Skyrim Sewers - Outlaws Refuges - Patch
Compatibility patch for Skyrim Sewers and Outlaws Refuges. Places a door in the Solitude Outlaws Refuge to directly access Skyrim Sewers without having to go up to the surface.

Skyrim Sewers - Outlaws Refuges - Patch
Started by
Site Bot
, Aug 11 2018 04:37 am
12 replies to this topic
#1
Posted 11 August 2018 - 04:27 am

#2
Posted 11 August 2018 - 09:31 am

good idea :D
#3
Posted 11 August 2018 - 07:38 pm

Thank you!
#4
Posted 12 August 2018 - 02:42 am

Very smart mod idea
#5
Posted 12 August 2018 - 08:06 am

Thanks. Both mods are perfect for a sneaky thief. It made sense to link them together. I think the location of the door is exactly where both mods would cross over. If you have any suggestions then let me know.
Edited by Teabag86, 12 August 2018 - 12:28 pm.
#6
Posted 02 March 2019 - 03:43 pm

This looks like it's going to be very useful! Thank you for this!
I was wondering if you've ever considered doing a patch for Outlaws Refuge and Skyrim Underground? It's my understanding that the only thing making them incompatible is a single area. "The area where the Old Falkreath Vault is is very near the Outlaws Refuge...Outlaws Refuges adds a shack right on top of one of the dungeon entrances/exits."
Also, there's a need for a patch between Clockwork and JK's Skyrim...Clockwork adds a trapdoor (Dawnstar Clockwork Terminus) behind the Windpeak Inn, but JK's Skyrim adds a small building called "Fredic's Room" directly over it.
I was wondering if you've ever considered doing a patch for Outlaws Refuge and Skyrim Underground? It's my understanding that the only thing making them incompatible is a single area. "The area where the Old Falkreath Vault is is very near the Outlaws Refuge...Outlaws Refuges adds a shack right on top of one of the dungeon entrances/exits."
Also, there's a need for a patch between Clockwork and JK's Skyrim...Clockwork adds a trapdoor (Dawnstar Clockwork Terminus) behind the Windpeak Inn, but JK's Skyrim adds a small building called "Fredic's Room" directly over it.
#7
Posted 16 April 2019 - 03:58 am

The "JK's Skyrim" mod has no conflict with this mod (in Dawnstar), I checked.
There is a patch to this mod:
Compatibility patch for JK's Skyrim and Outlaws Refuges. Fixes clipping to the entrances in Solitude and Winterhold. Minor adjustment to Dawnstar entrance. Patches navmesh accordingly. File is .esp/ESL Flagged. Patch notes in the download.
https://www.nexusmods.com/skyrimspecialedition/mods/6289?tab=files
For "Skyrim Underground" (location near Falkreath) I will try to make a patch.
Is there a conflict with "Clockwork"? I did not install this mod in my game. But I will try to protest.
Perhaps I need a patch for Winterhold. But on him I have a lot of mods. I need to figure out which one is in conflict. The bug is uncritical. Enter the shelter possible.
What other mods are there conflicts with?
If I succeed, I will make separate patches and merged with one installation package.
For the patch, you just need to move the hatch. It is not difficult.
There is a patch to this mod:
Compatibility patch for JK's Skyrim and Outlaws Refuges. Fixes clipping to the entrances in Solitude and Winterhold. Minor adjustment to Dawnstar entrance. Patches navmesh accordingly. File is .esp/ESL Flagged. Patch notes in the download.
https://www.nexusmods.com/skyrimspecialedition/mods/6289?tab=files
For "Skyrim Underground" (location near Falkreath) I will try to make a patch.
Is there a conflict with "Clockwork"? I did not install this mod in my game. But I will try to protest.
Perhaps I need a patch for Winterhold. But on him I have a lot of mods. I need to figure out which one is in conflict. The bug is uncritical. Enter the shelter possible.
What other mods are there conflicts with?
If I succeed, I will make separate patches and merged with one installation package.
For the patch, you just need to move the hatch. It is not difficult.
Edited by energy2716, 16 April 2019 - 05:38 am.
#8
Posted 13 October 2019 - 03:06 am

Really love this mod linking two great mods together for Solitude.
Was wondering if you'd consider updating the other cities to be linked to their respective refuges to their sewers. Another mod I also love that could benefit from this kind of treatment would be Hidden Hideouts of Skyrim City Edition.
Was wondering if you'd consider updating the other cities to be linked to their respective refuges to their sewers. Another mod I also love that could benefit from this kind of treatment would be Hidden Hideouts of Skyrim City Edition.
#9
Posted 02 November 2019 - 02:26 am

I had no problem flagging this as an ESL, for those wondering if doing so was possible.
Edited by RadioFreeHoward, 02 November 2019 - 02:26 am.
#10
Posted 14 March 2020 - 05:36 am

Great idea! I've just updated the mod with doors in Whiterun, Windhelm and Markarth. I had a lot of fun doing this and took considerable care to make the entrances feel like a natural extension of Skyrim Sewers. The areas are positioned perfectly where both mods would line up, even taking care to adjust the elevation. This completes all areas where both mods cross over. Here's the list!
Solitude. Simple gated door exactly where both mods would cross over.
Whiterun. Hallway built into the Refuge leading to a set of stairs down to the Sewers.
Windhelm. Door built into the Refuge. The door leads to a frosty hallway and down some stairs into the Sewers.
Markarth. Take the Dwemer Lift down to the Sewers. Also added an Alchemy station and idle markers in the new space.
Solitude. Simple gated door exactly where both mods would cross over.
Whiterun. Hallway built into the Refuge leading to a set of stairs down to the Sewers.
Windhelm. Door built into the Refuge. The door leads to a frosty hallway and down some stairs into the Sewers.
Markarth. Take the Dwemer Lift down to the Sewers. Also added an Alchemy station and idle markers in the new space.
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