If any of you want to have a chat with me, want to look at some screenshots of the upcoming updates or have a pressing issue, I've created a discord server just for that! : https://discord.gg/vKkVZrvh8M (I changed the link so that it doesn't expire).
This is a great mod, but it does block the Mage's guild main quest. For those who want to keep both, I was able to do it. First create a backup of this mod's ESP file. Then you have to use SSEdit and remove the changes this mod makes to Labyrinthian in the Worldspace. Then you can carry on with the mage's guild quest. After you're done, just use the backup to replace the changes you made to the ESP file.
hey I was wondering if someone could make a patch for lc_citadel as its incompatible both are brilliant mods though and I would love to use both most of problems are some terrains which cover some buildings in citadel and a few small buildings that clip into citadel like a watchtower and a few tents but yeah this mod does look amazing and from what little I have played is amazing thanks
I have only just found this mod, thanks to Febrith Darkstar on YT. It looks fantastic and a lot of work, so thank you for the vision and effort.
The scope and potential for this mod is massive. It blends so well into extending Skyrim's story, similar to other mods like 'The Second Great War', expanding the game play way beyond the main quest and secondary story that Bethesda put in. I hope to see this mod continue to be developed and patches made for it so that the story of Skyrim can be continued. I'm sure there a many players that will have ideas of how to tie this to the Elder Scrolls story and expand it even further, like I do, but for now I thank you and hope to see the added quest to find the spell from Shalidor, along with the finishing touches.
Hey so I'm on Xbox 1 and I have the anniversary edition upgrade. Three things: 1. I absolutely love this mod. You did an incredible job on this, the city is vibrant and alive. 2. This mod really likes to crash for some reason. Idk why, and I don't fault you for it, but it does. My belief is that my Xbox one doesn't like the added NPCs (which is a shame), and the added NPCs tax the game too much for a console. Would there be a way to remove the npcs at all? I completely understand if it's not possible. 3. Can you buy the other houses in Bromjunaar? Edit: Further testing has revealed something incredibly interesting. The crashes only happen during the day. So when I walk around at night everything is fine.
So I kept noticing a thief wearing all grandmaster thieves guild armor that was just outside riverwood. I couldn't figure out what mod he was coming from so I installed more informative console mod.....It says he came from this mod. Why would this mod add a thief in grandmaster armor outside Riverwood?
That is very odd since I do not recall having any character in my mod with a grandmaster thieves guild armor, there is one with a thieves guild armor in Bromjunaar but he usually stay put.
I noticed that very same thief in grandmaster armor hanging between Riverwood and Embershard mine. This was on a vanilla game with no other mod installed except this one.
Btw, you did a great job on the mod, OP. I love the design.
Not that much incompatible, it's really a matter of cleaning up the road/disabling the assets of the southern camp in the citadel. Apart from that, the two mods can work in tandem without any issues. A patch will be made quickly once I've done the quest.
1. Will the city only appear up after CoW completion and it's only the cool spell/mini-quest you're working on, or will it just show up on installation as of current version? 2. What about Lost Valkygg and Shalidor's Maze? Do/will you have to clear them, too? Or just left alone by the city?
I'd hope requiring at least Lost Valkygg to be cleared for the sake of something one of my own mods does there :) Plus Lost Valkygg could be repurposed by the city!
Thank you! The city will be aquired after a quest following the last quest of the College of Winterhold, I will keep a "original version" though for the people that want to enjoy the city without completing/doing the mage's quest. Lost Valkygg has been..."burried" so to say, I couldn't figure out what to do with it precisely so I just covered the entrance, in the future though I'd like that Thyra (the College of Bromjunaar Headmaster) would give you quests to set up an archeological expedition in the nordic ruins. The lost Valkygg could be the starting point of it. I could however make it a requisite to have cleared the lost Valkygg before the quest start, I don't want my mod to conflict with yours. :)
The player home is the Arch-Mage palace in and of itself, Although I must admit I've though long and hard about adding the option for your spouse to move in and adding a room for the childrens. In this version I went with what the College of Winterhold had done : A simple quarters for the head of the college and not his family. But I'm thinking about adding full support to the place so that you can bring your whole family with you, the place is more appropriate to raise children than gloomy Winterhold (even though I love this place). What would you like to see added to the Arch-Mage Palace? :)
Ooh didn't realize, in the Palace I would just hope for one of every crafting station, including a Disenchanting Font like you get in Obscure's College of Winterhold (which I believe you can just reuse his per posted permissions). Also an All Forge like in Myrwatch to stay on par.
Adding my own vote to just move the doors to Lost Valkygg, not remove access entirely. Maybe a basement room can have load doors to the old locations that appear to be tunnel entrances/trap doors or something?
I have found any time I play a mod that completely destroys/removes a location, some later quest or mod eventually sends me there, so a back-door to make that still possible would be a key feature for compatibility across the board. If the locations technically shouldn't exist anymore you can make it magic and call those doors "portals to the past" or something, maybe add a little explanatory note saying these portals are for historical preservation purposes.
If you want to add quests, btw, a quick way would probably be to add a patch to add a Missives mod board to the city. Easy way to make the place feel integrated with the world.
Thanks for the suggestions! I'll add an abandoned basement to the Windswept Manor with a trapdoor to the lost Valkygg in the following update. I'll see what I can do the add the disenchanting font, the all-forge although would make it a requirement to have the AE version so I'm a bit more cautious around that. I could make a SE version and a AE edition but I want to patch the bugs present in the current version before tackling that. (One user pointed out the "wild edits" present in my mod, and those are really important to fix as fast as possible to diminish the amount of bugs/incompatibilities).
I could imagine the city just putting a wall or something around the entrances for safety reasons, with a door only opened by the Archmage key or something
An Allforge can just be recreated without AE dependency, all that's different is it's a new furniture record with all the keywords If you want you could give it a fancy glow or something
I'm still playing SE and don't plan on updating to AE anytime soon so hope that you keep this awesome mod not have an AE requirement. Just my two cents. :)
I've added a basement in the Windswept mansion with a locked door leading to the lost Valkygg in the 1.0.2 update, the key for the door can be found on the table at the center of the Arch-Mage Palace bedroom. :)
Quick question, does this mod have a player home or is it just a city to explore, BTW this is a stunning city :D EDIT: never mind found it :D Amazing work m8
204 comments
this mod does look amazing and from what little I have played is amazing
thanks
The scope and potential for this mod is massive. It blends so well into extending Skyrim's story, similar to other mods like 'The Second Great War', expanding the game play way beyond the main quest and secondary story that Bethesda put in. I hope to see this mod continue to be developed and patches made for it so that the story of Skyrim can be continued. I'm sure there a many players that will have ideas of how to tie this to the Elder Scrolls story and expand it even further, like I do, but for now I thank you and hope to see the added quest to find the spell from Shalidor, along with the finishing touches.
1. I absolutely love this mod. You did an incredible job on this, the city is vibrant and alive.
2. This mod really likes to crash for some reason. Idk why, and I don't fault you for it, but it does. My belief is that my Xbox one doesn't like the added NPCs (which is a shame), and the added NPCs tax the game too much for a console. Would there be a way to remove the npcs at all? I completely understand if it's not possible.
3. Can you buy the other houses in Bromjunaar?
Edit: Further testing has revealed something incredibly interesting. The crashes only happen during the day. So when I walk around at night everything is fine.
Btw, you did a great job on the mod, OP. I love the design.
Thanks Sdougiss, and keep on modding !
Couple questions:
1. Will the city only appear up after CoW completion and it's only the cool spell/mini-quest you're working on, or will it just show up on installation as of current version?
2. What about Lost Valkygg and Shalidor's Maze? Do/will you have to clear them, too? Or just left alone by the city?
I'd hope requiring at least Lost Valkygg to be cleared for the sake of something one of my own mods does there :)
Plus Lost Valkygg could be repurposed by the city!
The city will be aquired after a quest following the last quest of the College of Winterhold, I will keep a "original version" though for the people that want to enjoy the city without completing/doing the mage's quest.
Lost Valkygg has been..."burried" so to say, I couldn't figure out what to do with it precisely so I just covered the entrance, in the future though I'd like that Thyra (the College of Bromjunaar Headmaster) would give you quests to set up an archeological expedition in the nordic ruins. The lost Valkygg could be the starting point of it.
I could however make it a requisite to have cleared the lost Valkygg before the quest start, I don't want my mod to conflict with yours. :)
I have found any time I play a mod that completely destroys/removes a location, some later quest or mod eventually sends me there, so a back-door to make that still possible would be a key feature for compatibility across the board. If the locations technically shouldn't exist anymore you can make it magic and call those doors "portals to the past" or something, maybe add a little explanatory note saying these portals are for historical preservation purposes.
If you want to add quests, btw, a quick way would probably be to add a patch to add a Missives mod board to the city. Easy way to make the place feel integrated with the world.
I'll see what I can do the add the disenchanting font, the all-forge although would make it a requirement to have the AE version so I'm a bit more cautious around that. I could make a SE version and a AE edition but I want to patch the bugs present in the current version before tackling that. (One user pointed out the "wild edits" present in my mod, and those are really important to fix as fast as possible to diminish the amount of bugs/incompatibilities).
I could imagine the city just putting a wall or something around the entrances for safety reasons, with a door only opened by the Archmage key or something
An Allforge can just be recreated without AE dependency, all that's different is it's a new furniture record with all the keywords
If you want you could give it a fancy glow or something
EDIT: never mind found it :D Amazing work m8