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About This Club

Club for a project to create a New Skyrim Hold, including discussion of the concept, features and development.
  1. What's new in this club
  2. CK Books - Skyrim New Lands Mod Mega Tutorial by Jonx0r (reddit) CK Websites - Skyrim MW (modding tutorials and articles) by Matthias Wagg (Weebly) CK Videos - Darkfox127 (YouTube) Tutorials Generate LOD (for a custom world space) - by Candoran2, with xLODGen (YouTube) Inspiration - Interview with Todd Howard, by Lex Fridman (YouTube)
  3. (Question) Should the mod only start via the MCM? It would make it easier to manage starting and ending the quest, but does this have compatibility issues? Is it bad for immersion? (Answer) I made the decision to start the mod via MCM. I think it makes it cleaner when the mod installed, since it will minimally interfere with the vanilla game and I can keep most scripts locked behind quests that aren't started until the mod is. The negatives are that it isn't ideal for immersion (especially for a quest oriented mod) and it is not very intuitive, but a lot of mods need you to read the description first (to find out what to do) anyway.
  4. Since the hold is meant for LL content, I was planning on not including any hostiles, in any place that the player (and other NPCs) will go in regular travel or questing (I mean, if the player walks into a dungeon, then that's a different thing). I would like to still include crafting ingredients (like ores and plants), I can't think of how that would get in the way?
  5. Assets - Inns and stores need custom signs. - Custom weapons use existing icons and models, can I create new ones? Scripting - ? World - How do I add critters/creatures to the world? How do they choose where to go? - (Learned - 2023-06-06) LODs need to be generated.
  6. Scripting - (Resolved - 2023-06-06) A kill animation at the end of a scene doesn't play properly, NPC starts crouching and then ends animation without doing anything. - Pressing MCM button to start a quest doesn't have any kind of confirmation.
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