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Skyrim Sewers - Outlaws Refuges - Patch


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#1
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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.

#2
MrDragonfly

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good idea :D

#3
clown503

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Thank you!

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Very smart mod idea


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Teabag86

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In response to post #62661191.


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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
Taffer42

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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.

#7
energy2716

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In response to post #68159581.


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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.

Edited by energy2716, 16 April 2019 - 05:38 am.


#8
biggmac89

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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.

#9
RadioFreeHoward

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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
Teabag86

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In response to post #74061303.


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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.




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