Please report any issues here, and i'll do my best to look into them. Constructive criticism is always appreciated, nay required!
There is scope for a little more in Rorikstead, another farmhouse, perhaps a small shrine to kynareth. The other thing i'd like to do is extend some of the dialog to the added NPC's so they feel less generic, so I may do an update for that.
EDIT: v1.0 had a messing texture causing a purple helm on a scarecrow. Please use v1.1 and you'll never know it wasn't there.
27/01/17 - Added a patch for Immersive citizens, for any that use that mod. It's pretty awesome and utilises a lot of stuff that Beth really underused in the main game. Definitely worth checking out. Also updated the main file to v1.2. - Main changes are occlusion boxes and moved idle markers. It should be compatible with IC without the patch now, but some of the buildings added by IC bisected fences etc. So the patch clears all of that up and keeps all of the excellent additions by IC. Also, I did get a Wuvaar talking package finished, but the Creation kit in its current version is having issues with exporting dialogue, so that, whilst ready to go, will have to wait for a CK update. This will be the final version until then.
Also, no urgent need to update if you're using v1.1 and not Immersive Citizens. So just keep playing. I'm off to look at what can be done about the woefully understaffed orc strongholds.
Guys don't trust this guy :) either he is totally blind or he just trolls people. There are huge assets brutally colliding and it is just pain how awful those two mods look together.
Is this mod compatible with Lokir's Rorikstead Abode? Or if not can his home be added? Since you meet him in the beginning and he says he's from there and a horse thief too I thought I'd be able to find his house but I've never seen it. I'd be nice for immersion though
are there any rorikstead player home mods compatible with this mod? i would like to use your mod but would also like a player home in my favorite village in skyrim, comfy rorikstead
Does anyone happen to know if this is compatible with JK's Skyrim? I know Rorikstead is one of the places his mod covers but I don't know how drastic the changes are or if they would conflict with this one.
I had a look and it will likely conflict, though probably not majorly. It may be a few items placed over one another. Best to stick with JK's if you have that installed.
Thanks, I actually tested JK + your mod + Arthmoor in game and really like the combination. I only care about game-breaking/crashing conflicts. I don't care so much about some clipping and can probably use a positioner or the console to remove a few things if need be. It's also great that you made an Immersive Citizens patch. Anyway, I love the way you make everything look so I'm definitely keeping this one; it makes the place feel much more alive :-)
It doesn't look like anyone updates this anymore, but I'm going to go ahead and add this for anyone who is wondering. This mod works almost seamlessly with Arthmoor's Rorikstead. If the well behind Rorik's Manor [added from this mod] was moved somewhere else, or deleted altogether, it would be perfect. An easy fix to this is by going into your console commands by hitting the grave accent / tilde key, clicking on the offending items, and then typing disable into the commands. Be careful though, because once you hit enter, whatever you're trying to delete is gone forever.
A small request for Verdant grass patch. Actually, I don't know if it's small, but it would tidy things about a great deal around the village. Also, a smelter/forge would be ideal.
The windmill seems to have a bad LOD however. I have to walk really close to Rorikstead for it to actually appear on my screen, while the rest of the buildings are visible from a huge distance. Any suggestions on how I might fix this?
Requiring maybe a bit of reading, but Dyndolod (find it on Legendary Skyrim, you'll find links for SE), is a very cool feature - that even I was able to use and proceed :) - that will even improve LOD everywhere in the game.
You might have to read a bit about it and don't forget to make a save of your files so that you can go backwards without unsintalling the whole game.
I just realized that the NPCs from this mod isn't protected or essential since Wuvaard got killed by sabre cats that attacked the village, and I didn't remember his ID to resurrect him. Maybe I better reinstall this to resurrect him
Yes, I try not to make them protected, as it is more realistic to the experience if some people die in attacks etc. Although, I think Wuvaar is lv 20, so that was one tough sabre cat!
65 comments
There is scope for a little more in Rorikstead, another farmhouse, perhaps a small shrine to kynareth. The other thing i'd like to do is extend some of the dialog to the added NPC's so they feel less generic, so I may do an update for that.
EDIT: v1.0 had a messing texture causing a purple helm on a scarecrow. Please use v1.1 and you'll never know it wasn't there.
27/01/17 - Added a patch for Immersive citizens, for any that use that mod. It's pretty awesome and utilises a lot of stuff that Beth really underused in the main game. Definitely worth checking out.
Also updated the main file to v1.2. - Main changes are occlusion boxes and moved idle markers. It should be compatible with IC without the patch now, but some of the buildings added by IC bisected fences etc. So the patch clears all of that up and keeps all of the excellent additions by IC. Also, I did get a Wuvaar talking package finished, but the Creation kit in its current version is having issues with exporting dialogue, so that, whilst ready to go, will have to wait for a CK update. This will be the final version until then.
Also, no urgent need to update if you're using v1.1 and not Immersive Citizens. So just keep playing. I'm off to look at what can be done about the woefully understaffed orc strongholds.
Thanks. Great mod.
The windmill seems to have a bad LOD however. I have to walk really close to Rorikstead for it to actually appear on my screen, while the rest of the buildings are visible from a huge distance. Any suggestions on how I might fix this?
You might have to read a bit about it and don't forget to make a save of your files so that you can go backwards without unsintalling the whole game.