Skyrim Special Edition

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Axis1211

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Axis1211

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20 comments

  1. Mykelorcrist
    Mykelorcrist
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    This seems to be compatible with the Helgen Reborn mod although the Upper Pinewatch Mine is just outside the back gate of the palisade for Dumbarhold. It uses the same access path or one very close to the one for Dumbarhold. I don't know if the Helgen Reborn quest to clear the mine of bandits, who attack Pinewatch as you approach, is affected by the palisade which might block their path down towards Pinewatch.  The Helgen mod also adds a house for the sawmill owner.  It is located outside the walls you added right against the tower ruins at the NW corner of the old stone battlements.  It looks like the house was purposely built against them with no visible clipping.
  2. FoxxMccloud
    FoxxMccloud
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    Fast traveling to Hunter's Rest location causes the game to crash when this mod is enabled. It doesn't crash when this mod is disabled and traveling to Hunter's Rest.

    Update: Nevermind, I think it may be conflicting with Skyland textures. Disabling that mod and enabling this mod causes no crash. 
  3. slaVEI
    slaVEI
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    could you do a patch for https://www.nexusmods.com/skyrimspecialedition/mods/79427 ? the temple of Arkay gets blocked off from the walls added by the mod (might have some other incompatibilitie too tho i only saw the one in falkreath)
  4. johnscarecrow
    johnscarecrow
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    Can't wait to see what you are planning for Whiterun :)
  5. Alvite
    Alvite
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    Axis1211 I really like your series, amazing work.
    I am wondering something tho, does it work with JK AIO and DoS DC?
    1. Axis1211
      Axis1211
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      not without a patch
    2. Alvite
      Alvite
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      Its strange because I have been playing with it and so far had no issues at all, I need to pay more attention and see if messed everything inside the cities like a tree inside a inn or something but so far, all good.
      Impressive.
    3. Axis1211
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      its cause of a thing called Navmesh. think of it like an invisible carpet the NPCs can see that tells em where they can walk. mutlipe mods changing the same location will cause conflicting ones. which leds to bugs and CTDs
  6. Maaryolvus
    Maaryolvus
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    Which kingdom is next?
  7. truemanv3
    truemanv3
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    Awesome mods, good work.
    I have a suggestion, I have been looking for a mod that adds a small fortified keep with tower and a medium size adjoining village or 3-4 small settlements that surround the keep and pay tribute, to really get that minor lord vibe. I couldn't find any except Dumbarhold. I really liked Dumbarhold. It's perfect for early game and instantly became my main house but it starts to feel modest later in the game. It would be awesome, for example, if there was a mod that lets you rebuild the Whiterun western tower, just like Dumbarhold, and then add a keep building next to it with an underground treasure vault, and then add walls and develop a medium size village outside the walls.It would sort of a satellite/suburb toWhiterun.  It would be the ultimate player home for players who want to roleplay an aristocratic Dragonborn, the central location would add immersion as well, being close to vanilla Whiterun properties such as the CC farm.
    1. Axis1211
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      I was thinking of making it so you can become Thane of Riverwood, at game start it would have an old senile Thane with no heir (hence why the people in Riverwood handling the crisis are the smith and lumberjacks and not say the lord of the town), and you could take over as ruler of Riverwood once your thane of Whiterun as he would die of old age after the Dragon attack on the watchtower,

      His estate would be in shambles and you would have to improve and rebuild/restore it. Perhaps a larger then average house or small Keep. I wouldn't want to build as technically intense a town as Dumbarhold, so id make it so the rest of Riverwood is fine, but the Player house would need work
  8. DoomBringerX93
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    How does this work together with Jk's Skyrim? Any conflicts?
    1. Axis1211
      Axis1211
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      If JK Skyrim effects Falkreath, then yes it will conflict most likely, as I assume JK skyrim changes navmesh in his mods, so even if objects arent on top of each other, the mods will still conflict due to conflicting navmesh ie the thing that tells NPCs where they can walk
  9. JonThackery
    JonThackery
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    It looks great, however is it performance friendly ? And if i'm correct all of the modifications are in Falkreath area, right ?

    Thanks.

    I have The great city of Falkreath but yours seems more alive.
    1. Axis1211
      Axis1211
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      its all within Falkreath Hold, the most intense area is the City of Falkreath iirc it adds like 20-30 npcs and a quest to the city of falkreath.
    2. JonThackery
      JonThackery
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      Ok thanks, i will see if it conflicts with Man Those Borders Reborn or Settlements Expanded and few others mods later.
    3. Axis1211
      Axis1211
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      Im sure it will conflict with Man those borders as I think Northkeep is built on the same cell, plus navmesh conflicts most likely even if not the case
    4. JonThackery
      JonThackery
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      Thank you, i m very sad of the new.
  10. Monstar77
    Monstar77
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    Is this compatible with northern roads?
    edit: so I visited all of the places and its surrounding areas and I haven't seen any seam in the ground when northern roads is incompatible with something that edit the worldspace so I think it's mostly compatible