This looks like a nice mod. I believe it is safe to compact/ESL using ESPFE Follower - Eslify facegen and voices. I has no scripts. It does not seem to have any real patches. No cells. However; I have not had a chance to test in game yet.
Here is the log after running the script:
Spoiler:
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Converted FaceGenData: 0, not converted: 0, missing: 0. Converted voice files: 0, not converted: 0. Deleted files: 0. Plugin Northern Marsh Bridges SE.esp with 49 new records was turned into ESPFE by compacting FormIDs and adding ESL flag in TES4 header. Referenced records updated: 4. Overrided records updated: 0. [00:00] Done: Applying script "__ESPFEFollower", Processed Records: 1, Elapsed Time: 00:00 Skipped: Northern Marsh Bridges SE.esp doesn't need sequence file [Create SEQ file done] Processed Plugins: 1, Sequence Files Created: 0
Just in case anyone else was wondering, I don’t think this is compatible with the marshlands. I had a run around with both, and couldn’t see any bridges at all 😔 oh well!
I was just traversing that area and was thinking: Why has no one built better crossing points? I happened on this mod from someone's translation of it and thought: that's it! It is especially nice with the extra towns that I've added nearby.
It's kinda stupid i'd say We don't get bridges in such a remote areas even nowdays in 2018 so why would an unpopulated and dangerous marsh in Skyrim would've had them Who could've possibly built them and who takes care of them so they don't fall apart in several years? No reasonable answer on these questions.
Thank you person who has contributed nothing to this site in over 8 years. Your stunning insight into bridge design and placement in a fantasy world featuring magic and dragons will be given the consideration it deserves.
"Stone Age" people built wooden walkways across marshlands in southern Britain 6,000 years ago, using wood shaped with stone tools (and I don't suppose they were the first to do it). Why? Because the marshes were rich in resources - they were good places to live, in fact - and people needed to get to resources across the water. This marsh is close to the capital of Skyrim, so it's not even remote. It makes a lot more sense for hunters, fishermen and others to want access to these marshes than for people to be tending little patches of vegetables amid the snowdrifts and all-year-round blizzards of Windhelm.
We know they built these structures because some of the wood has survived in these locations for 6,000 years, not several years.
"No reasonable answer" on people who post without knowledge/imagination.
Perhaps you've never gone hiking in any remote areas, and thanked the volunteers who placed bog bridges, and small wooden bridges over streams. So where do you live in 2018? These bridges are 100% realistic, and not remotely stupid.
Most importantly the main reason for the mod has been given that followers don't traverse the area very well. He plainly said you could simply take the same path without the bridge. There are plenty vanilla elements that make less sense than this, and plenty of mods that aren't even close to immersive or real-world logical. Most people who are looking for mods to fit their personal level of immersion simply pass on mods that don't fit the criteria - but to insult the mod and the authors idea (especially when the author gave logical reason for it's existence) is pretty immature and to be honest pretty disrespectful.
Having said all that, the bridge still makes more sense than your comment.
zheksmar345-what a douche. I get negative comments elsewhere on the internet. Fine. Whatever. But when people are providing content for free for your enjoyment and you just S^&T on it, it makes you like like a total pariah. Also, your assessment, as others have pointed out, is wildly wrong.
also on top of what everyone else has said... they were in Morrowind in similar terrain. Surrounding dungeons full of daedra, and in waters infested with Dreugh and slaughterfish no less. No one maintained those either. Clearly you're just overthinking a cool idea
I've had this mod installed for awhile now, and I've run through the marshes many, many times since, and have yet to come across a bridge?! O.o Not sure what's happening. Are there a lot of them? Not sure if the mod isn't working for me or if I just haven't come across one yet... strange. Has anyone found that load order (early or late) makes a difference with this mod?
As you can see in the screen shots the palace and the main arch Solitude rests on is visible when on or around the bridges. Look to the north end of the marshes near the Abandoned Shack or the home from Hearthfire in that general area.
You'd need to go into the worldspace section and find the specific references to the posts in the edited cells. You will also have to remove the lanterns and the light sources or you'll get floating remains of both.
Just open it up in the CreationKit and delete them, probably cleaner to do it that way than in xEdit, so you can at least see what you're deleting. I'm probably going to do the same, tbh, because it makes you wonder who in the hell is keeping the lanterns lit lol.
Hi Urtho! I recently stumbled on this hidden gem and I would like to ask you if you would kindly give permission to upload this mod to Bethesda.net for xbox? I will not modify the Mod, Credits would obviously be given accordingly in the description, together with a link back to this nexus mod page and I would take care of any Problem that may arise with the xbox port.
The bridges use whatever textures you have installed be they vanilla or mod added so something is wrong with your setup if they are all white and not a woody type texture as seen in the screenshots.
This is a neat idea. I am not sure why I stumbled to it only now.
Things like this have been thing in Fennoscandia* for a very long time. We have notable places, where people have visited since ancient days, mostly for hunting and fishing. They built early duckboards (FI: pitkospuut) to get over tough areas, like swamps and marches.
Many of these sites were for fishing. Hunters built wooden fences to shallow inlets near shoreline. When water level got high, fishes managed to swim over these fences and got stuck to shallow water, when tide turned again. Early hunters didn't need to always spend time fishing on shores. They could focus on hunting and gathering and check their ditch-like traps on way back home, in case there were fish to be found.
Method is usable on favorable locations and it has been used since forever. Having these boards out there means that people are actively hunting and fishing in the area. Seeing that area crosses two settlements and shores are rich with fish, it would be weird if there would not be any signs of any constructs there.
* Nexus proofreader does not recognize the term Fennoscandia? Ha!
84 comments
Here is the log after running the script:
Converted voice files: 0, not converted: 0.
Deleted files: 0.
Plugin Northern Marsh Bridges SE.esp with 49 new records was turned into ESPFE by compacting FormIDs and adding ESL flag in TES4 header.
Referenced records updated: 4. Overrided records updated: 0.
[00:00] Done: Applying script "__ESPFEFollower", Processed Records: 1, Elapsed Time: 00:00
Skipped: Northern Marsh Bridges SE.esp doesn't need sequence file
[Create SEQ file done] Processed Plugins: 1, Sequence Files Created: 0
This is never gonna leave my modlist. The game will feel incomplete without it.
We don't get bridges in such a remote areas even nowdays in 2018 so why would an unpopulated and dangerous marsh in Skyrim would've had them
Who could've possibly built them and who takes care of them so they don't fall apart in several years? No reasonable answer on these questions.
We know they built these structures because some of the wood has survived in these locations for 6,000 years, not several years.
"No reasonable answer" on people who post without knowledge/imagination.
There are plenty vanilla elements that make less sense than this, and plenty of mods that aren't even close to immersive or real-world logical. Most people who are looking for mods to fit their personal level of immersion simply pass on mods that don't fit the criteria - but to insult the mod and the authors idea (especially when the author gave logical reason for it's existence) is pretty immature and to be honest pretty disrespectful.
Having said all that, the bridge still makes more sense than your comment.
Things like this have been thing in Fennoscandia* for a very long time. We have notable places, where people have visited since ancient days, mostly for hunting and fishing. They built early duckboards (FI: pitkospuut) to get over tough areas, like swamps and marches.
Many of these sites were for fishing. Hunters built wooden fences to shallow inlets near shoreline. When water level got high, fishes managed to swim over these fences and got stuck to shallow water, when tide turned again. Early hunters didn't need to always spend time fishing on shores. They could focus on hunting and gathering and check their ditch-like traps on way back home, in case there were fish to be found.
Method is usable on favorable locations and it has been used since forever. Having these boards out there means that people are actively hunting and fishing in the area. Seeing that area crosses two settlements and shores are rich with fish, it would be weird if there would not be any signs of any constructs there.
* Nexus proofreader does not recognize the term Fennoscandia? Ha!