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Posted

Discussion thread:
Unique Region Names by Thingy Person
Wiki Link




Haven't seen this mod mentioned anywhere in STEP and seems to be line with STEP aims of immersion. It is in the hot files on nexus.

Mod is called Unique Region Names and per mod description:

This mod adds 24 regions that override the "Skyrim" display name: nine for the holds, four for the smaller hold capitals, eight for the villages, one for the throat of the world, one for the sea of ghosts and one for the college of winterhold. The only exception is the exit to Helgen keep, where it still says "Skyrim" for dramatic purposes.If you install it over an existing save, the mod may not take effect immediately in some areas.Should be loaded before Open Cities Skyrim, or else it will override the names of the cities with that of the hold. Also, it's just a .esp file. No archives.

Per its comments thread apparently no impact on save games when uninstall. Also may be some gaps in hold boundaries etc which author says he will fix. Also some comments pointed out that not using the hold names but instead the capital names.

Have not tested as at work but seems worthwhile.



Accepted for STEP v2.2.5
--Thanks to Kelmych for creating the mod Page

 

Posted

Great idea, I'm a little concerned with how it was done, as it edits almost every cell in skyrim change the name. Obviously there will be conflicts, I suggest running it with several other mods that add content to the world space (non city outside space) to test compatibility.

Posted

Great idea, I'm a little concerned with how it was done, as it edits almost every cell in skyrim change the name. Obviously there will be conflicts, I suggest running it with several other mods that add content to the world space (non city outside space) to test compatibility.

 

It is also my concern, we need someone expert with CK for checking directly compatibility issues.
Posted

Haven't tested yet as have not played skyrom last couple of days, but per author on nexus comments thread:

By the way, scripts are based on cell IDs, what I changed is a silly display name. It's risk-free.

as I have no real idea how the skyrim engine works I cannot offer a view on whether I agree it is risk-free.
Posted

It has no UDRs atleast, which is a good sign considering there are no proper mod-cleaning tools out yet (TESVEdit can't come soon enough!).

  • 4 months later...
Posted

Well for me this mod is a no go with my current setup at certain distances mostly about say 20 to 30 feet away some ground and shrub textures would disappear until it got closer almost on top of them then they would pop in to view again as soon as i disabled the mod it stopped doing that and everything was back to normal

Posted

For me when i noticed the problem i was just outside of whiterun i diden't go anywhere else to test cuz for me just that in that one area bothered me so i removed it maybe it is conflicting with a mod just in that area so i'm not sure at this point

  • 4 months later...
Posted

Completely rewritten from scratch without all the buggy CEL edits.  Deserves a second look.

This. A quote from the mod's page on Nexus:

 

As of version 3, the mod has been completely reworked. Instead of using my own regions, I edited a variety of unused vanilla regions that were left over from navmesh and object generating, which doesn't require CELL records. As a result, the mod is much more stable, but far less precise. There are also no more uniquely named villages and minor hold capitals, for instance.

I am going to include this in my new playthrough (in process of installing STEP 2.2.1 atm, should be done in few days), see what happens...

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