About This File
Edited by gargamel9
What's New in Version 0.3d EXPERIMENTAL
This new update was done quite in quite a rush, so issues are highly likely.
– navmeshed all of the quarry exterior (not populated with NPCs yet, no interior either)
– navmeshed all of the new outposts
PLEASE NOTE: most of the navmeshes return errors when checked. When I removed the offending triangles and redid them, the errors went away, but moments later, new errors appeared. Sometimes, new checks make the errors go away, only for them to reappear in different random triangles. I don't know what to do with this, and I don't have the time to investigate. At first glance, it does not seem to have any negative effects, but I did barely any testing. Also, the sheer amount of new navmeshes that have been altered with the recent additions you can expect a number of new conflicts with other mods.
– added several new slave caravans between the new outposts and the cities, as well as one between Whiterun and Markarth.
– changed the slaves in the Dushnikh Yal - Markarth caravan to Orcs, as mostly orcs will be toiling in the quarry
What's New in Version 0.3c
Released February 28
I hoped to do much more this weekend, but, alas, I ran out of time, so this update is somewhat half-baked. Yet I still think it is worth uploading as I don't know when I'll come around to finish it.
What it does:
– added a small Frostbite Clan branch to Morthal (exterior only)
– added a small Frostbite Clan branch to Dawnstar (exterior only)
– added a small Frostbite Clan branch to Riverwood (exterior only)
– added a small Frostbite Clan branch to Falkreath (exterior only)
– did a big chunk of the navmesh for the upcoming Frostbite Clan quarry and settlement at Dushnikh Yal (about 30% done)
– added a black background for the entrance door to the Windhelm Frostbite Clan branch
– fixed a few floating objects and a few other details at Dushnikh Yal
The plan now is to finish the navmesh at Dushnikh Yal and then add a few more caravans (that was the reason for making the new branches in the first place, so that the caravans had more meaningful origins and destinations to travel between, so that players will be more likely to encounter them from time to time.
Unfortunately, this means that I have touched some of the more heavily modded areas, so it can be expected that new conflicts will arise with other mods. If this is the case, please revert to 0.3b. Hopefully gregazz will make new patches, when this is finished.
What's New in Version 0.3b
Released Thursday at 12:04 AM
Added the first three Frostbite Clan Caravans (non-interactive):
- Dushnikh Yal – Markarth
- Riften – Markarth
- Windhelm – Solitude
More to come!
What's New in Version 0.3a EXPERIMENTAL
Released February 6
I got a bit stuck working on my other mods, so I felt like relaxing for a bit, building the exteriors for the future expansion of AS. So I built a new Frostbite Clan settlement overseeing a quarry. The place is currently devoid of any (of my) NPCs, navmeshes are still untouched, what results in random Imperial patrols walking through walls and other weird stuff. You probably shouldn't venture here with your follower.
If you really want to see it, the place can be found right next to the Dushnikh Yal orc settlement. This local coincidence led me to consider making a quest where the Frostbites will hire you to discretely dispose of/enslave the unwanted neighbors, with the orcs asking you to do the same for them. But that's probably not going to happen any time soon.
The more IMPORTANT change this update brings is that I removed the dependency on Devious Devices, Sexlab, SL Aroused, only keeping the standard base game (+DLC) files plus ZAZ.
This should open the mod up to users of older DD versions or people using Pama's Prison Alternative etc.
As time goes on, and I am getting a better idea of what assets come from what mod, I realized I apparently didn't really use any DD assets at all, so I thought it was worth the attempt to remove the dependency. As DD was the reason for the SL and SLAX requirements, I was able to get rid of those, too. I have barely done any testing, but so far, stuff seems to work normally.
This is the main reason why I am putting this out in such an unpolished state, as, with your help, I need to verify I didn't break anything (too much, anyway, and if so, then what). So this goes out particularly to those of you who got previous versions of AS running without any major issues, to see whether this continues to be the case. I want to avoid making a bunch of progress, only to find out later that I broke the mod and have to revert to the pre-DD-separation state.
Thank you for your feedback!