shops outside the boarders? so curious. because it can be a way to totally exspand skyrims open world to a much bigger scale.
    1. mattski123
      mattski123
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      Gosh that's an idea and a half... You could even potentially make a "mod" from that somehow. Maybe selecting those objects you place, find their base ref, get coordinates including rotation, and you could probably release a mdo like that lol.
  5. sddasesgdsgg
    sddasesgdsgg
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      Thank you my friend, I really love building class mods like this, support 
  6. Fredthe4th
    Fredthe4th
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    Posting this here since I don't know if this is an issue LE mods have/can address:

    Hey this mod has a lot of temporary references (around 53074), is it ok to add an esm flag to this mod so that they only load in when needed? From what I understand: for esp files, temporary references load in the moment you start the game and stay loaded in. ESM files or esp files flagged with an esm flag instead load in those temporary references when you are in their cell. The only reason I am asking is that there is a reference limit that can be loaded into the game (2^20 or around 1.1 billion) and when you hit that cap the game CTDs or has infinite loading screens. This mod consumes around 5% of the cap and most of the references are temporary references so an esm flag could help but I don't know how that will affect this mod considering the mod's gameplay mechanics. I do know that esm flags do cause esp files to be loaded with esms so it will affect load orders, but load orders shouldn't matter that much for this mod.
  7. Rurikplease
    Rurikplease
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    Would you be willing to port this to Bethesda.net for use on Xbox as well?  
    1. mattski123
      mattski123
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      Nope, but I don't see why anyone else couldn't do that. It's probably best to ask the original author if it's OK though.
  8. vinnybronco
    vinnybronco
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    is there a way to rotate a building and if not how do you know where the door will be when placing a structure 
    1. mattski123
      mattski123
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      Yup, search rotate in the original mod pages comments. It may also say it in the ?scrollwheel instructions.
  9. VesperXeni
    VesperXeni
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    Wow.  This looks cool.  A few questions:

    1)  should this only be done to make new villages/hamlets around Skyrim?  Or would it work to say add a blacksmith to Winterhold and house for Embry in Riverwood?  

    2)  the description says to recruit named NPCs.  Does that mean vanilla named NPCs from the game, or is there a pool of NPCs added by the mod that are recruited similar to the settlement beacon in Fallout 4?

    3)  how do you add interior floors to the homes?  It looks like each has a standard dirt floor, which will be overrun for anyone who uses high density grass mods.
    1. mattski123
      mattski123
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      Sorry champ, got no idea. I don't use this lol. I prefer tundra defense. But maybe one day I will ;)
    2. amoney78
      amoney78
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      i think you can use it everywhere and for the floor you can click on the beam to make one, you can also add supplies. for the npc you can recruit a maximum of two per structure and these are random, but you can customize them with racemenupresetloader and proteus
  10. deleted67140661
    deleted67140661
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    This, Tundra Defense or Skyrim RTS Army Wars? Anybody who tried all of them and want to share a review? Pretty please? ^=^