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Oakwood 1.0.12


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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 1.0.12

Released

Updated USSEP synchronization.
Added the missing Follower and Dog markers to keep your group away from where you're trying to fish.


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When using ASLAL's "I'm camping in the woods" option, the skeleton from Oakwood (the skeleton in the wolf cave nearby) would drop at my feet when I spawned at the campsite near Helgen. You and I had a discussion about this on the nexus. Other people posted the same problem. In any case, the change I made was to turn on "Don't Havok Settle" for this skeleton in xedit:

Worldspace / Tamriel / Block -1, -1 / Sub-Block -1, -3 / 00009BD4 (POIPineForest21) / xx000CF8 TreasCorpseSkeleton:

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Re: Oakwood's long-running issues with door lock hours at Rorlimir's Finest Sundries

 

Found it, through dumb luck.   At the root, it's a NavMesh issue.  One of the vertices at the foot of the bed, is riding on top of the chest.   It makes one side of the bed effectively inaccessible to NPCs, so both Rorlimir & Brialla cannot sleep at the same time.  It throws off their sleep schedules, and since sleep packages determine when doors are locked, it also affects the door locks. (see attached pic: side view of the NavMesh near the bed)

 

I would also recommend giving Brialla an explicit sleep package instead of relying on her sandbox package to make her sleep.   Adding Rorlimir's sleep package to her stack works great. Sandbox packages can be somewhat variable, because they'll sleep when the package manager decides they should, not necessarily on a fixed schedule.  Which throws another variance into the door lock/unlock schedule.

 

On the subject of sleeping, Tallie's sleep package, ARTHOakwoodBardSleep has a radius of 500 from her editor location.   This puts the guest bed barely in range, and she frequently ends up sleeping in it instead of the intended double bed.  Dropping the radius (I'm using 256, but whatever) keeps her in the double bed. (see attached pic: dropped a MapMarker on Tallie's head, with a radius of 500 in its extra tab.   The guest bed is partially within the circle, which apparently is enough for the package manager to select it)

Rorlimirs NavMesh.jpg

tallie sleep radius.jpg

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Ugh, Navmeshes. Why does it always have to be navmeshes?

Thanks for reporting this. I'll get this fixed up and updated.

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Nice find! I always wondered why after some time I couldn't enter that store anymore.

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Hey, just noticed that ARTHOakwoodRorlmirServices [PACK:08000E0C] may be set incorrectly.

 

From my experience, most traders has a couple more flags set in their packages:

  • Offer Service 
  • Unlock doors at package start
  • Continue if PC Near

Namely, the second flag could responsible for that bug with shop's door always staying close — NPC doesn't know that he's supposed to open his shop when this package kicks in. So the door is always closed. 

 

I've attached screenshot from xEdit to show how it supposed to look.

Spoiler

image.png

 

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The package for this shopkeeper was modeled after all of the other vanilla ones. None of them have these extra flags attached.

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Well, some do have.

 

I just speak from my testing.

  • No tweaks: door to shopkeeper stays permanently shut.
  • Tweaks: door opens as normal. 

 

And since navmeshes, pathing and literally everything else is fine — I have no other ideas why this is happening.

 

Spoiler


image.thumb.png.4d150e05a44f19dd6568f7b703a32b26.pngimage.thumb.png.e877fcdd4037727ca789ca92f58d4bd7.png

 

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Rolimir's Finest Sundries is still closed during work hours, only way to get in is by picking the lock, I also noticed that during this time he is always using the cauldron and during the weird times his shop is actually "open" he is at the counter as he should be :S

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Hi, does dragonborn wife open a store in this town with storefront mod?, like it did with orange13 oakwood?

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On 8/12/2022 at 1:55 PM, Gapk said:

Hi, does dragonborn wife open a store in this town with storefront mod?, like it did with orange13 oakwood?

Storefront and Arthmoor's Oakwood have worked just fine for me.

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8 hours ago, Arthmoor said:

Yes, Oakwood has support in place for Storefront.

Thanks man.

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Does anyone have any tips on how to create a patch between this wonderful town and Dracos lakeview exterior?

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Thank you so much for continuing to update these mods, they've been mandatory in every playthrough I've done for so long now! :)

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On 8/19/2022 at 1:34 PM, Arthmoor said:

Yes, Oakwood has support in place for Storefront.

Is there perhaps a plan or anyway you might make a patch for the conflicting terrain areas between Oakwood and https://www.nexusmods.com/skyrimspecialedition/mods/2696?tab=description Dracos Hearthfire Homes Exteriors for the Lakeview Manor expansion? some of the homes on the edge of the town get buried in terrain edits and I belive there are some minor conflicts in a few other small spots, though the buried homes is my main concern at least. I love your mod, and have been using ir for a while, but recently decided i wanted to expand my housing options a little and Dracos mod couldnt be beat in that sense, so its a shame that they conflict for the space

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Assuming the conflict area indicated on the map is accurate it would be possible but I'd imagine it's still going to take significant effort to blend them well.

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On 12/16/2022 at 10:29 PM, Arthmoor said:

Assuming the conflict area indicated on the map is accurate it would be possible but I'd imagine it's still going to take significant effort to blend them well.

It certainly looks to be accurate, as much as i can tell, the conflict is clearly there, though whether the zone map is entirely accurate of where it is, im not sure im experienced enough to say specifically, however, should you intend to work on a patch if your able or have time, I would very much appreciate and look forward to it, if not I understand.

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Hi Arthmoor. Like to say a big thank you to you, not only for this mod, but all that you do. Your mods are a staple in all of my play-throughs. I just happened to come across this mod https://www.nexusmods.com/skyrimspecialedition/mods/61007 by Schlitzohr. It appears to be a different mod at first glance, although I haven't downloaded it to check it out properly. Just that its named the same and in the same location. Not sure if this dude has ripped off of your work or not, but thought I would bring it to your attention so you can take a quick look and decide for yourself.

Cheers again

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You're welcome, and glad to hear you're enjoying the content.

Regarding the other Oakwood mod, that's just someone else's take on what it might look like. Not ripped or stolen or anything. Oakwood is an old Arena location and there have been several versions of it created for Skyrim over the years.

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Not bad. I like that you made a few villages to bring back some Arena lore. I remember playing Arena when I was kid. I never did get a chance to finish the game, but it introduced me to the fantasy genre. I hope that you come back to Nexus. I created an account here just to check out a few of your mods. 

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This is unironically one of, if not my favorite Skyrim mod out of all of them. It's just so convenient to have a village where to find some work at the start of the game and to keep you company once you build Lakeview Manor!

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On 12/31/2022 at 2:14 AM, Arthmoor said:

Regarding the other Oakwood mod, that's just someone else's take on what it might look like. Not ripped or stolen or anything.

I may give a try to some of this user's mods, at least the ones that cover the cities/towns you don't of course... 😉 But still making my mind about it, I'm actually not much into mods that add big places and quests together, afraid it may break something in game.

I'd still love to see how it'd be your approach on some of these locations though, mainly those marked as cities on Arena but that became just a fort on Skyrim.

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