Skyrim

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skyvalr

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skyvalr

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About this mod

Adds a whaling town around Windstad Manor. Beta version.

Requirements
Permissions and credits


[DISCONTINUED]


CLEANED ESP WILL BE UPLOADED SOON
A SUCCESSOR MOD TO THIS WILL BE MADE FOR SSE

What Happened?

My last computer was destroyed in a power surge when my cheap Kmart surge protector didn't hold. I lost basically everything I didn't have externally backed, including several months of update work for this mod. I'll upload a cleaned version of the ESP for this on and will be starting a smaller and more refined version that I plan to release for SSE and hopefully here too if it's compatible.

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This mod adds a player owned whaling town around Winstad manor.


This is my first attempt at modding! It's still in the beta phase so expect many more NPCs and interiors in future releases. Currently there are several active merchants in the settlement. I'll probably make three separate versions as development continues: one with Stormcloak Guards, one with the Legion, and one with some generic mercenaries- that way the player can garrison the town to their liking.

Disclaimer: This mod depicts a brothel much in the same vein as The Fo'c's'le in Oblivion as well as quite a bit of skooma use. If this offends you, then don't download it. Not suitable for children.


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~Update Log~

-Update .92
I added a tome giving a brief history of the settlement, a farm to the south of town and various neatness/clutter/landscaping improvements. Progress is coming along well!

-Update .93
The west wall moved out to allow for streets around the manner. New buildings added

-Update .94
I added the first interior, an inn called the Wooden Leg. I put a few building by the port including a Skooma shop as well as various generic NPCs. There are a couple of active merchants now too.

-Update .95
I've moved the main merchant Konvald off the street and into a proper shop (it's the second house to the left of the manor entrance). I also added another fishing shack to the docks and redesigned the Skooma den. Various collision issues and grass clipping have been fixed. General clutter added.

-Update .96
New Interiors have been added, including two gatehouses (which give some access to the walls and towers), a town hall, and a chapel of Akatosh, plus a handful of NPCs. Right now I'll admit the gatehouses are still pretty desolate, but expect them to be populated with guards in future updates
EDIT: .961 - Removed ship mesh from the grid point 0, 0, 0 in the Tamriel worldspace. (Sometimes Creation kit dumps things in the sky above Bleak Wind Basin)

-Update .962
LODs added. Vidarson's house interior and family added (I'll keep adding clutter and maybe an attic too). General stability improvements.

-Update .97
New ship models, with better quality this time. Thanks to Markus Liberty for his talent with mesh design. The largest of the ships has an interior I rolled back on a few of the LODs due to buggy-ness.

-Update .971
A couple of new interiors. The house down by the docks is now home to the harbor's overseer. There's also a new secret garden room under the manor (access it through the cellar; there is a trapdoor on the cellar floor). Also the streets are paved.

-Update .972
There's now an interior to the Redguard merchant galleon. The chapel interior has an (incomplete) back area. I also swapped the Whiterun style house for a Solitude one.

-Update .98
Plenty of new interiors, including sail and ropemaking workshop, and a rather grimy sewer full of skooma junkies ladies of the night. The lighthouse bug has been fixed too

Requires Hearthfires (duh)
Feedback is appreciated!

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~Optional Files~

~Windstad Loft~
This file adds an attic area to the interior of Windstad Manor. It does not require the main file to run. Due to collision issues, the actual stairs are unusable. To access the attic, there is a trapdoor on the ceiling in the second story guest bedroom.

~Windstad Mine Compatibility Patch~
This is a special version of Port of Windstad that does NOT include the farm on the south side of the town, and thus makes room for the contents of Windstad Mine. See the instructions for using this file in the Compatibility Section bellow.

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~CREDITS~

Ship Models
Cyrodiil Ship and boat resource by Markus Liberty
http://www.nexusmods.com/skyrim/mods/59426/
- Markus Liberty (Tellmann) - for the modeling and texturing of all assets in this resource
- Tamira - for assisting in merging collisions and fixing a collision mesh bug for the Imperial Ship
- 1shoedpunk - for assisting in merging collisions for the rowboats

Morrowind Themed Objects
Phitt's Sheogorad Resource
Part 1:
http://www.nexusmods.com/skyrim/mods/59632/?
Part 2:
http://www.nexusmods.com/skyrim/mods/60125/?
-By Phitt
-Converted by Tamira


Miscellaneous Object Models
Resources for modders by Runspec
http://www.nexusmods.com/skyrim/mods/26132/?
- Runspect 
Adele
Ran147
Gara
Daislia
The Medieval Smithy

If I'm missing anyone in the credits let me know.

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~COMPATIBILITY~

There is now a compatibility patch for Windstad Mine by Skvindt. Windstad Mine can be found here.
http://www.nexusmods.com/skyrim/mods/57879/


INSTALLATION:

1) Get the main file 
The patch only contains an esp. and not the meshes, so you'll need to install the main file first

2) Install and activate WindstadCompatibilityVersion.esp
MAKE SURE TO TURN OFF WINDSTAD.ESP BEFORE ACTIVATING WINDSTADCOMPATIBILITYVERSION.ESP
Trying to play with them both will cause redundancies.

3) Make sure WindstadCompatibilityVersion.esp is loaded AFTER Windstad Mine

If your performance suffers as a result of using Windstad Mine in combination with Port of Windstad, refer to the Troubleshooting and F.A.Q. section below.

Enhanced Landscapes:
It has come to my attention that when used with Enhanced Landscapes, trees and rocks spawn inside the town. There is not yet a solution, so for now just use the "disable" console command to get rid of unwanted trees.

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Troubleshooting and F.A.Q.

>My game keeps crashing around Windstad and/or suffers from infinite loading screens!

Unfortunately Creation Engine's memory management is less than perfect, so the great number of assets that are loaded when you enter the town can affect performance. There are a couple of ways you can manage or mitigate this:

-Lower the uGridsToLoad in the SkyrinPrefs.ini
This value determines the draw distance for objects in the game world. The default value for this setting is 5. Higher values will affect performance. Set yours to 5 is it is not already so. You can also use the following mod to ease performance. Use at your own risk, and make sure to back up your install ahead of time!
Stable uGridsToLoad by Altimor: http://www.nexusmods.com/skyrim/mods/41592/?

-Improve your game's memory usage
The following mod increases the size of memory blocks that skyrim.exe requests upon startup. This should greatly improve performance, and I would consider it to be the primary solution to loading and crashing issues. Use at your own risk, and make sure to back up your install ahead of time!
SSME - Skyrim Startup Memory Editor by Queue: http://www.nexusmods.com/skyrim/mods/50305/?


>When is this mod going to be finished?
Probably not for a few months. I plan on getting all the interiors and NPCs added for the 1.0 release, which will likely be around the end of Summer 2015.


>Hey, can you add ______ to the mod?
Possibly. I'm always open to new ideas, contact me if you have any!


>The carriage/driver keeps spawning in the wrong place!
I'm still working on this one.