tyrel68 Posted April 8, 2013 Share Posted April 8, 2013 ***THIS IS FOR CHANGES TO THE EXISTING UDGP PATCH*** Now i know anything huge is mod material but going with the idea that the vigilants relocated here from the hall i think the following should be added to the area All the following are directly translated from the old hall nothing special added alchemy table tanning rack chopping block 3 tents(3 beds in the hall this doesnt include the existing beds since there are 3 existing vigilants there)and the only one thats a little more subjective horse stable(this is more subective but guess a good place to put your horse if you fast travel here) This mirrors the capabilities The only reason is if this is the new HQ transferring things makes sense OBVIOUSLY nothing crazy p.s. I stuck to actually functional things for a reason, it would just be a slippery slope if we went to deep Just seems oddly barren having 6-7 vigilants wandering back and forth from the shrine to the cooker and bed and sit Link to comment Share on other sites More sharing options...
Arthmoor Posted April 8, 2013 Share Posted April 8, 2013 The only thing the UDGP is going to do is to relocate the patrol beacon that the random wandering vigilants use since they apparently still spawn but then just stand around because they can't get to their former headquarters. All the other stuff you're suggesting adding to Stendaar's Beacon is beyond the scope of the project, but would be suitable for a mod to pick up on. Link to comment Share on other sites More sharing options...
tyrel68 Posted April 8, 2013 Author Share Posted April 8, 2013 ya is a line haha trying to balance tbh i have been itching to do a skybhaven mod but stendars beacon is a tad more easy to mange might do it XD Link to comment Share on other sites More sharing options...
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