Thanks for the mod, and the open permissions. It looks perfect for the location and Haafingar Hold, nearly identical to what I'd make if I was starting from scratch - I'll be tinkering around with this and making a high poly update that includes high poly head / hair npcs, some exterior decor, and a navmesh cleanup (if needed).
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I found this cute little town through Solialista's modifications patch, released today. It's in such a wonderful location. That area is rather empty and when playing with survival mods a small hamlet like this can literally be a lifesaver in remote areas. <3
Thank you for making it, I can't wait to find it in game!
After adding in Arthmoor's villages across Skyrim (https://www.afkmods.com/index.php?/files/category/129-cities-towns-villages/), I still had a big gap of depopulated nothing in northwest Skyrim. Your mod fills that gap very nicely! I've always imagined thriving trade between Solitude and High Rock; after all, there's that quest to clear Fort Hraggstaad to secure the supply line, which fits in well in having a trading town.
Compared to the "Clearpine Village" mod, your mod is for players who prefer a lighter map footprint and more conservative asset use since Clearpine Village has NPCs wearing the Blades and Companions factional armors. (And I also found out that coincidentally Brirgate includes a gay male couple while Clearpine Village has a lesbian couple, either being almost non-existent in vanilla Skyrim.)
I sometimes have a minor problem with followers not going north out through the north gate. There might be navmesh issue. It's fairly easy to resolve by running a little bit far away from town and the follower will eventually appear.
What a great little village!! Very well done! I am also pleased to report it will NOT interfere with the new Meridia's Order mod. It coexists peacefully with meridia's sanctum. Excellent location choice.
I did notice a little navmesh problem at the gate with my followers, but otherwise if they ran to me they could get past it. ENDORSED!! Thanks!
This navmesh problem does conflict with Meridia's order as NPCs heading back to the Sanctum can't go through the gates. But that's only a minor problem.
I really really like this little village. It's now in my load order forever and I plan to add some features to it ( for my personnal use ) such as a player home, more clutters outside and a couple of quests for my gameplay.
I like it! My character is based out of Dragon Bridge and in the early game uses the missives mod. I'm frequently stopping by to drop off packages and it's always a nice little stop. Getting to see the pretty pasture in front of Volskygge is always nice too!
This is a charming little village, and I actually like how uncluttered and understated it is. Good use of the Solitude assets on the houses too. Only nitpick I've got is - the usual tavern music doesn't seem to play inside the Sly Horker. Maybe a missing keyword? Unless that was intentional, in which case, I understand, since it's not exactly the usual tavern design and a little bit cobwebby. I hope you consider making a little player home add-on nearby/inside the village. Thanks for making this!
Hey, thanks for the feedback! I'll look into the music. As for the player home, I'm not interested in making one, sorry. Maybe there's an existing one that is place nearby though!
Your settlement looks really comfy and it fits to the previously empty location. Great job. It's just a pity there isn't any npc who would have something to say about the place...for now.
I really like this settlement! Nice to have what's essentially a small border crossing, and the signpost for Jehenna is a nice touch.
I'd suggest more fortifications facing Volskygge - maybe a couple parapets made out of wooden posts, that sort of thing - since the ruin is populated by bandits. Basically, something to convey that the town is prepared to repel a bandit attack. Right now, that side of the roadway feels a bit too open, so anything that gets across "attacking this place is a bad idea" would be helpful!
I might have a look because you are right about it being very close, but it won't be too much. My aim is to make a settlement as Bethesda would have made it, and they aren't super eager to make extensive defenses for villages
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Thank you for making it, I can't wait to find it in game!
Compared to the "Clearpine Village" mod, your mod is for players who prefer a lighter map footprint and more conservative asset use since Clearpine Village has NPCs wearing the Blades and Companions factional armors. (And I also found out that coincidentally Brirgate includes a gay male couple while Clearpine Village has a lesbian couple, either being almost non-existent in vanilla Skyrim.)
Overall, great mod!
now i can drink a met and look on castle volkihar.
I did notice a little navmesh problem at the gate with my followers, but otherwise if they ran to me they could get past it. ENDORSED!! Thanks!
This navmesh problem does conflict with Meridia's order as NPCs heading back to the Sanctum can't go through the gates. But that's only a minor problem.
I really really like this little village. It's now in my load order forever and I plan to add some features to it ( for my personnal use ) such as a player home, more clutters outside and a couple of quests for my gameplay.
Endorsed !!! Thanks
Here you go. Should be pretty close.
It's just a pity there isn't any npc who would have something to say about the place...for now.
I'd suggest more fortifications facing Volskygge - maybe a couple parapets made out of wooden posts, that sort of thing - since the ruin is populated by bandits. Basically, something to convey that the town is prepared to repel a bandit attack. Right now, that side of the roadway feels a bit too open, so anything that gets across "attacking this place is a bad idea" would be helpful!