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A new village reviving an old town from TES:Arena.

Falkreath Hold has always seemed like a reasonably large place, but having only the Hearthfire home, a house taken over by bandits, and the burned out remains of Helgen hardly does it justice. Oakwood fleshes this out somewhat by placing a fishing and mining village on the shores of Lake Illinalta, just west of Lakeview Manor. This town once existed in TES:Arena but has not been mentioned since so there's nothing saying it wouldn't still be here. When combined with building the Hearthfire home at Lakeview Manor, it feels more like a larger town with a manor house at the head.

Requires the Unofficial Skyrim Special Edition Patch to be installed first!


What's New in Version 1.0.9

Released

Fixed a navmesh bug inside Rorlimir's Finest Sundries that was causing them to be unable to navigate around the bed properly and may have been the ultimate cause of the shop being locked when it wasn't supposed to be.
Tallie's AI package had too large a radius resulting in her using the guest bed sometimes.


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I just have a quick question. Is the oldrim version of this mod available here? Or really anywhere other than steam? I can't stand that stupid "subscription" thing Steam does with their mods. I have mods that aren't available on steam so I run the game through NMM, and I'm not sure the Steam mods will work that way. 

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Is this new version not for build 1.5.97  anymore? ... my game crashes, can reproduce installing the old version ...

[Update]

OK, found on the forum section that SSAE is required now ...

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hi arthmoor

i still come for legendary mods of skyrim

i understand you make no more for LE but at least try to make it a little more visible the difference between mods

i mean oblivion mods,LE mods ans SSE.... i downloaded by mistake an SSE cuttig room floor and it took me few days till i seen from where it was my game problem

anyway you do a great job as allways so thank you verry much for all you do

regards

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Hi Arthmoor, I'm sorry to bug you with this, but I'm following the step guide for skyrim special edition and MO is complaining about:

Quote

The masters for some plugins (esp/esl/esm) are not enabled.
The game will crash unless you install and enable the following plugins:

 

Master

Required By

ccBGSSSE001-Fish.esm

  Oakwood.esp

 

 

I don't have ccBGSSSE001-Fish.esm or ccBGSSSE001-Fish.esl as a matter of fact, only a few Creation Club Content mods.  Would it be possible to post a download without the ccBGSSSE001-Fish.esm requirement?

Or maybe I'm not looking in the right place.  The Step Guide has a link to https://www.moddb.com/mods/oakwood, please let me know.

Thanks ...

:-)

 

 

   
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1 hour ago, hh2ohexhh said:

Hi Arthmoor, I'm sorry to bug you with this, but I'm following the step guide for skyrim special edition and MO is complaining about:

 

 

I don't have ccBGSSSE001-Fish.esm or ccBGSSSE001-Fish.esl as a matter of fact, only a few Creation Club Content mods.  Would it be possible to post a download without the ccBGSSSE001-Fish.esm requirement?

Or maybe I'm not looking in the right place.  The Step Guide has a link to https://www.moddb.com/mods/oakwood, please let me know.

Thanks ...

:-)

 

 

   

Not going to happen. Arthmoor only supports the latest version of SSE/SAE with his mods. 1.6.323 is the only version he supports at this moment in time, so version 1.0.8 of Oakwood will be the only version he'll offer through this site and on the various other sites he offers it for download on.

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Updating to the latest and choosing to play with all the bundled CC mods enabled are different things. While the CC mods are enabled by default, they are not benign and some of them are of problematic quality at best. I choose to keep Skyrim up to date but to not have the CC mods in the mix. They add nothing for my own play and require significant investments of time to fix and balance. That means I can't play with the latest Oakwood mod. That's entirely my choice to make and any negative results my problem to have! :) No complaints! I just want to point out the concept of "base game" and free (and problematic) CC mods are somewhat distinct in the unlikely event that's of any interest in considering dependencies for future versions.

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There are only FOUR cc mods in the AE base game (Survival Mode, Saints and Seducers, Fishing, and Rare Curios).  These are the ones that Arthmoor is including in his SE dependent mods.  I don't like it, b/c I have 4-5 QOL mods that are not, and probably will not, be updated for AE in any form.  BUT IT IS ARTHMOOR'S DECISION TO MAKE.  I think I will try the 'dummy' esl route to disable any CC content I don't want to use.

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Man i just wish the location was shifted further to the island with the Fisherman instead. Both the Kyne hunting quest/wolf spawns and the CC undead spawns make this village a bloodbath.

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Hello, great Arthmoor!
I'm not starting any build of mine (or in my BOSS Guide) without ALL your mods.

In this specific village, you're not writing details what you have added. I know about the fishing building, but what else are specifically added? A blacksmith, an inn, a store?

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I install the v.1.0.7 which I have kept, because when I installed the newest v.1.0.8, first I didn't see at all the village (wasn't visible!) and when I ran LOOT it gave me the error message:

ccbgssse001-fish.esm missing

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should at least get the archive from old file..pretty lame if you want my opinion....
will get some hate but still a really weird way to show your love for a game and their gamer who supported YOUR AWESOME arthmoor mods from years to year..
 

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Respect the decision he made, but a shame he wont allow us to access the old file archives if we don't want to go ae. Kinda forcing us to choose to keep using his mods & take the crap that comes with ae until its fixed or updated. Or stop using his mods all together. Not fan of such tactics but anyone who does that loses in the long run. People will always find a way to get around it. I for one will not be downloading this for a while unfortunately. Not enough mods are updated enough for it to be worth considering atm. Including his mods; at least the ones only supporting AE. Will wait.  Also if AE keeps getting updated like it has its just going to slow down MA's from updating theirs mods until Beth gets their head out of their butt.  Worst thing they have done to date is forcing this crap on us. Should of made it seperate like SSE was from legendary. 

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I'll wait like your article says but i beg to differ on not being able to hold off indefinitely. Having a backup of certain files makes sure of that. Btw what did you mean when using update only on launch wont allow you to ignore it forever? Does steam turn that off at some point without you knowing? I set it up that way & made a back up of exe & other files before Ae was released. Still says 1.5.97 as of today. Not necessarily disagreeing that you should definitely update at some point and I plan too but not for a while. As your article stated, some mods have MAs that havent been updated in a long time for what ever reason, no one else took over, or another mod hasn't done something similar yet to replace it. I have a lot of mods I like that are currently at that phase atm. Waiting on those mods as I literally just started a new build specifically meant for 1.5.97. You may not understand or care why I wouldn't just update if its so great. im stubborn to change if I like where things currently are lol. On a side note, all of these latest towns mods you've made with the exception of oakwood (haven't test) still works with 1.5.97. At least for me anyway.

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fwiw, I finally solved the dropping skeleton problem I had (and others had) by simply marking the skeleton as not havok settling. I know I shouldn't have to do that, but it did solve the problem for me.

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