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Gonzeh84

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Gonzeh84

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63 comments

  1. Gonzeh84
    Gonzeh84
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    Regarding the Alpine Forest Patch:

    If you already have the patch out there for RedBag's Rorikstead - Alpine Forest, please load my patch after that one. Otherwise, some trees will still be left where I don't want them :)

    Next update will be:

    - Fix getting stuck when leaving Woodcutters house. Done - for real this time!
    - Fix NPC clipping, rather than change Navmesh (Eww) i'll slightly move things. Done.
    - Fix the followers not being able to enter the new buildings. Done.
    - Possible overhaul of the Graveyard area to make it be more involved with the town.

    Shoutout to GGUnit and Robert for helping and guiding me through the fixing processes so I can do it myself from now on :)
  2. Gonzeh84
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    New optional file: RedBag's Rorikstead - Enhanced - NGIO

    If you have a heavy grass mod and loads of grass all over the new paths i've added install this patch, run NGIO and then disable the patch. Basically the patch adds Road Chunks on all the areas that I edited which NGIO then picks up on and stops grass growing there. Cleans it up nicely but remember to disable after grass generation!

    Will only work for users on 1.5.97 who can run No Grass in Objects or anyone who has a downgrade that let's the do it for versions above.
  3. aluzjunior
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    Need help with grass. Generated grass cache with NGIO option file active, but the grass stills all over the place!
  4. Legolas555
    Legolas555
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    Great additions, but one of the new houses is slightly floating above the ground: https://i.imgur.com/i9X8twQ.jpeg
  5. destination05
    destination05
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    Love this. Just letting you know, from looking at this comment section and Redbag's comment section, that there is a clear wish for a CC Goldenhill makeover Redbag style. I'm one of those who would really like to see this. If by any chance, you think of updating this mod, this could be a great addition.
    1. Gonzeh84
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      Hmm. That shouldn't be too difficult actually. Leave it with me.
    2. AllintheReflexes
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      I hope you're still thinking of doing this!
    3. Gonzeh84
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      It's in progress. Massive job and i've done most of the exterior but need to do the interiors still.
    4. AllintheReflexes
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      That's exciting! Looking forward to it.
  6. RobertOfFlanders
    RobertOfFlanders
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    Have ya figured out NPCs yet?
  7. Chlamydia1
    Chlamydia1
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    Brilliant! Thank you for this. Redbag's Rorikstead is lovely, but it's absolutely tiny lol (as is the vanilla village).
  8. OscarBravoRomeo
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    Can you put one of those pop up warning that this requires RedBag's Rorikstead? 
  9. LD2560
    LD2560
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    This mod is conflicting with ELFX. It's causing a standing torch to clip through the wagon with the logs. (by the way, the horse is detached from the wagon and it's not the fault of ELFX) Does anyone know of a patch that will fix this issue?
  10. 103Sakamoto
    103Sakamoto
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    Hi, I just made a patch between your mod and Northern Roads, fixed landscape problem with adjusted navmesh. This patch requires the Northern Roads - Redbag's Rorikstead.esp from Northern Roads Patch Collection. Here's the link.
    1. Gonzeh84
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      Thank you so much! I dread patching NR LOL!
  11. sukeban
    sukeban
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    LOVE this addition! It always felt like a bit of shame that the beautiful Redbag tileset was used on so few structures. The way that you tied into the lore of the location with the crops and the shrine was also very well-done.

    I would add my +1 to fans eager to see a conversion of the CC Goldenhills farming location in the same style! It would be a nice little regional architecture set that would enhance the sense of place and that Rorikstead, while technically within Whiterun Hold, is remote and definitely doing its own thing.
  12. MonkutPaik
    MonkutPaik
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    Norther Roads patch? 😁