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JJerem

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  1. JJerem
    JJerem
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    Comments are now closed. Support for this mod has ended.
     Orc Strongholds AIO Is released.
  2. JJerem
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    1.5 is ESL lots of clutter was removed to make it ESL, Screenshots haven't been Updated.

    Currently working on improving this mod for the next update, as i'm not
    completely happy with the end result. At the time of making this mod i
    was stuggling with life things and my focus and creativity wasn't
    feeling level, i spent lots of time making this but also getting
    frustrated with the design, eventually i became fed up with it and just
    wanted it "done" and released so i could go on to the next project. 
    Having said that i have returned back to this and will be working on it to
    tweak the design and fix some problems with it, the next version will
    look very different to this current one, yet still have some overall
    similarities.



    2.0 is out.

    Remade from scratch, similar design, yet more cohesive and less messy. important to
    make a clean install of this mod if you are updating mid game. and re
    run dyndolod if you use it.

    2.0 Features a new design, similar layout to 1.5 however, much more cohesive thematically, and less messy
    design, i cut the legs off the orc awnings and made a custom orc awning
    roof, made the design work so much better, plus there's no messy navmesh
    areas, the towers can be accesed by the trap doors.
     
    -grass patches might not be needed, i used the "no texture" land for most of
    the area, just looks a bit barren, which makes sense in the mountains.
    cheers.

    F A Q

    Q - "Will you make an All in One of your stronghold series?"
    A - No. it's too complicated, all 4 will be ESL so AIO won't be needed

    Q - "Will you add quests to your Stronghold Mods?"
    A - No, however i would like the Strongholds to be fleshed out, though i don't have the skills or energy to do it

    Q - "Will you add High Poly heads to the added NPCs?"
    A - No, i don't know how. someone else can make a patch if they want.

    Q - "Will you be making patches for xyz Mod?"
    A - No, if i run the mod in my game, then yes, if i don't then no i won't
    make any patches for random mods. Permission is granted to anyone who
    wishes to do so.

  3. XarisZ
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    Can i  update from 2.5 to 2.61 or do i have to start a new game?
    1. JJerem
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      clean install or new game is recommended.
    2. XarisZ
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      ok thank you
  4. Izzydoingit
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    Do you use NGIO? I am getting stuck generating my grass cache using your mod, specifically 2.5. I'm not 100'% confident it's your mod alone as i do have nature of the wildlands there as well and there is no patch at this current moment for that mod. But i am sure it's this area as the log gives coordinates for where the generation is getting stuck at and they pointed to -36, -6. Anyways hopefully you may know something that can help me :)
    1. Tetrol88
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      v2.6.1 - just ran Grass Cache with no issues 
    2. Izzydoingit
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      Yeah I had some file in my override that was causing my LOD to disappear and it took me nuking 70% of my load order to figure it out smh. Thanks tho lol
  5. WallRockTree
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    Hi JJerem, I have started using the Synthesis patcher Z-Floor-Patcher. It is partially based on Rob's Bug Fixes - Our xEdit Scripts.

    From the github page, "...items or navmeshes with a z-coordinate < -30,000 can cause issues with the game engine and cause stuttering."

    When one runs the Z-Floor-Patcher, it looks through the user load order and moves things that appear outside the bounds of the world space, then generates a log of what it found.

    When I run it, it finds a lot of stuff, including stuff from the Stronghold mods (huge note: I am still on pre-updated versions of these mods while I wait for Dushnikh Yal and Chicken Mike's Orc Strongholds - Patch Collection to update). Z-Floor-Patcher finds stuff from some of your other mods, too. I admit I am no expert on this and it may be insignificant or old news now.

    I am bringing it up as I see that you are working on an update and I am trying to be helpful. Could it be possible that there may be an easy performance boost to some of your mods by simply changing some coordinates?

    You can run Synthesis and that patcher yourself and see what it finds. If you haven't tried Synthesis, it is an easy and non-destructive process. Like most other tools, it just creates an output "mod" that one can enable or disable.

    My apologies if you are already aware of this. Maybe it can be helpful to others as well. If you want more info, let me know. Thanks!
    1. JJerem
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      Hi sorry i dont know much about that.

      perhaps i could re do the navmesh from scratch and make the cutting neater?

      apologies for late reply i have been quite unwell over Feb :(
    2. WallRockTree
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      Yeah, unfortunately, I don't know much about it, either. I have been running the Synthesis patcher. It may be my imagination, but it seems to help a little. Though it found a lot of stuff from other mods, too.

      Congrats on the update here!

      Much more importantly, really sorry to hear about the wellness thing. Please take care of yourself before/instead of anything else!
    3. JJerem
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      I'm not familiar with how synthesis patcher works, ive never used it.

      No worries, thank you :) will do.
    4. Hyperies
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      you could also just as easily use Rob of Rob's Bug Fixes script in xEdit, which will point out the objects that are below -30k, which I've also read could cause issues, tho I also am no expert and couldn't explain why.
    5. Hyperies
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      follow up, i ran two scripts on your orc strongholds. filter reference by z floor and filter navmesh by z floor.
      filter reference came up empty for all four.
      filter navmesh showed 10 navmeshes in Narzulbur with z floor below -30k and 10 navmeshes in Mor Khazgur the same. I know this isn't the page for either but this is where I found the comment referencing these scripts and navmeshes.

      As for the relevance of this, best I can do is link a comment by GGUNIT, the very well known author of the Lux suite, in the comments of another mod. Basically saying what I repeated, under -30k causes performance issues and don't even ask why lol. 4th comment down
    6. JJerem
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      Thnx for info. I didn't know about navmesh z floor at -30k problem. I put navmesh below the ground as outlined in darkfox127s tutorial, and then also following the fixing deleted navmesh guides. i guess i put the navmesh so far down to make it easier to re navmesh an area. Wish the CK had an easier way to re do navmesh. thnx
    7. Hyperies
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      im no expert but i am pretty sure this can be fixed in xedit by just changing the z position to -30k. no need for the CK at that point, i think.
  6. hgjhjhjkl
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    Delete
  7. Stonyr0ck
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    There's a hole in the ground next to the left entrance. I've read this is caused by the Pilgrim - Daedric Shrines mod (which I have) and is fixed by forwarding landscape records. How do I actually do this? I can do simple edits in SSEdit but I have no idea how to do this.
  8. HavenofDarkness
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    I think this needs a Skyshards patch. The shard is covered under a bridge in the stronghold.
  9. DrowElfMorwen
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    Thank you for giving some love to the strongholds! while I do have Nature of the Wild Lands, I need this mod for sure, even if it has a bit of clipping. The "holds" in vanilla Skyrim are, as an orc would probably say, "pathetic and weak looking"! Yours are what the holds should have been. Very excited to use this. Thank you for the hard work!!
    1. JJerem
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      Thank you very much :)
  10. s4m0ur41
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    best strongholds!
    have a nice day
  11. botaq666
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    safe update in mid game?
    1. JJerem
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      no defintely don't update mid game. it will break. clean install if you can. or keep the old version if you prefer
    2. botaq666
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      thanks sir
    3. XarisZ
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      If i havent been at this location during my save do i still need to clean save?
    4. JJerem
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      yes
  12. Zira1251
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    Great! It still looks just as epic as before, but more optimized!