Skyrim Special Edition

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Siberpunk

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Siberpunk

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About this mod

Provides an overhaul to the area around Kolskeggr Mine and implements small dynamic changes to the location after clearing the mine. Makes the small quest feel more impactful and the location more interesting and memorable.

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Permissions and credits
Translations
  • Spanish
  • Russian
  • Mandarin
  • German
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This mod edits the location near Pavo's House and Kolskeggr Mine. It overhauls the settlement and applies dynamic changes that take place after you complete the quest to clear the Forsworn out. When you first arrive at the location there will be noticeable signs of the violent raid. After you complete the vanilla quest from Pavo Attius at Left Hand Mine, you’ll be able to see some additional changes that evolve over time as activity returns to the mine. This includes a rebuilt house, two new miners, an extra guard, and other small details.

*** Requires the latest Environs Master Plugin (v2.00), found here.
*** Do NOT update mid-game from a version earlier than v3.00.
*** Installing mid-game is not recommended.







Skyrim's world space tends to feel very static. Despite a civil war, dragon attacks, and a rising vampire menace, not much ever changes. If the player could notice visible changes taking place over time it would help make the land of Skyrim feel more alive. It would help give a sense that events were occurring and time was passing throughout a playthrough. Ideally, these changes should be as seamless as possible with the base game. This mod attempts to implement this idea at a vanilla location.





When you first reach Left Hand Mine there's a dialogue scene where Pavo Attius describes how he narrowly escaped a ferocious Forsworn attack on Kolskeggr Mine and how nearly everyone was killed. However when you go there yourself, there are no signs of violence at all, just a few Forsworn casually milling around.

"Kolskeggr Mine is lost, friend. Forsworn killed everyone..... Gat and I are the only survivors."  - Pavo Attius

With this mod, there will now actually be some signs of this violent raid, including a burning house, the bodies of miners, and signs of ransacking. Then, once the miscellaneous quest to clear out the Forsworn is complete, the destruction will be cleaned up. Two new miners will eventually arrive at Kolskeggr. The first will arrive soon after the mine is reopened and begin repairing the destroyed house, the second will arrive later, and camp near the mine's entrance. An additional guard will also appear, along with a guard tower near the bridge to deter future Forsworn incursions.

The rebuilding stage will begin after the miscellaneous quest given by Pavo Attius is complete and at least 12 days have passed in game. After this, the final rebuilt state will be enabled after at least another 20 days. There are invisible checkpoints just outside the gates of each major city that check for the quest requirement and set the next time-based requirements when you pass through it. The goal here is to make the sequence take place gradually, to make it feel as though things are changing in the world space with the passage of time.

Note: The previous version of the mod triggered the later stages via player level requirements. The new update changes this to use a time-based check, by reading the number of in-game days passed. This is the main difference with the new update.



~ FULL FEATURES AND CHANGES ~

- overhauled location, added clutter, added ruins and architecture with customized meshes, moved several vanilla objects
- 2 new NPCs who work in the mine, (and a dog)
- a new house for one of the miners
- the new house begins destroyed, but is eventually rebuilt
- added a small camp near the mine's entrance
- overhauled Pavo's house
- new interior for Pavo's house, includes dynamic changes 
- added a guard tower, and guard who patrols the road
- NPCs have proper AI packages and reused voice lines for greetings
- small but necessary navmesh edits
- new guard and banners appropriately reflect civil war status
- several occlusion planes added to minimize performance impact

Customized meshes use vanilla farmhouse and Nordic dungeon textures; appearance may vary depending on your texture mods

DynDOLOD is recommended for proper lod. Otherwise distant lod will appear as the vanilla farmhouse. If you're unfamiliar with DynDOLOD, here's a great place to start.





Generally, this mod should be compatible with almost everything, except mods that change the same location.



~ COMPATIBLE, NO PATCHES REQUIRED ~

AI Overhaul
Northern Roads
Enhanced Lights and FX
Immersive Citizens
Lanterns of Skyrim II
Lux Via
Medieval Lanterns
Skyrim Landscape and Water Fixes
Any NPC replacers




~ PROVIDED PATCHES ~

Lux Patch
Resolves conflicts and applies Lux's lighting to the new interior of Pavo's House and the new farmhouse.

Lux Orbis 
Applies Lux Orbis's style for exterior lights to those added by this mod (No major conflicts to resolve)

ELFX Shadows
Resolves conflicts for the interior of Pavo's House.

Enhanced Landscapes
Moves two objects added by Enhanced Landscapes for compatibility

Settlements Expanded
Moves the guard tower, clutter, and a ruin object slightly to accomodate the building added by Settlements Expanded

WiZkiD's Pavo's House *
Only keeps the rooftop foliage and some of the exterior clutter from WiZkiD's mod; It does not keep WiZkiD’s unique meshes at all as they are ultimately incompatible; In my humble opinion there isn't much point in using both mods, but it's here if you want it.

Houses Shops and Inns SE
Disables objects added to Pavo's House by Houses Shops and Inns for compatibility.



~ KNOWN INCOMPATIBILITIES ~

Kolskeggr Mine - A Great Towns and Villages of the Reach Addon
Kolskeggr Miner's Hall (Author suggests two of their optional plugins are compatible, unverified)
Kolskeggr Mining Hamlet




To work, this mod needs a way to occasionally check certain requirements: completion of the Kolskeggr quest, and the number of days passed in game. To do this, there are invisible checkpoints which use a simple script to check if the quest and time-based requirements have been met, and enables the correct objects when true. These checkpoints are placed just outside the gates of each major city in Skyrim (Whiterun, Solitude, Markarth, Windhelm, and Riften), areas most people will pass through often enough. This is a way to ensure each stage is triggered off screen, and is relatively simple and non-bloaty, as there are no constantly running scripts. It should allow the sequence of stages to occur naturally over your playthrough.

The exact sequence of the mod is the following:

Initial Stage
Pillaged by forsworn, burned house and signs of carnage (initial encounter)

Second Stage 
Forsworn defeated. Mine reopened. New NPC begins rebuilding house, some debris removed 
Trigger requirement:  "freeformkolskeggr 100" is complete (quest given by Pavo Attius)

Final Stage
House rebuilt, second miner arrives, new guard, additional clutter
Trigger requirement: player gains 7 additional levels





Other mods that help the world space feel more dynamic, that served as inspiration:

Merchants of Skyrim - by Darkfox127
Skyrim Realistic Conquering - All In One - by Rubenvd7
Lawbringer - by EpicCrab
The Stumbling Sabrecat - by Tarlazo
After Civil War - Siege Damage Repairs - by Tarlazo
Whiterun Watchtower Doesn't Start Broken - by Jayserpa
BUVARP SE RE - by AndrealphusVIII

Shoutout and thanks to Darkfox127 for his awesome Creation Kit tutorials on Youtube.

Extra thanks to Skyrim Scripting, whose tutorials helped my Neanderthal brain in learn some basic skills.






Thanks to Archinatic for the Great Cities series, and providing their assets as a resource
The Great Cities Modders Resource Centre SE

Also thanks to Tesak1243 for the Morrowind Nord Houses Pack resource
Morrowind Nord Houses Pack (Remodeled)

Several meshes from were modified from these resources.





Feel free to use any resources from my mods for your own, as long as you leave some credit. 

Please create any compatibility patches that I have been too unaware or lazy to do myself ;)

Due to Bethesda.net Mods revising its port rules, I am publicly giving permission to anyone to upload, maintain and merge my mods for Xbox on Bethesda.net under the condition they do not claim the mods as their own and agree to remove them from Bethesda.net if asked to do so.

Open permission to anyone to upload translations of my mods for other languages, as long as you leave some credit. 

Open permission to anyone who wants to convert and upload my mods to LE, as long as you leave some credit.  To much work for me!