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  1. jabr
    jabr
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    Sticky
    Hello everyone:

    After a long (very long) period of rest, I have made the decision to resume the development of this mod, with the sole purpose of delivering a definitive version. Therefore I am trying to solve the problems that have been reported over the years, which includes eliminating most non-original assets, in order to avoid incompatibilities.

    So, in general the changes have been:

    ---Granite Hall: The file underwent minor changes, but I am on the verge of making modifications regarding its quest.
    ---Amol: For now, I have solved most of the problems without major modifications to the city.
    ---North Keep, Nimalten and Blackmoor: All the files have undergone important changes, but maintaining their previous essence and designs.

    However, I need people who can help me with the testing, because I simply don't have the time to check the behavior of the NPCs, both indoors and outdoors.

    Likewise, I have difficulty cleaning esp files, so I would appreciate if someone could help me with this.

    Finally, I have made the first MERGE of these versions, which have been successful, although I still cannot get the quest scripts to work properly.I hope to put an end to this work, leaving a mod in a final state so that it can be enjoyed by this community.

    I send you my best wishes.

    Greetings
    1. Cebix
      Cebix
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      GOAT HAS RETURNED.

      Thank you for continuing the work with this mod, it has a lot of potential and having a merged version would be a lifesaver for compatibility patches!
    2. MoldyMarshmello
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      OH s#*!

      Hell yeah, I was just moping about how this mod hasn't been updated in ages and I had to use Schlitzohr's mods instead. I welcome your return king. One thing I want to point out is there seems to be compatibility issues with Warzones and RS Children. I don't know how to make patches but is that something you're looking into?
    3. TeaMistress1
      TeaMistress1
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      Exciting news! I would love to see Sunguard come back in your new version, if possible. It was my absolute favorite and Skyrim doesn't feel right without it.
    4. Torp13
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      It's good to hear that this project is back up. Amazing work. I really hope you are planning to bring back the other villages as well, especially Helarchen Creek cuz the only other settlement in the pale is Dawnstar. I heard that the location was supposed to be a village in the base game anyway but got cut.
    5. Bingus43754
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      Very awesome. Can't wait to see the next update!
    6. gameandperformance
      gameandperformance
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      ^glad to see the mod is still being worked on, and yes I agree with the comment that Sunguard was very nice back when it was part of the mod and I'd love to see it return. A merged all-in-one version or a FOMOD installation would also be immensely welcome.
    7. BranCana
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      Is there any chance for an xbox port? We do have an older version from years ago but we are missing out on Blackmoor and some fixes that have been made. If they could be separate as well amazing but

      Thank you either way
    8. GreenStorm1988
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      would definitely love to test your mod by adding it to my load order. This mod has been one of my personal favorites for 4 years now. 
    9. LexiLith
      LexiLith
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      Please, unite all cities into one esp or esm.
    10. redverswolf
      redverswolf
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      Awesome news. this mod was an absolute staple of mine for quite a long time, Love the city/town near the crossroads of falkreath/whiterun holds
    11. ToppDog
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      I'm very glad to hear that you are working on this again!  For the last few months I have been working on a patch for the Blackmoor module to work with Dragons Keep.  I was planning on having 2 different versions - one that is a patch to your Blackmoor module, & one that would be a standalone version that doesn't use any of your mods assets but pays tribute to the overall feel of Blackmoor in a similar location against the side of the mountain.  I have always tried to have Blackmoor installed because it usually goes well with Dragons Keep without too many conflicts.

      I really would like to make a patch that is able to keep all the quests & original NPCs intact, but I wasn't able to get the quests or dialogue to work to know what I am missing.  I tried uninstalling all my mods & patches to play the Blackmoor module as it was designed, & I couldn't get it to work yet.  That is why I popped in to this forum, & was happily surprised to see that you are working on this again.

      I would be glad to help test things for this once they are ready, especially so that any patch I finish will be updated to your latest version.  So far I have made cosmetic changes to the exterior of Blackmoor to make it be more integrated with Dragons Keep & the new content I am working on.  What I really want to be able to do is maintain all of your interiors, NPCs, & quests.

      Also, one thing I noticed was that the Blackmoor logo on the flag is sideways on the flags that are on a flagpole instead of hanging down from a bracket.  I was going to try to fix that, but since you are back, maybe you are already working on it.
    12. SolidLinkKog
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      I Just got Dragons keep finally! Did you say that it still works even without a patch?
    13. ToppDog
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      Kind of.  Most of it is compatible, but the newest version of Blackmoor has a path going up the left side of the mountain to a gated entrance, & Dragons Keep has mountains there, so the gate is covered up by a mountain mesh.  Everything else seems to be compatible.  it might be worth it to play around with the load orders to see if something is doable until a patch comes out.
    14. IshPacer
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      Hell yea!!! i just discovered this mod as im trying to overhaul my game so seeing this is great . Welcome back and thank you!
    15. lyokowarrior95
      lyokowarrior95
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      So Glad you've returned i always thought this mod had lots of potential if you're open to it you should visit halls of ysgramor on discord you can find some people that may offer useful advice and tools. also please make this open permission(with credit ofc) for an xbox version and patches thanks
    16. haloslayer650
      haloslayer650
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      Wow You are incredible!
    17. figor888
      figor888
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      I have returned to modding myself and will help with testing of your mod. I think it is a great idea.   If others are intersted there are two other TES arena mods that I know of Forgotten Places and Oakwood.    However the previous two have some CTD issues.  
    18. Imperator78
      Imperator78
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      Based
    19. DaggerfallExplorer
      DaggerfallExplorer
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      Great to see this is being worked on again; what's your progress now (about a year on)? Some people in the replies mentioned compatibility with Dragon's Keep? 
    20. DaggerfallExplorer
      DaggerfallExplorer
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      Did you make this patch, in the end? 
  2. zelurker
    zelurker
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    Sticky
    Sadly there are some errors in some of the plugins preventing any merge, and adding a strong possibility of problems during play.
    This kind of mod is hard work and not easy to finish for sure, too bad it's been abandoned apparently...
    Plugins with errors at least :
    amol : [00:01] [INFO:02029172] ('I have! Some travelers on their way back south mentioned that Birna, the pawnbroker up the road in Winterhold, has a dragon claw' in GRUP Topic Children of AMOdialogues3Topic "Have you heard any local rumors?" [DIAL:02029171])
    [00:01]     INFO \ Responses \ Response \ NAM1 - Response Text -> Can't read string: [EEncodingError] No mapping for the Unicode character exists in the target multi-byte code page
    [00:01] AMOdialoguesoyla2 [DLBR:0202A1B4]
    [00:01]     DLBR \ SNAM - Starting Topic -> Found a NULL reference, expected: DIAL

    I can't guess what is the starting topic here ! So I can't fix it, I can just choose randomly a topic here to avoid a crash... !

    Blackmoor has the longest list, didn't look into it yet.
    But these seem to be encoding problems, they shouldn't occur in sse, this plugin was probably made on a non utf8 system 1st, the quickly converted... !

    Granite hall has also only encoding problems, easily fixed this time.

    I'll try a 1st merge without Blackmoor to see how it works...
    edit : after testing : very good, so I'll try to fix blackmoor later and do a complete merge this time ! :) I particularly like the detailed dialogues, so unlike the rest of skyrim, and the small quests added in each settlement, it's a pity to give up on such a mod... !

    edit 2 : finished the complete merge, seems to work but I had to guess the null references for some dialogs for blackmoor, so I should test it 1st. Also the merge requires a bashed patch to merge 1 navmesh apparently (but I don't know if it just creates some bugs in npcs moves or if it crashes the game). I'll test that for a few days then !

    edit 3 : well had some trouble to start the quest because I couldn't find the priest who is not in his temple, and the jarl doesn't send you to him, he tells about the events, but doesn't start the quest. He is near the only tomb of the town, near the ruin of a house, just outside the walls of the town, very easy to miss ! I finished the 1st quest, and it chained correctly onto the 2nd, so everything seems to work. The quests are really great !

    After totally finishing the 3 long quests of Blackmoor : wow impressive job. Only small problem : in the end we are left with Forad skull in our inventory, I guess it would be more logical that the priest gets it back, in case you decide to return to this mod one day... ! But except that, very impressive work, you are truly a dungeon master ! I was a little surprised to see Hircine in his ghostly form at the end, I almost expected to see his warrior-like form, like the one he had in bloodmoon, the morrowind extension, but if he had chosen this I am not sure I would have been able to handle him, so it's probably better this way ! :)

    For me everything seems ok, so here is the archive of the merged version : https://mega.nz/file/jc0lkZIL#QSOl1_LA4b-GN9JV2ZIyDCYK4O-NsDBDcV7sKlKFx1A
    I advice to make a bashed patch with this one, to fix some eventual navmesh issue. I am not sure the lods are referenced by the mod, it hadn't included them in the resulting merge, I just added the files from the original download but I am not sure they are useful. Just use dyndolod if you want serious lods, but anyway I didn't find any bug after finishing the 3 quests in Blackmoor and starting the one in Amol, so it seems ok for me.
    1. rickyn12345
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      You're amazing for this man I really appreciate this
    2. Oblivionblade88
      Oblivionblade88
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      You are a literal hero, this mod has always been one of my favorites for immersive reasons, on my last playthrough it just broke randomly. I cant wait to try this out :)

      edit: damn, didn't work for me lol
    3. CopperCrab
      CopperCrab
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      Same, the merge regrettably didn't work with me either

      Isolated test of the merge and it CTD on Vernim Woods
    4. dasik84
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      Now you scared me... Are the separate plugins safe for play and only the merging is problem? Or they are super buggy as you suggested?
    5. AngryPocketPyro
      AngryPocketPyro
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      Heya. I know I'm far too late with this, but for anybody else dealing with this merge giving them CTD's especially around Vernim Woods, I ran it through sseedit's quick auto clean and that seems to have fixed it. Ran my own isolated test running through each of the areas and none of em gave me issues
    6. Zazzar
      Zazzar
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      AngryPocketPyro THANKS SO MUCH !!
    7. AmadeusOnagro
      AmadeusOnagro
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      Kudos to you AngryPocketPyro, I was crashing around the same spot and running this merge through ssse edit quick clean solved.
  3. CH3MIKER
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    what we need is a clean map where we can see all locations added.. so we can choose which settlements to take and which ones not 
  4. Crasius12
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    First of all, thank you for this awesome mod. However, seeing the map, wouldnt be better to move Amol City to the crossroad between Forsaken Cave and Anga's Mill? And maybe Pargran Village close to the bridge north of Fort Amol. As an example, the map in the first comment.

    https://www.afkmods.com/index.php?/topic/6188-skyrims-lost-settlements-and-regions/

    Also, you guys know if it's compatible with cutting room floor mod?
  5. gathomas88
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    Anyone else running into an issue where all of the static wall-hanging shields for the cities are jacked up? The texture seems to be rotated at a weird angle, and off center, creating this weird shapeless blob effect.
    1. Ganzlinger
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      I'm experiencing this too. I think it might be a conflict with Sons of Skyrim
  6. Tatskuli
    Tatskuli
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    Could you maybe add locations of the cities to an image file you could add to the mod page?

    Otherwise great mod. However I usually only add Amol and Granite Hall since they feel like the only additions that really fit the game and vanilla theme well. Granite Hall is something that just makes the Reach more pretty, it should have more cities. And Amol City makes the travel to Winterhold with survival mode installed less deadly. Combined with Great City of Winterhold, it is a pretty good combination to finally make Winterhold interesting.

    https://www.nexusmods.com/skyrimspecialedition/mods/17127
  7. nenina
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    I am at the ghost of forad but it won't talk to me? There is a pedestal but nothing is on it. Quest says take the skull of forad, but there is no skull. How do I proceed?
  8. Tatskuli
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    Hello, i just have one request, please an in game map showing the locations of all towns in the images or the overview section, in this modpage
  9. fishman
    fishman
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    This mod looks amazing, but I use two mods that introduce a butt-load of trees to the game. I went to a few of the settlements and found a bunch of trees in the buildings. I could clean this up with Jaxson’s Positioner or the console, but would rather make a patch. Can you direct me to some resources so that I can figure out the best way of doing this?
    1. QaxeIsKaze
      QaxeIsKaze
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      DarkFox127 has a tutorial for making patches. It's quite easy once you watch one of his vids one the topic.
    2. Spacefrisian
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      Maybe i give that a try myself. 

      There are some trees growing through houses when using this and the great forest of Whiterun and i have been using the disable command, but that is not a very efficient way to do things.
  10. QaxeIsKaze
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    This is my first time hearing about & trying the mod, and am having a gret time. Clearly a few years went into this project, and it looks it. Thank you. Been a while since my Skyrim game was so lively.

    A couple of these towns put shame to those found in the base-game.
    Vernim Wood is more useful than Kynesgrove. Amol is definitely more lively than Winterhold. Blackmoor is in a great location, especially since there's not much there otherwise. Granite Hall looks like it's always been there.

    Just a couple of minor areas that you might care about for future edits...
    - In Blackmoor, there's a floating beehive in the middle of the road near the Pilgrim's Rest.
    - Dunstad Grove has 2 floating chests next to the river, just hovering in mid-air.
    - The map marker for Dunstad Grove puts my face into a stone wall.

    With such a large fan base, should be able to find people who'd be willing to voice some of these NPCs? 
  11. katyusha84v
    katyusha84v
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    I love what this mod adds and have been using since I started modding Skyrim, but an issue I've always had with Missives is that notes sending you to cities added by this mod don't show the city name and leave that space blank. What I mean is they say things like "Deliver letter to  ", "Deliver potion to  ". UnU
  12. Hluill
    Hluill
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    I am so much enjoying this mod.  I keep forgetting about all the towns this mod adds.  I am repeated surprised.  It's a solid mod that add so much to every playthrough.  I had to choose between this and Fabled Forests and this won, hands down.