
- Forts game solid ground mod mod#
- Forts game solid ground mod full#
- Forts game solid ground mod series#
Forts game solid ground mod series#
The bonfire has been removed from the old bonfire plaza, in favor of a series of braziers surrounding a statue of Ysgramor, as decor that matches better with the new temple. The Stonemasonry Guild itself has been moved to replace the old 01 entrance of the Northern District Residences. This temple is now one of the major landmarks in Windhelm, and the likely place for Windhelm's eventual main temple. A new Northern District Temple in the style of Sovngarde has been added to the Northern District in place of the old Stonemasonry Guild. The Western District Temple is now connected directly to the Mountain Caves via a "Bridge of Sighs"-like skyway, that hangs above the bathhouse alley. The pathway up north from Windswept Manor has been reworked into a series of neater steps, and now forks off a path to the right, around the base of the Beacon of Windhelm cliff, over to a side entrance of the Western District Temple. The mountainside is now a small forest with tall trees, giving the pathway a more secluded and natural feeling. The stairs that leads up to the Beacon of Windhelm, which used to be a series of wooden stairs, have been swapped for stone steps lined with large log pieces. A large horizontal gate now exists at the very bottom of Windswept Manor, leading into a new Windswept Workshop interior. The stairs leading up to the main doors now open sideways, thus creating a room for a proper open area in front. The frontage of the Windswept Manor has been reworked. The structure is outfitted with portcullises and murder holes. The wallwalk runs through two sets of open archways. Forts game solid ground mod full#
The South Wall Tower has been extended across the full width of the Southern Wallwalk. The Meadhall and Windhelm Bakery have been expanded into one continuous structure that now encompasses the entire underside of the High Road bridge. me, or whomever forks this mod) to use, and not for users. Forts game solid ground mod mod#
Both the script and the labels file are bundled in the mod archive, though it should be understood that these are for modders (i.e. The 圎dit script will automatically create/update standin copies across worldspaces, and ensure LOD nif copies in the asset files, all based on the labels. The workflow is something like 1) label various models of the mod via labels plugin overrides in the CK, and 2) run both the main mod and the labels plugin through the 圎dit script. Standin and LOD management is now done with an 圎dit script and a "labels" plugin file.You are now expected to run DynDOLOD if you expect LODs.) (Note that this means without running DynDOLOD, you will no longer see LODs for the expanded city. The mod has been tweaked to ensure DynDOLOD output looks correct.
The mod now contains LOD copies of custom models, and a proper DynDOLOD config file. LODs are now supported only via DynDOLOD. Removed "Is Full LOD" flags added in version 0.2.