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Immersive Settlements ( by Pymous)


Duginos

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  • 1 month later...

Hehe, don't worry I don't even know what a "torr..." is... :)

 

Some news by the way, v0.55 is out !

https://skyrim.nexusmods.com/mods/33162/?

 

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Copy pasta:

Version 0.55 is Out! + Recruitment

 

Hello guys!

 

To start, the new update of Immersive Settlements is online (v0.55)!

Dawnstar get some important improvements, hope you will enjoy them!

 

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Version 0.55 Changelog:

 

Bug Fixes:

- No more free horse in Falkreath

- No more free horse in Riverwood

- Fixed wrong guard faction in Dawnstar

 

Dawnstar:

- Added an ancient Fort inside the town

- Added a stable

- Added +1 horse

- Added +2 buildings

- Expanded docks

- Added +1 longboat

- Added +1 NPC (basic AI package)

 

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I have also an important announcement to make:

Thanks to your support, I think the mod presents some solid foundations now and I think it’s time for me to setup a team to continue the development.

 

To synthesize the strategy, the mod aims to improve Skyrim settlements' “immersion” by:

- Adding new structures/buildings

- Adding new related NPCs

- Adding new quests/interactions (not covered yet) to support previous points

 

At this stage (v0.55) the mod propose mainly new exteriors designs (but with limited interior access) and some new NPCs (including merchants) with basic AI package and standard dialogues. To go further toward the “immersion” objective and keep coherence between added elements I think it is time to increase the interactions between all theses aspects. It represents a lot of work, requires multiple skills and that’s why it needs a team: not only to speed up the development but also to propose the best experience and quality as possible (you can’t be a specialist in all domains!). I will continue mainly to work on “exterior designs” but ideally the mod needs support from:

 

- A « scenarist » : An expert in Skyrim/TES Lore knowledge, with talents for storytelling and staging characters. Interested by designing new NPCs, writing dialogues, setting interactions between NPCs, he will also propose quests or others mechanisms ideas to make the places more believable and alive.

 

- A “CK Expert”: Experienced Creation Kit modder. You know how to “make things work”. You are used to setting up quests, dialogues, designing AI behaviours, package routine, scripts, etc.... You will help the team to realize basic or more advanced ideas and propose your owns suggestions.

 

- "House interiors designer": In charge to help me with all the “building” stuff. The mod already propose thousands of new buildings and structures but most of them remain empty (inaccessible) for now. You have experience with CK and talents creating “atmospheres” and adding life to buildings interiors (and eventually exteriors). You have patience and interest in details.

 

If you are interested to join me in this adventure, please leave a message (with links pointing to some of your reference works) in the new dedicated forum or send me a private message.

 

Again, thank you all for your support!

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Yeah, I've been waiting to pull the trigger on this mod and I don't know why. I'm almost done with a playtrhough, and I'm going to use this mod when I start a new game. With ENBoost stuff I've had almost no crashes so I'm sure bigger cities and towns will be a lot nicer in a new game.

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