Mod Page under reconstruction. Links to the other modules in the series will become available as they are made.
Hey everyone, there is good news and bad news, I will tell you the bad news first so it is out of the way and then I can get to the good news. Right, so after the couple of issues and changes of mind I have had to push the release back, I HOPE to have the mod released tomorrow evening, but to be safe I have moved the official release date to Tuesday. This will also make it safe for me from any impatient people shouting me down if the download takes all night to get authorized.
Posted by neronix17 on Feb 19th, 2012
Hey everyone, there is good news and bad news, I will tell you the bad news first so it is out of the way and then I can get to the good news.
Right, so after the couple of issues and changes of mind I have had to push the release back, I HOPE to have the mod released tomorrow evening, but to be safe I have moved the official release date to Tuesday. This will also make it safe for me from any impatient people shouting me down if the download takes all night to get authorized. Now that that little bit is out of the way on to the good news.
First of all I have figured out how to get new meshes in Skyrim working with a slightly annoying fact that I cannot yet get collision working on them. This simply means a couple of new models will be in Cheyenne but you will be able to walk right through them.
I have decided to change the appearance of the buildings (surprisingly little work to do it too) so that they more fit the lore I am creating around the mod, this lore will be in books in the library in Cheyenne, which you are welcome to read but if you take them will be classed as stealing to the people of Cheyenne. If you don't want to read the books then you don't need to, although there may be reward if you do, I won't spoil that challenge though.
The lore around Cheyenne is basically that a group of Nords were tasked with the upkeep of the Stargate after it was moved to Skyrim following the Oblivion Crisis, they decided the best way to keep it was to use the alien technologies that the Champion of Cyrodil brought back to hide it. So just outside Markarth across the river on the right, they built a Dwemer building into the wall, this lead into a tunnel that goes straight ahead about 2 dozen meters. The building was built using magic which makes anyone walking past not even realise it is there.
The tunnel isn't actually in Tamriel as much as it is in another dimension, the door connecting the outside to the inside is a seamless portal ending at the door's frame. The other end of the tunnel is actually on the opposite side of Nirn on a small island untouched by anyone other than these Nords. They then built a settlement on the island and have been there ever since, waiting for another champion to re-open the Stargate.
History lesson aside, they now simply live just like any other settlement in Skyrim, they have traveled outside the confines of Cheyenne when needed of course. This small connection is why I styled re-styled the area to look more like how the other Nord settlements do. I intend to have it set up so that if you don't want to return to Skyrim then you wont need to since the settlement will have everything you could possible need when it is complete, crafting, cooking, hunting, cutting wood, mining, collecting ingredients, fishing and more will all be available by the 2rd release.
Currently there are only vendor NPC's, an exterior crafting area, a fishing dock over the pond and the building placements done. The Navmesh should work, so you will be able to take your follower into and out of most places without any problems. The bug where people stop and don't move around if you move 2 cells away and come back will be present until Bethesda pull a finger out and fix it, it has been around since Fallout 3 and they have only recently acknowledged people telling them about it.
As an added bit of good news out of the delay I have spent about 20 min putting together this minimod for those who want a little Stargate right now instead of later, this is the Jaffa Staff Weapon, you can craft it at the forge under "Misc" without requiring any of the smithing perks, you can craft two and be a real boss in battle!
As I said at the start, the release will be either tomorrow or Tuesday so watch the mod so you know when it comes out, after that I will continue on Cheyenne, the woods nearby and the cave system connecting the 2 areas.