Jump to content

The Fall of Granite Hill 1.0.3


6 Screenshots

About This File

Granite Hill - Three Farms and an Inn, just North of the Falkreath. A Market is Held here Weekly. -- Survey of the Holdings of Jarl Gjalund

Granite Hill is mentioned in a few places in lore and existed prior to the 4th Era. However nothing remained of it in Skyrim by 4E 201 except the dragon mound where Vuljotnaak was buried in ancient times. All well and good, but with no explanation for what may have happened to the place it felt like a good enough opportunity to tell my own version of events here. With this mod, the 3 farms and the inn are back, but instead of the weekly market, the town has a blacksmith. Of course, that would not be much of a fate, would it? Granite Hill's fate is sealed from the moment Alduin burned down Helgen. Surely the beast and his newly resurrected allies didn't stop there...

Features:

* A fully working town prior to Alduin's return. 3 farms, an inn, and a blacksmith. Plus town guard patrols from Falkreath Hold.
* Upon Vuljotnaak's resurrection by Alduin, the village will be in flames. This will last as long as the dragon is alive.
* Following the dragon's death, the fires will go out but the town now lies in ruins, swallowed by the World Eater.


What's New in Version 1.0.3

Released

If the mod was installed after the dragon at the mound should be dead the NPCs were not being killed off and would be found wandering around a ruined village.




User Feedback

Recommended Comments

I've wanted a Granite Hill for years. There's another newish one (from last year) on Nexus, but it's too elaborate. This is just right!

Works with Touring Carriages (although I've only tried one path so far). The stable shed is just across from the Inn, and the horse positions don't interfere. However, 5 years ago in anticipation of this, I'd chosen an injected number for the Map Marker (01018a48 matching the 00018a48 location), so that others could override/share it. If you use the same, we won't have 2 map markers so close together.

I'm using the location HorseMarkerRef. Hopefully, that isn't wiped out by your patch. Or you could add one in the same place to yours. That wouldn't need an injected number.

Also, I've just seen the woman at the northern farm slowly force her way through the chicken coop and the railing to her next sitting position. Likely something odd about the navmesh there.

Share this comment


Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Support us on Patreon!

×
×
  • Create New...