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Skyrim Modding Diary - 01 March 2022


gregaaz

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Welcome back, everyone! I hadn't been planning on doing a whole lot of modding today, but Ryn2g has posted three new mods in the last 24 hours which I think we'll integrate. 

 

We're starting the day with 1,420 mods installed, 1,464 plugins active, and a final load order index of EA.

 

A Quick Texture Upgrade

Spoiler

Before we tackle Ryn's new mods, there was also another ENB Particle Light patch posted today, this time for the standing stones. Let's go ahead and install that first. We'll also be grabbing Astral Aspect and its associated patch.

 

Other than needing to ensure the assets load after Rustic Reliefs to avoid a conflict, installation was clean and easy. None of these mods contain plugins, so xEdit work wasn't necessary.

 

Two Stones

Spoiler

Before we talk on the big reimagining of Robber's Gorge, let's first look at the two new Standing Stone overhauls. Both of these files are already ESL flagged and neither one offers any asset conflicts. Both mods came up clean in terms of errors, deletions, and ITMs, but they did contain corrupted edge links that I repaired using the xEdit script.

 

The mods did have a number of conflicts, including a major conflict with Shout Like a Virgin that would have broken one of that mod's quests if not patched. There were also a number of top level cell record overrides that would cause the usual problems with water behavior. In general, all of the conflicts were unavoidable and just required patching of record characteristics - no special interventions needed. 

 

Let's see how these two mods look within the game.

 

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The Serpent Stone looks good, as does the new texture. Now let's see the Lady stone.

 

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Another nice looking addition. Neither of these mods are as elaborate as the Ritual Stone, but they still look great. You can also see the new ENB lighting and it looks way better than the vanilla effect.

 

Robber's Gorge

Spoiler

This one is another ESL flagged plugin, but it looks like it contains a lot more architecture to look at. Essentially it reimagines Robber's Gorge from a hilltop pallisade camp to an abandoned Imperial fort. We'll need to carefully tour this site to make sure nothing is misaligned or otherwise messed up from interaction with other mods.

 

The conflict resolution and cleaning profile for this one was essentially the same as the two previous mods. This author does a good job providing a clean product - it seems the only issue I'm encountering with their work is edge link corruption, and that's very easy to fix. Unsurprisingly, this mod contains many landscape edits, which just doubles down on how important it'll be to walk the site. I only had to patch a single record - top level cell data that needed an encounter zone definition forwarded. That's a pretty good outcome and I'm looking forward to seeing this mod within the game engine.

 

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The author did a great job with this mod - I'm very impressed. One thing I particularly like was how the geometry of the original bandit camp is kept more or less intact, which is a very good move in terms of compatibility. The ruined village on the other side of the bridge is also very nicely put together and further adds to the ambiance. Another great mod from Rhys!

 

One thing that was really apparent with the Robber's Gorge mod as well as with my ongoing case study is that I need to regenerate my LODs and my grass cache. As a result, this is going to wrap up my hobby time today so I can let those processes do their magic. See you all tomorrow!

 

We ended with 1,425 mods installed, 1,467 plugins active, and a final load order index of EA.

 

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