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About This File

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 1.0.13

Released

Minor navmesh fixes in the interiors to correct for nodes being more sensitive to being above the surface.
The .esp and .bsa files have been changed to lowercase filenames. This is to help facilitate universal filename compatibility for Steam Deck and regular linux users whose file systems are case sensitive. Many of them make use of the in-game menu to download mods and Bethesda.net ALWAYS downloads in lowercase. For the benefit of people using linux or the Steam Deck, it would be greatly appreciated if any mods which currently use this mod as a file dependency change the case of that dependency in their master lists. (Bug #34096)


User Feedback

Recommended Comments



feld1701

Posted

So I just installed the mod but I think I must've done something wrong because Rorlimir's doesn't seem to be opening up for me even though it looked like Arthmoor fixed that some time ago.  It's possible I've not waited long enough.

 

Poradicus

Posted

Does not work on AE editions, will instantly CTD. Once I removed the plugin the game works. Wrye bash gives error saying this mod was made for a different version of the game.  

Arthmoor

Posted

Update your game. The mod currently only supports 1.6.1130. Wrye Bash is telling you this for a reason.

Also there is no SE/AE difference to consider here. It's all SE with varying degrees of additional DLC attached.

  • Like 1
TheDecadent

Posted

Neat mod, but what's with the Dibella statue surrounded by corundum veins and miners on the islet? Is there some reasoning behind it (lore, easter egg) or did you add it for aesthetic purposes.

Arthmoor

Posted

No reason, just a decorative item.

MightyCrow

Posted

Hey, why is Rorlirmir's shop always closed? Is this a bug?

Arthmoor

Posted

It was, you need to update. That's been fixed already.

MightyCrow

Posted

8 hours ago, Arthmoor said:

It was, you need to update. That's been fixed already.

I have the latest version and have been using it since I started my play through.

what time should his shop be open? I will test again

MightyCrow

Posted

Any update on a fix? I have to pick the lock every time to get in.

Arthmoor

Posted

As I said before, this issue was fixed in a previous update.

MightyCrow

Posted

3 hours ago, Arthmoor said:

As I said before, this issue was fixed in a previous update.

I have the latest update and it’s not fixed for me. How can I check if it’s another mod causing a problem? Would that be using SSEdit?

Arthmoor

Posted

No other mod would be affecting it since the shop doesn't exist without this one. Since that bug was definitely fixed and verified as such, you should be absolutely certain you've got the update installed properly. Especially if you use Vortex, since it's well know to "install" without actually installing because of the silly deployment step.

MightyCrow

Posted

9 hours ago, Arthmoor said:

No other mod would be affecting it since the shop doesn't exist without this one. Since that bug was definitely fixed and verified as such, you should be absolutely certain you've got the update installed properly. Especially if you use Vortex, since it's well know to "install" without actually installing because of the silly deployment step.

As I said, the version I have installed is the one on this page. I have never used any other version. I am using Mod Organiser 2. I am running the STEP Guide latest version. I will report it to them as maybe it’s something wrong with their patches. 
 

What do you mean by update? Is there an update file I need to install?
 

Could you tell me what the specific record is that I need to change please? Then I can fix it myself / verify what the problem is. 

MightyCrow

Posted

image.png.9560705f8f112eff1c57ac0c628732ec.png

Arthmoor

Posted

It's the navmesh inside the shop, up by the bed. It was fixed in 2022:

Quote

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.

That's 3 versions ago. So I would have to assume something is screwy with the STEP patches if you're still running into this. Plenty of other people at the time verified the fix works, as did I on my own setup.

ColonelAna

Posted

Hii, I really like your mod, its goes very well with the Aurora village !

I have a small issue tho, I use the mod "Son of Skyrim" but for some reason all the custom guards added by your mod (and Aurora) dont get the custom Falkreath's armor but instead the vanilla armor. Do you have any idea how I could change that ? Thanks !

Arthmoor

Posted

That should already be taken care of since Oakwood's guards inherit from the Falkreath Hold guards for everything except their local faction.

ColonelAna

Posted

I can confirm it doesn't work ! I think it's because the mod adds 2 new armors and spawn a new version of the guard (heavy and light) instead of replacing the armor. An armor replacer works fine tho, so I'll use that instead !

ColonelAna

Posted

yep !

Arthmoor

Posted

This is what the CK shows for the Oakwood guards. As you can see, Oakwood directs them to inherit from the Falkreath guard templates.

The other mod modifies those guard templates, so Oakwood should definitely be inheriting from that assuming nothing unexpected has become baked to the save.

OakwoodGuards.png

enigma75

Posted

Could you please make a bundle of your towns for Xbox?

GMort

Posted

I'm currently using the compiled version of your mod that contains all the new villages, and adaptations to the old ones but I have a slight problem with oakwood. I use Lakeview extended, which alters some of the terrain nearby. This makes some of Oakwoods buildings submerged into the ground or nearby hills. I have no other mods that effect this area so it must be that one.

Is there a way to remove individual villages from the compilation, or do I need to go back to just using individual files for each village?

Arthmoor

Posted

You should move Lakeview Extended above the village AIO in your load order so that the landscape isn't buried by it.


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