Skyrim Special Edition

113 comments

  1. JJerem
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    Thank you to everyone for your kind words while making these mods :)

    *****VERSION 2 IS UNDER CONSRUCTION. REDESIGN FROM SCRATCH*********

    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.
  2. nebulous235
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    Any plans of making 2.0 compatible with THIS?
    1. JJerem
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      maybe
  3. KitKatKseniya
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    Would you say it would be worth waiting for version 2.0 or would it be safe downloading this now and updating later?
    1. JJerem
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      Version 2 will take some time :) updating later will be ok :)
  4. tsalbmrots
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    I liked your Strongholds series :) Could you create a new brand mod series called "Military Camps - ..." 

    Skyrim MilitaryCamps so silly, But If that's how you made orc strongholds like this,, I can't imagine your military camps <3
    1. JJerem
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      Thank you very much.

      Funnily enough I have been playing around on that mode idea ;) ;) hehe
  5. WyrmStryk
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    Looking forward to V2. Any idea on compatibility with Spaghetti's Orc Strongholds? I know they were made to be as compatible as possible, so I meant check for myself.
    1. JJerem
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      Thank you. There Is zero compatibility with my stronghold mods and spaghetti's. My stronghold mods are complete ground up redesigns, where Spaghetti's are lightweight vanilla enhancments, choose only one. :)
  6. IdleWanderers
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    I see that Version 2 is in the works, but I wanted to point out an issue with Version 1.6. There appears to be a landscape edit that leads from underneath the right side of the Orc longhouse near the table that the Orc Chief sits nearby. The table and chairs that you added appear to be level with the terrain, but everything else that is vanilla is all floating above the ground. It leads under the vanilla shack, table, and chest to the right of the Orc Longhouse all the way to the vanilla farm fence.

    I am using Skyland Lanscapes, Cathedral Grass, and Landscape Fixes for Grass Mods. I also have Spice of Life Textures/Nifs, but no esp from that mod. I disabled multiple mods to try and find the culprit, but I believe it is from this mod. 

    https://imgur.com/a/6QI4PhG
    https://imgur.com/a/kaF6Csz
    https://imgur.com/a/cfk4yL3

    I disabled this mod and the landscape edits are gone as shown in these pics. The second pic shows that a piece of vanilla terrain is missing from your esp. 

    https://imgur.com/a/iwX0k7A
    https://imgur.com/a/CyHN9BJ
    1. JJerem
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      thanks for the info. version 2 won't have any landscape edits :)
    2. IdleWanderers
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      No problem. Keep up the good work. I think that all of your Orc Stronghold overhauls are awesome. :)
  7. Amilee24
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    While this mod is great, it suffers with dire compatibility issues with Spice of Life, which changes the landscape and adds other structures which clip through those added by this mod. You've made (or been provided with) patches for SoL and your other stronghold mods, are there any plans to make a patch for this mod as well?
    1. JJerem
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      cheers for the feedback. this mod is currently in the process of being remade from scratch with a slight redesign and will have SOL support ( just have some IRL responsibilities to sort atm, new job etc)

      for the time being load this after SOL and it ought to fix any problems.
    2. Amilee24
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      Thanks for the quick response, hope things go well irl ✌
    3. IdleWanderers
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      Not to bud in, but I found that removing the SOL esp, and just using the textures solves a lot of problems. 
    4. JJerem
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      Good idea Idlewanderers! I never thought of doing that. good tip!
  8. waeq17
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    Again, thank you a ton for all of your Strongholds mods but also your many other mods, I really enjoy them.

    Looking forward to any future mods you release as well as the redesign of this one!
    1. JJerem
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      Thank you for the kind words :) hopefully i can get the redisign of this and narz out soon :D
    2. Biggs4lyfe
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      +1
  9. Grinch008
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    Chief Larak keeps walking out of the main gate and just stands there.
  10. Valmiria
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    I like how things look behind the exterior wall. But the exterior wall itself feels a bit impractical and wasteful in it's design. Since realistically speaking using such an excessive amount of wood would lead to a shortage of wood in the nearby area. Because they would have needed to chop down a very large number of trees to get that much wood. Even Narzulbur which does have a large abundance of trees nearby has a more practical design for it's exterior walls compared to Mor Khazgur. Also, it's kind of odd that the walls don't have a stone base/foundation like the walls of the other three Strongholds do. Especially considering they have a mine and it would be rather logical to use the unneeded stone for building.
    1. JJerem
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      thanks fro the feedback :) specifically what is impractical about the wall? there is a shortage of wood around the stronghold as the treeline is further away from the stronghold :) 
      not all strongholds are built the same, some have been around for centuries, others have been sacked and destroyed then rebuilt many times oer the centuries, hence the differences :) 
      thanks for the feedback though. i am looking at tweaking the design a little :) 
    2. Valmiria
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      Well I called it "impractical" on account of it feeling like a rather inefficient use of so much wood. Because despite using so much wood the defensive wall overall feels very plain and weak looking. Since it's made up of just 2-3 layers of wooden palisades that look like someone could potentially climb over them in certain spots. Meanwhile the walls of the other three strongholds feel downright impenetrable and give off this strong imposing feeling that would make anyone think twice about attacking them. There's also no way in heck anyone could ever conceivably climb the walls of the other three strongholds. Only way anyone is getting into one of those three is through the front gate.

      As for the treeline, there's no trees closer to Mor Khazgur because the southern part is facing The Reach and that Hold has hardly any trees to begin with. Except for those small pitiful Reach trees like the ones you can see outside the walls. The part where you see a thicker treeline starting is when it starts to cross over from The Reach to the coniferous trees of the Haafingar Hold. But with how much wood is being used in the palisades the Haafingar treeline should realistically be even further back than it already is. Since Reach trees seem quite unsuitable for the wooden palisades. Overall I guess you could just call this a minor immersion gripe.
    3. JJerem
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      right i understand what you mean know in terms of the main wall, it makes sense. perhaps i was having some self doubt and worried about making it look too much like a full on fortress, and then kept it toned down a bit. i do agree though it's lacking a little bit. i get what you say about the wall seeming thin and weak. i do have some plans to make some big design adjustments. 

      MorKhazgur has so much space  available too, i did originally have the idea to make it more in line with a fortified small orc village almost. i think self doubt crept in and thought to my self "no that would be too much" i think i played it safe. 

      now i know how to make mesh mash ups i can experiment with new custom structures.

      you make fair points about the trees tbh. i guess it's an immersion thing, but it's also fair design critiques that i apprecieate :)

      hopefully MorKazgur 2 will be a little better :)
    4. Valmiria
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      I know I'm rather late in saying this, but I greatly look forward to the eventual future release of Mor Khazgur Version 2! :D
  11. SefaAlaz
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    Hello JJerem,
     
    By entering the modding community as a modder, you have captured a very nice audience and your level design is really beautiful (I'm a big fan too :)). I find your Strongholds quite successful in terms of design, but Mor Khazgur seems a bit lacking in this regard. The sides of the fort can be crossed very quickly, there is no difference in distance in the two-stage pass, so when you enter the fort, it seemed strange that a door would appear again. From the enemy's point of view, just attacking from the other side is enough for them to break through the two lines of defense and go straight to the heart of the orcs. Therefore, as an immersion, it would be much better if the walls were higher on the side that goes from the left of the door towards the mine, and the inner side that separates the two areas from each other would be disconnected from the other side. It will also look like a stepped defensive fort that rises piece by piece from the bottom up, like these medieval forts, and will add a unique feel to Mor Khazgur.

    Of course, don't think that I said this comment because I don't like the mod, I just think it will look perfect in terms of immersion, and maybe it can offer a different point of view in future projects.

    Thanks a lot for all your hard work.
    1. JJerem
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      Hi SefaAlaz.

      thank you for the compliment on the level design i made :) 

      thank you for taking time and offerring your insight, i appreciate the feedback :)

      the idea behind the second gate was another line of defence if the main gate was breached, i had in mind that the main walls would be too thick and high to breach unless it was the imperial legion/thalmor carrying out the seige, that way the attack would be focused on the main gate.

      i do understand what you mean regarding the far wall close to the mountain side at the bottom of the mine road. 

      and yes it would make better defensive sense if the walkways were disconnected from the second gate.

      kind of like a small Minas Tirith is what you're describing?

      i do agree with you a little bit that Mor is lacking, i made it quite quickly over a weekend, and had some real life stressors i was struggling with, much like when i made the first version of Dushnikh, so my focus and creativity wasn't at it's usual standard.

      I recently went back to Dushnikh and re made it from scratch, i don't think i'll be doing this for Mor, however i do have plans to update and rework the design. i originally wanted to add more verticality to Morkhazgur, make it a place to explore, however i think i rushed in the end just to release it.

      i have been working on an update to Morkazgur, experimenting with architectural mesh mash ups like in Dush. 

      feel free to message me a topdown layout view in ms paint of what your describing :) 

      thnx again :)