动机和免责声明!
大家好,首先,这个mod不是我的创作,我只是一个上传者。我决定在SSE上转换这个mod,因为我认为它是skyrim上最好的边界模式。我现在somone已经移植了mod,但这个版本被放弃了,之前从未移植过补丁。如果原作者希望文件被删除,那么我将毫无疑问地放下它!原始mod在这里www#nexusmods#com/skyrim/mods/62735?tab=description,它是免费的权利。此外,Enodoc授权我上传他的作品以完成mod www#nexusmods#com/skyrim/mods/88729?tab=description。
小描述
如果你像我一样,你可能已经注意到,尽管天际有一场大规模的内战,但对于拥有无人看守的边界感到满意。该模型将保护区边缘的主要道路增加了塔和防护装置。
**请参阅文章sectoion以获取有关不同插件的安装和信息!
从一致性修补程序添加的更新和新功能
更新了所有边防警卫,以保持一致行为,包括改变内战。
随着战争的进展和更多的堡垒受到任何派系的控制,边境的守卫将会增加。
边境处的帝国或风暴披风横幅表明哪个派系控制着军队的军事要塞。
如果持有堡垒与持有本身不在同一控制之下,您可能会在边界看到新的战斗。
现在所有的边境大门都是默认开放的,并且任何寨子大门都已被拆除(由于太窄)。
更新了许多边境前哨的布局:
将南部的Reach边境大门向西移动了几个小区,所以Falkreath皇家营地并没有偏向错误,并使其更加壮观。
将冬堡的边境门移到靠近卡斯塔夫堡的地方,所以它更加防守,你不能从东方那里轻松地绕过它。
在西南Whiterun边境大门和北Reach边境营地增加了横幅。
移除了位于Hjaalmarch西部边境大门的倒下的树木,并且通过增加“南龙桥”位置的mods将寨子移回冲突。
1#1#0中的新功能:完全重新设计了西部Hjaalmarch边界,因此它不再与“南龙桥”位置模块发生冲突。
重新设计了Hjaalmarch东部边境前哨墙。
在Whiterun东部边界增加了一座寨子塔。
用Riften墙取代了Rift西部边界的Whiterun墙。
延长了Whitewatch Tower的外部设施,以建立一个北部的Whiterun边境哨所。
拆除东北裂谷边境前哨;这条路线已经被Shor's Watchtower所覆盖。
在Shor's Watchtower旁边的主要道路上增加了一条人行道。
在Falkreath北部和东部的大门顶部,Reach北部前哨的塔楼和Pale Pale营地的塔楼增加了一条(完全拖网)路线。
为Eastmarsh增加了三个新的边界大门,否则这些边界有无人看守的边界:
阿莫尔堡西部:白河边界
安加东部的磨坊:Yorgrim河边界
Cragslane洞穴西部:Cragslane边境(重新利用东北裂谷边境前哨的资产)
重命名所有边界大门,使其命名风格始终如一。 (保留名称 - 边界名称)
将地图标记图标从房屋的图标更改为未使用的香草标记,看起来更像是一个门(Morthal Castle)。
确保所有边境站点都有地图标记,而不仅仅是其中一些。
更改了单元ID,以便在CK和控制台中更容易识别。 (每个都是HoldBorder <Hold> <Direction>,例如HoldBorderFalkreathEast或HoldBorderReachNorth。)
属于原始mod文件的不再需要的3个navmeshes减少到1个三角形并发送到地下。
修正了警卫部署通知中的语法和拼写(大多数现在也称为警卫部署通知),现在每个人都被Jarl法院的一名高级官员签字。
在天际的外省边界附近增设边境营地。这些应该与任何直接影响边界大门本身的东西(例如独特的边界大门,守卫边界或超越天际)兼容,因为我添加的持有边境营地位于比这些大门更远的内陆地区。
赫尔根南部,靠近诺伊格拉德堡:Pale Pass Border
靠近Halldir's Cairn:Elkreath Border的Falkreath以南
Riften以东,靠近Stendarr's Beacon:Silgrad Pass Border
Windhelm以东,靠近难民休息区:Dunmeth边境
西部的孤独,靠近Pinefrost Tower:Frostbound Border
像Eastmarch一样,Haafingar错过了原始mod中的边界前哨。这个模型为位于龙桥南端的Haafingar增加了边界,靠近Hjaalmarch边界。这与所有Dragon Bridge mods和大多数South Dragon Bridge mods(包括ETaC)兼容,但只与Fight Against the Thalmor几乎兼容(有一些小的剪辑问题)。
Riverwood:Riverwood的南入口增加了一个边境门和警卫,因为它是南部Whiterun Hold的第一道防线。这个文件兼容任何不移动Riverwood南入口香草门楼的东西(包括JK的Skyrim)。值得注意的是,由于这个原因,它与ETaC不兼容。
提供了另一个主文件以与ETaC兼容。 (旧ETaC,即未经新Shiny SSE ETaC测试。)
另外一个名为No Riverwood的替代方案是为了兼容移动Riverwood南大门的任何其他模块 - 让我知道你是否想要一个适当的兼容性补丁!
兼容性
应与大多数不影响相同区域的mod兼容。
第二次伟大的战争:可以使用兼容性补丁,在Reath的第二次伟大战争中将Dominion守卫添加到Dominion控制的持有中。请注意,这个补丁是完全未经测试的,欢迎任何错误报告!
Live Another Life:提供了一个兼容性补丁,用于修复从LAL和Whiterun Rorikstead边界的Shoal的Rest Farm之间的NavMesh寻路。
旅行车:尽一切努力使这个mod与旅行车兼容 - 大门默认打开,所有狭窄的间隙都被加宽,并且从道路中间移除了不可避免的障碍物(马车可以成功绕过任何一个留下)。经过广泛的测试,在Whiterun Granite Hill边界旁边有一个我似乎无法解决的冲突。这通常可以通过下车,关闭马门并再次打开来解决(这将马拉过它所卡住的单元边界)。如果所有其他方法都失败了,你可以尝试移动到马上的玩家和控制台中的马车,但不建议这样做,因为这对游览车脚本的长期影响是未知的。
ETaC,JK的Skyrim以及其他城镇/城市模式:Hold Borders添加的任何可能与Town / City mods编辑的位置冲突的东西都是单独提供的。提供主文件的不同版本以与Riverwood mods兼容。
保持边框横幅:提供兼容性修补程序,可以移动其中一个边框横幅,这些横幅最终位于Whiterive Rorikstead边界的Immersive Hold Borders新墙内。
男人那些边界:未知;目前未经测试。
独特的边境大门,守卫的边界,超越天际:这个模式应该与所有这些相容,因为新的边境营地距离大门本身更远。
积分
贝塞斯达为天际!
thematthan用于创建原始mod并使mod免费权利!
Enodoc为他完成mod的补丁!
Andreaphus VIII在Navmesh的工作!
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Motivations and disclaimer !
Hello everyone, first, this mod isn't a creation of mine and I am just an uploader. I decide to convert this mod on SSE because I think it is the best border mod available on skyrim. I k now somone had already ported the mod, but this version was abandonned and the patch wasn't never ported before. If the original author want the file to be sgut down, it will be put down without question by me ! The original mod is here www#nexusmods#com/skyrim/mods/62735?tab=description and it is free rights. Also, Enodoc grant me the permission to upload his work to complete the mod www#nexusmods#com/skyrim/mods/88729?tab=description.
Small Description
If you are like me you may have noticed that even though there is a large civil war going on the jarls of Skyrim are content on having unguarded borders. This mod adds towers and guards to the major roads at the edge of a holds boundary.
** See article sectoion for installation and information about differents plugins !
Updates and New Features added from the Consistency Patch
Updated all border guards to have consistent behaviours across holds, including changing with the Civil War.
As the war progresses and more forts come under the control of either faction, the guards at the borders will increase.
An Imperial or Stormcloak banner at the border indicates which faction controls the hold's military fort.
You may see new fights at the borders if the hold's fort is not under the same control as the hold itself.
All border gates are now open by default, and any stockade gates have been removed (due to being too narrow).
Updated the layout of many border outposts:
Shifted the south Reach border gate a few cells to the west, so the Falkreath Imperial Camp isn't on the wrong side of it, and made it more imposing.
Shifted the Winterhold border gate closer to Fort Kastav, so it's more defensible and you can't cut around it so easily from the east.
Added banners to the southwest Whiterun border gate, and the north Reach border camp.
Removed the fallen tree at the western Hjaalmarch border gate and moved the stockades back to conflict less with mods that add a "South Dragon Bridge" location.
New in 1#1#0: Completely redesigned the western Hjaalmarch border so it no longer conflicts at all with "South Dragon Bridge" location mods.
Redesigned the eastern Hjaalmarch border outpost wall.
Added a stockade tower to the eastern Whiterun border.
Replaced the Whiterun wall at the western Rift border with a Riften wall.
Extended the outworks of Whitewatch Tower to create a northern Whiterun border post.
Removed the northeastern Rift border outpost; this route is already covered by Shor's Watchtower.
Added a walkway over the main road beside Shor's Watchtower.
Added a (fully navmeshed) route to top of the northern and eastern Falkreath gates, the tower at the northern Reach outpost, and the tower at the western Pale camp.
Added three new border gates to Eastmarsh, which otherwise had unguarded borders:
West of Fort Amol: White River Border
East of Anga's Mill: Yorgrim River Border
West of Cragslane Cavern: Cragslane Border (reuses the assets from the removed northeastern Rift border outpost)
Renamed all border gates so their naming style is consistent throughout. (Hold Name - Border Name)
Changed the map marker icon from that of a house to an unused vanilla marker which looks more like a gate (Morthal Castle).
Ensured all border posts have a map marker, rather than just some of them.
Changed the cell IDs so that they are easier to identify in the CK and console. (Each one is HoldBorder<Hold><Direction>, such as HoldBorderFalkreathEast or HoldBorderReachNorth.)
3 navmeshes belonging to the original mod file that are no longer needed were reduced to 1 triangle and sent underground.
Fixed up grammar and spelling in the guard deployment notices (most are now also called Guard Deployment Notice), and each one is now signed off by a senior official of the Jarl's court.
Adds hold border camps near each of Skyrim's external provincial borders. These should be compatible with anything that directly affects the border gates themselves (such as Unique Border Gates, Guarded Borders or Beyond Skyrim), as the hold border camps I added are located further inland than these gates.
South of Helgen, near Fort Neugrad: Pale Pass Border
South of Falkreath, near Halldir's Cairn: Elkreath Border
East of Riften, near Stendarr's Beacon: Silgrad Pass Border
East of Windhelm, near Refugees' Rest: Dunmeth Border
West of Solitude, near Pinefrost Tower: Frostbound Border
Like Eastmarch, Haafingar is missing a border outpost in the original mod. This mod adds a border for Haafingar at the southern end of the Dragon Bridge, near to the Hjaalmarch border. This is compatible with all Dragon Bridge mods and most South Dragon Bridge mods (including ETaC), but is only almost compatible with Fight Against the Thalmor (there's a few minor clipping issues).
Riverwood: A border gate and guards are added to the southern entrance of Riverwood, as it is the first line of defence for Whiterun Hold from the south. This file is compatible with anything that doesn't move the vanilla gatehouse at the southern entrance of Riverwood (including JK's Skyrim). Of note, it is not compatible with ETaC for this exact reason.
An alternative main file is provided for compatibility with ETaC. (Old ETaC, that is. Untested with New Shiny SSE ETaC.)
A second alternative called No Riverwood is provided for compatibility with any other mod which moves the Riverwood southern gate - let me know if you want a proper compatibility patch made!
Compatibility
Should be compatible with most mods that don't affect the same areas.
The Second Great War: A compatibility patch is available which adds Dominion guards to Dominion-controlled holds from Reath's The Second Great War. Please note this patch is completely untested, and any bug reports are welcome!
Live Another Life: A compatibility patch is provided which fixes NavMesh pathfinding between Shoal's Rest Farm from LAL and the Whiterun Rorikstead border.
Touring Carriages: Every effort was made to make this mod compatible with Touring Carriages - gates are open by default, all narrow gaps have been widened, and unavoidable obstacles have been removed from the middle of the road (the carriage can successfully get around any that are left). Following extensive testing, there is one conflict that I can't seem to fix next to the Whiterun Granite Hill border. This can usually be resolved by getting off the carriage, shutting the gate on the horse, and opening it again (this pulls the horse across the cell boundary that it is stuck in). If all else fails, you could try moveto player on the horse and the carriage in the console, but this is not recommended as the long-term effects of that on the Touring Carriages scripts are unknown.
ETaC, JK's Skyrim, and other Town/City mods: Anything that Hold Borders adds which may conflict with locations that are edited by Town/City mods is provided separately. Different versions of the main file are provided for compatibility with Riverwood mods.
Hold Border Banners: A compatibility patch is provided which moves one of these border banners that ended up inside one of Immersive Hold Borders' new walls at the Whiterun Rorikstead border.
Man Those Borders: Unknown; currently untested.
Unique Border Gates, Guarded Borders, Beyond Skyrim: This mod should be compatible with all of these, as the new border camps are further down the road from the gates themselves.
Credits
Bethesda for skyrim !
thematthan for creating the original mod and make the mod free rights !
Enodoc for he patch who complete the mod !
Andreaphus VIII for his work on Navmesh !
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