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Finally bit the bullet and added Detailed Cities and Outskirts to my load order, with Alternative City Access following them. All entrances/exits work as intended, and cities have retained their new facelifts to boot.
Finally, my thief can be stealthy, and enjoy the scenery whilst skulking by. Heheheh.
http://www.bethblog.com/
UPDATE 1.4.26 (i know, it's beta & already 3 days old)
Fixed issue with downloading mods when you are subscribed to more than 50 mods
i still recomend Gopher'sVids on youtube about SKSE, NMM or Workshop & a lot of other stuff:
http://www.youtube.com/user/GophersVids?feature=g-all-u#p/u/1/eM-PGRodvFw
Oh...the mods genius but we are limited to 50 mods (stupid skyrim launcher! ):' ) and that means i'll not be submiting but favoriting for the idea.
although i think i get your point (no new combatsystem or balancing or such), i still think this mod will change your gameplay, cause it helps to play much more stealthy (even on lower ranks).
if you don't like the mod, don't use it. you don't even have to tell me ;).
if it doesn't do, what it says, or break something up, rate it down! (even better: let the autor know, what's the problem, he might fix it in no time), but hey!
i'd rather see people react (&rate) on the mod itself, than on the way they found it, don't you think?!
@Sparke0: think about it, werewolfs are not really the stealth-followers. that's like you would try to pickpocket people with a fighter, that has no stealth-abilities at all.
i never had followers with me, when sneaking around.
as people asked me to make the mod follower-friendly, i wanted to improve the mod a little & also learn, what's the deal with the navmeshes(pathpinding of npc's), but there are some troubles with pathfinding in the vanilla-state of the game (for example, they are not even able to hip over smalest obstacles to leave a streambed or so, even if they got the navmeshes, ergo works in one way, not the other).
that means, i'm recomending to go on stealth missions alone & meet friends, when job's done^^
a few others also asked for Sewer-systems & i think about doing something including the Riften-sewers....i might do something with quests too, but quests are absolutely new to me & the cration-kit is quite buggy right now....
i'm testing a lot of things, checking things out; learning- at the moment & i want to wait to see what's going on with the open-city-mod...then i like to do another playthrough...(never played the blades for example).......so if i do something here, it will take some time ;)
but i appreciate the thought, like it & keep it in mind :)
But, I was thinking it would be cool if you had to do a quest first of some kind to "unlock" an escape route... hmmm... maybe having to talk to a particular vagrant in each town...?
It just feels veery nice to wake up in the morning & read such a statement as yours first :)
i'm still on it, to fix the issues...
.this mod is NOT yet compatible with the open-cities-mod.
However, when all cities are implemeted in the other mod, i will make a compatible version (for those, who still like the idea of crouching through the sewers ?)
.Also THE FOLLOWERS DON’T LIKE THE SEWERS!
They stuck on vanillaways, ergo the go still through the main gates. I recomend to leave them @home for now, or not using this mod. I will update & make it „followerfriendly“, but it’ll take some time.
Also: FOLLOWERS DON'T LIKE THE SEWERS!!!
they still take the maingates. i don't know, how to fix this yet. i normaly don't take them with me, when i'm on a stealh mission, thats why i didn't realized this before :(
@hoohaa2
nope, in Solitude, there is a DockEntrance, which is quite a good possibility to enter & leave Solitude
well, the open cities mod transfers the cities into tamriel (so there will be no loadingscreens anymore & you can just jump over the wall, or anything like that to enter, or leave cities). With this mod, u will have the loadingscreen again, so using both makes not much sence & probably wouldn't work anyway.