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For me it's No. 1!!! ;-]
It looks nice!
Maybe You can do sth with great house stronghold (Hlaalu/Redoran/Telvanni) improve / expand / add more people / guards...
it sounds really exciting! ;-]
Thanks for new release! ;-]
Thanks a lot for this release! ;-]
Another release and another great work... Thank You!
Nice Work... Keep it up!
As always Awesome!
Thanks for next great release and Merry Christmas! ;-]
And Even more awesome!
About Fadril's Shack yes it's a little to high... I play as a high elf, and probably this is the reason for lower tolerance for this kind of thing..;-]
Just one more...
-Levitating Nord (Briring) at the location "Ebonheart, Skyrim Mission"
-Levitating Redguard (Kalen) in Balmora just near Caius Cosades' House
and of course this is not a bug, but maybe in the future releases it can be decorate a bit inside two towers in Ebonhearth that have non-opening door...;-P
I almost forgot one more thing... There are another door to check..:-D This time in a locality "Seyda Neen, Fadril's Shack".
I have one small request... ;-] If I good remember, You mentioned once about this great modification to "Bloodmon". Namely, "Solstheim Tomb of the Snow Prince". I would like if it's possible to maintain full compatibility this mod with your really really great modification! ;-P Just make a few small changes in the main file...
- At the beginning of the journey we fall down into the water as a marker, the door to the cabin, the bridge to the ship and a few crates levitate in the air while the remaining part of the ship is moved
-looking at the entrance to the fort when the wind blows stronger it can be seen as the wind blows out from the wall by the entrance just from the wall a flag which is hidden inside of the wall
- Looking at the first left tower after crossing the entrance to the fort and more specifically on the bottom corner it felt like the tower was carved in stone (it could be good just move a little stone)
- Looking behind the first right tower after crossing the entrance to the fort there's a need to remove a tree growing in the eastern wall of the fort
and this is probably most if not all issues in this topic ...;-P Hope that it can be do sth with it.;-]
You say, You have..;-P During further exploration I encountered another problem again in Pelagiad and again with door this time in a locality "Pelagiad, Angus: Smithy". It seems that the marker is slightly too high when we enter to the smith.
I have some new things to check...
The door leading to the location "Mausur Caverns" are partially hidden by the stone. In addition, when traveling I met levitating in the air mage (Marella) in "Pelagiad, Guild Of Mages". There is one more small issue. In Caldera are two gates and on them are Imperial Archers. Probably, The appearance of staircase / ladder / tower door will make easier the work instead of climbing like in "Assassin's Creed";-P. A small thing, but they will certainly appreciate it...:-D
It may not be the best term to identify this as a bug, but it could be nice to be able to open some wooden door. These doors are in Buckmoth Legion Fort, and lead to a house / store or something... I do not know because it's just not to open and this is the whole problem. ;-] The second issue is also linked to the door, this time the door leading to Pelagiad, Meralven's Windmill when we are going inside our hero falls slightly down perhaps marker is placed at the entrance a little too high.
Don't forget about Sotha Sil Expanded mod... Moddb.com It will be nice to keep compatibility with this mod. just can't wait to see new release.. ;-]
There is one more thing that could be added... When traveling between cities at random sometimes to meet the guards fighting bandits or members of the two hostile guild/fraction.
A little more modifications related to the caves. Maybe something like in this mod... Nexusmods.com? and more portals to places like in Oblivion..;-]