File information
Last updated
Original upload
Created by
ElderwindUploaded by
ElderwindVirus scan
Tags for this mod
- Companion/Follower Friendly
- Gameplay
- Lore-Friendly
- Fair and balanced
- English
- Polish
- Terrain
- Guilds / Factions
- New Lands
- Quests
- Scripted Events
- Items - Furniture
- Locations - Buildings
- Locations - Player-Owned
- Locations - World Map
- NPC Vendors
- NPCs
- Other languages
- Skyrim Script Extender (SKSE)
Activity logs
This page was last updated on 30 December 2017, 5:55PM
- Changelogs
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Version 2.92
- Added ability to change the race of Patrol Guards.
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Version 2.85
- Guards can be directed to follow the player at any time. Just speak with them and tell them to follow. Once finished, speak with them again to stop them and they will continue their job.
- Idle markers are now spawned according to the direction of the placement dummy.
- Stationary guards are now spawned according to the direction of the placement dummy.
- Updated raid ending code to optimize player raiding.
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Version 2.78
- Added rough functionality for player to raid their own outpost. Available via Player Menu settings. You will join the raiding party. Once all your guards have been killed, the raid will end and you will have to kill off the remaining raiders.
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Version 2.75
- Gates now auto-close.
- You can now lock gates by holding L while activating. They are unlocked the same way.
- Traveling merchant instances. Merchants will arrive in your outpost and sell their goods.
- Nerfed Trader Chest to make it more realistic.
- Added the ability to fire and rehire a new captain of the guard. This will cost you money to hire a new captain. Speak with the current captain to fire them.
- Updated guard packages.
- Changing guard types will now properly adjust the guard count.
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Version 2.66
- Added The Silver Bear random instance. Citizens can now be directed inside the inn, and they will move in and out of it as they please.
- Fixed bug where moving a boundary marker caused future plans to have to be placed outside of the boundaries (this was worked around by moving the boundary marker again, but now it should never happen)
- When advanced mode is enabled, there is no restriction on the positions of the boundaries now. They can be as close or as far away as you want.
- Tightened up patrol route minimum distances. Some people found that patrols stopped moving after a certain post. This was due to the fact that the posts were too close together, and they already assumed they arrived at their destination. This is fixed.
- Scavenger NPCs are now sandbox actors. They do not actually pick anything up anymore, but the code will automatically collect items from dead guards/raiders as long as you have a scavenger. This fixes the issue of stealing from essential actors.
- Fixed bug where canceling an object would not give you back a plan.
- Added Large Wooden Shelter plans.
- Miners now provide less gold for taxes, but their rate of finding ore is increased.
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Version 2.55
- Added Vampire, Werewolf, and Falmer raids.
- Added wooden walls, dwarven walls, stone lookout tower, and stone platform (makes building on level ground easier)
- Fixed bug where dwarven building interiors are spawned when placement is canceled.
- Fixed bug where lights are spawned when placement is canceled.
- Fixed bug where breaking down a square table yields a round table plan.
- Fixed bug where Violet will give new blacksmith plans every time you arrive at the outpost.
- Fixed bug where weapon racks / plaques block pickup.
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Version 2.35
- Customize-able house system. The only available house right now is the Wooden Cabin. You can special order it through the Water Well.
- Over 10 new plans geared toward the house system. These are sold by Sareio.
- Captain of the Guard instance will now randomly appear at the Water Well. You will get the chance to pick an applicant for the Guard Captain position. (the guard captain you choose is a unique character that can not be fired/traded later)
- Fixed exploit where you could revive guards by changing their type after they died.
- Keyboard placement controls. Toggle-able via the Settings menu. You can nudge the objects around with the keyboard so you can move around and verify the object will be placed correctly.
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Version 2.28
- Added navmesh cuts for each core building. NPCs should be able to detect that 'something' is there and try to move around. This will only work for CORE buildings (Water Well, Player House, Store, Mine, Market, buildings that you only get one of, etc.)
- To ensure that the collision layer is applied, just walk up and activate each of your core objects. This should move the collision layer into place. You should see some form of improvement when AI path through the area.
- Added mead barrel and chopping block.
- Fixed bug with guards showing up on placement when they aren't supposed to.
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Version 2.25
- Added trader chest to General Store. You can now place items in the chest and they will be automatically sold. You will receive payment for the items when you receive your daily taxes.
- Exported FaceGen textures for Hank/Violet.
- Fixed bug in breakdown script where the dialog it would appear if an NPC activated an item while player was sneaking.
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Version 2.23
- All keys for this mod are now rebindable via a special item in your inventory.
- Raiders drop various plans.
- The mine now has an ore chest that will be populated at the end of the day with amounts based on the amount of miners you have.
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Version 2.9
- Added the ability to change the race of Perimeter Guards.
- Fixed bug where changing guard types resulted in the guard count getting off.
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Version 2.8
- Added wooden platform (based on a brand new custom mesh by fdenota2).
- Lowered traveling merchant instance rates.
- Fixed auto-closing gates for NPCs.
- Stone Platform renamed to Stone Wall.
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Version 2.7
- Customize-able raid handicap that lets you give the enemy extra raiders.
- Change random raid frequency between three settings (high/medium/low frequency)
- Fixed bug with citizens traveling to the inn before you acquire it.
- Fixed bug where raid horn would play when the raid menu was canceled.
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Version 2.6
- Place-able idle markers for your citizens to use (farming, lute playing, etc)
- Updated scavengers package in an attempt to fix looting friendlies.
- Captain of the Guard can now be accessed with armory upgrade.
- Fixed bug regarding perimeter guards and patrol guards not moving.
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Version 2.5
- Updated stationary guard / fort guard script to fix conflict with stationary guard menus overriding general guard menus. There will no longer be an issue with multiple menus appearing on guards at once (this caused CTDs)
- Updated scavenger package to reduce idle conversation and removed interrupt flags in an attempt to fix the issue of scavengers stealing from companions.
- Updated guard package to reduce interruptions as well in an attempt to ensure that patrol routes are completed.
- Updated citizen sandbox package to force sandbox around the citizen's location instead of the Water Well. This will reduce congregation of citizens around the Water Well.
- Added the ability to send citizens into their homes. This removes the citizen from the world, but still grants you the tax bonus. They can be recalled from the home of which they spawned from.
- Fixed lighting issue in the Grand Estate.
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Version 2.4
- Updated Wooden Cabin with a pre-placed fireplace, weapon racks, bookcases, weapon plaques, display cases, and mannequins. This is because you can not place these items, so they must be pre-placed. Everything else you can customize to your every whim.
- Added Grand Estate, a new customize-able home based on Hjerim. This one is also fully decked out with weapon racks, bookcases, display cases, weapon plaques, and mannequins. As usual, customize-able houses are special ordered from the Water Well.
- Updated campfire/candles/light sources to automatically place the light on initial load. Previously, the lights had to be toggled on via activation.
- Updated Violet's script to fix an issue regarding duplicate plans being awarded.
- Added three new light sources geared toward houses.
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Version 2.3
- All guard types can now be placed in Perimeter, Patrol, and Stationary modes. Just speak with a guard once purchased and you will have the option to convert that guard to a different mode.
- Bug fix with trader crate not removing all items from inventory.
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Version 2.1
- Added Outpost Mine. This will allow you to hire miners for an additional source of income. You can also expand the mine to unlock Dwarven Guards. There are three types of Dwarven Guards: Spiders, Spheres, and Centurions.
- Updated scavenger package and script.
- Added werewolf head spikes.
- Random instances (raids/quests/etc) not as frequent.
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Version 2.0
- Tweaked faction allegiances
- Illusion Mages will now spawn
- Advanced Mode (allows you to build past your boundaries, anywhere in the world. That includes indoors and outside. However, raids will only ever occur at your home base. Toggleable from the settings)
- Fences/Walls are re-useable. Once placed, another instance of the object will appear and you can continue to place them until you cancel object placement.
- Perimeter/Patrol/Stationary guards are beefed up more.
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Version 1.99
- Stationary guard system rewritten once again. This time it is more efficient, reduces save game bloat, and finally gets rid of the 'dummy' on place issue.
- Boundary posts movement fixed. You should be able to move them properly and not run into the issue where you can't move any other object inside your boundaries.
- Water Well quest instances will no longer reoccur. They will only trigger once now.
- Citizens now spawn at their house.
- You can now reset your guard/scavenger/citizen count to 0 from the management table in the Player House if you feel the number is incorrect.
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Version 1.98
- Updated stationary guard scripts (should fix the dummy issue after you reload the scripts properly. For a guide to reload the scripts, read the FAQs)
- Added new guard varieties (orcs, argonians, nords, imperials, etc)
- Added placement reset button (press = to reset distance/rotation)
- Added ability expand Market into the General Store. Activate the market once you have the General Store to purchase the upgrade.
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Version 1.95
- Added a General Store. This can be obtained via a Water Well instance. The store is run by Hank Anderson and it focuses on the basics while offering a quick way to sell resources.
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Version 1.91
- Guards scripts are now fixed. Should now be able to access inventory and maintain proper guard tally.
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Version 1.85
- Updated stationary guards with combat override package. Should stay closer to the stationary point now.
- Added Dragon Perch. You can now purchase a tamed dragon to assist you in raids.
- Added new Water Well instance - outpost dog.
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Version 1.9
- The tamed dragon will now stay within 10000 units of your Water Well. If they try to fly too far due to combat, they will force themselves to turn around and return to the Water Well. Effective watch dogs.
- All inter-faction combat has been fixed. Mage Guards / Tamed Dragon / Dogmeat will no longer attack neutral parties.
- Scavenger system reworked so that they automatically pick up every single piece of loot, cleaning the body up after.
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Version 1.8
- Fixed guard factions. Guards will now not attack horses/chickens/friendlies/prey on sight
- Added Anvil & Smelter to Blacksmith Equipment set (via Violet Hayes or Windhelm Blacksmith Quarters)
- Added Alchemy Lab & Arcane Enchanter plans (via Water Well message)
- Added Cooking Spit & Tanning Rack
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- Author's activity
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December 2017
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30 Dec 2017, 5:55PM | Action by: Aykani
Attribute change
long description changed
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29 Dec 2017, 10:20AM | Action by: Aykani
Attribute change
long description changed
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29 Dec 2017, 10:19AM | Action by: Aykani
Attribute change
small description changed
long description changed
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- Mod page activity
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April 2025
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23 Apr 2025, 11:09PM | Action by: RumBakats
Endorsed
'Tundra Defense - Construct Your Own Outpost'
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22 Apr 2025, 12:40PM | Action by: samutopuesto
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'Tundra Defense - Construct Your Own Outpost'
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16 Apr 2025, 3:07AM | Action by: Lichdoctor
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06 Apr 2025, 5:26PM | Action by: Horda93
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02 Apr 2025, 10:29PM | Action by: csyco1
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March 2025
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28 Mar 2025, 7:45PM | Action by: Nefarpsy
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19 Mar 2025, 4:19PM | Action by: ebonknight3000
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17 Mar 2025, 7:46AM | Action by: JohnDoe619
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13 Mar 2025, 9:40PM | Action by: Arktur
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10 Mar 2025, 6:55AM | Action by: Diego1122331145
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03 Mar 2025, 6:33PM | Action by: RAMcWIN
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03 Mar 2025, 9:56AM | Action by: Southman2002
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February 2025
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22 Feb 2025, 6:14PM | Action by: JuliaRed
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21 Feb 2025, 3:33PM | Action by: josephjohnston72
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