MOD IS FUNCTIONAL AGAIN, thank you again for telling me about the bug. <3 For those who asked for it; I've adjusted the JK's skyrim compatibility too, so now the file is fully ready. I'll need to look into Arthmor's mod for compatibility though.
Will it work with Advanced Mining? https://www.nexusmods.com/skyrimspecialedition/mods/30248 "If the deposits have been set up like vanilla deposits, there will be no issues." ?
hi downloaded the updated version. I do like this mod but there is some minor issues 1 the new placement of the mine is right by a fishing spot from the fishing cc you can still enter the mine so no major problem 2 the mine is unnamed and no map marker again no major problem as you can go to dragon bridge and the mine is easy to find 3 followers cant enter the mine again no major problem as followers tend to get in the way in small spaces. apart from these everything else is fine
Hi again! Thank you so much for the feedback! 1: I don't play the fishing CC so I sadly have no idea how it works. I can release an alternate file that moves the mine's door location but I'd be blind-placing again. (AE+CC is something I have a sore spot about.) 2: I knew I forgot something! Always the case. Ok so no map-marker is intentional. Alot of mods with map markers can really clutter the place up and honestly where the mine is placed the marker would be pretty much hugging dragon's bridge's marker. As a controller user that would really get in my way. (Sorry!) In terms of the mine being unnamed that is a straight up oversight on my part; I kept meaning to do it but forgot. (I'll patch it in the future.) 3: Followers not entering is intentional. I'm sure there are workarounds to drag them inside, but because of the cramped nature of the location I feel it would do so much more harm than good. Especially with a multiple followers mod. six people inside would not be a fun time. Or a single giant follower. Or a dragon. Skooma makes you do some odd things.
Alot of moonstone mine's aim is to try to make it as compatible and functional with other mods as it can be. Something you can just slide on in or out to fix the lack of moonstone ore. I don't want to edit the area around the entrance of the mine if I can avoid it. Thank you again for your help, I really appreciate it!
okay thanks for the feedback. its okay to leave the entrance where it is as i can still enter the mine. i have endorsed your mod. now i don't have to fight my way through dungeons for the moonstone
I noticed! It means so much to me, I can't explain how nice it was to see and to receive feedback as detailed as yours. Honestly it's made my day! I'll leave the mine door where it is, but if I ever do move it; it'll be as a separate stand alone file. In case anyone wants double the moon.
This looks worth downloading and checking out in my game, thanks for sharing it! By the way, Ithlia Homes SE (Nexus mod ID 61542) also has a small player 'home' that is a mine near Whiterun (called appropriately 'Whiterun Mine') and it has quite a few Moonstone ore veins, as well as plenty of Ebony and a lesser degree of all the others.
Oh that mod is lovely! thank you so much for sharing it! I wanted a mod that only added one type of ore in though; so there would be more control and choice of what veins exist. Still its a beautiful mod! thank you again.
Not tried Arthmoore's mod, but this is (tecnically) JK skyrim compatible, just have to jump over a log until I patch it haha. Should have a patch coming in this week.
14 comments
For those who asked for it; I've adjusted the JK's skyrim compatibility too, so now the file is fully ready.
I'll need to look into Arthmor's mod for compatibility though.
"If the deposits have been set up like vanilla deposits, there will be no issues." ?
1 the new placement of the mine is right by a fishing spot from the fishing cc you can still enter the mine so no major problem
2 the mine is unnamed and no map marker again no major problem as you can go to dragon bridge and the mine is easy to find
3 followers cant enter the mine again no major problem as followers tend to get in the way in small spaces.
apart from these everything else is fine
1: I don't play the fishing CC so I sadly have no idea how it works. I can release an alternate file that moves the mine's door location but I'd be blind-placing again. (AE+CC is something I have a sore spot about.)
2: I knew I forgot something! Always the case. Ok so no map-marker is intentional. Alot of mods with map markers can really clutter the place up and honestly where the mine is placed the marker would be pretty much hugging dragon's bridge's marker. As a controller user that would really get in my way. (Sorry!)
In terms of the mine being unnamed that is a straight up oversight on my part; I kept meaning to do it but forgot. (I'll patch it in the future.)
3: Followers not entering is intentional. I'm sure there are workarounds to drag them inside, but because of the cramped nature of the location I feel it would do so much more harm than good. Especially with a multiple followers mod. six people inside would not be a fun time. Or a single giant follower. Or a dragon. Skooma makes you do some odd things.
Alot of moonstone mine's aim is to try to make it as compatible and functional with other mods as it can be. Something you can just slide on in or out to fix the lack of moonstone ore. I don't want to edit the area around the entrance of the mine if I can avoid it.
Thank you again for your help, I really appreciate it!
i have endorsed your mod. now i don't have to fight my way through dungeons for the moonstone
I'll leave the mine door where it is, but if I ever do move it; it'll be as a separate stand alone file. In case anyone wants double the moon.
Still its a beautiful mod! thank you again.
and jee hey there again @Veronika o/