Immersive Settlements Version 0.55 Author: Pymous http://www.pymous.com ------ Installation: - Recommanded: Install with a mod manager like Nexus mod manager - Manual installation: Just copy /data folder of the mod to your Skyrim installation directory Uninstallation: - Recommanded: Uninstall from a Mod manager like Nexus mod manager - Manual uninstallation: Remove all "Immersive +Settlement name+.esp" from your /data folder Tips: - You can enable/disable individually each settlement if you prefer for exemple use another mod who modify a specific town. - Install "ENBoost" if you experience infinite loading or CTD after few few hours/minutes playing time: http://skyrim.nexusmods.com/mods/38649//? -------------------------------------- Changelogs: -------------------------------------- -------- 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) -------- version 0.54 Changelog: NEW .esp file: "Immersive Solstheim.esp" !REQUIRES DRONGONBORN DLC! In v0.54 only Raven Rock was modified. "Immersive Solstheim.esp" can be downloaded from "Optional Files" (due to DLC requirement) Raven Rock (Solstheim): - Added 8 new houses/buildings - Added a new wall and gatehouse to the West exit of the town - Added some immersive details - Eddited Navmesh - Added 1 NPC (guard) Orc Strongholds: - Added new structures to Dushnikh Yal - Added +5 Orcs NPC to Dushnikh Yal and Mor Khazgur (basic AI package for now) - Added some furnitures and immersive details Ivarstead: - Modified a house placement to open a clear path toward the barrow. This should fix some minor issue with an "Interesting NPC" quest (thanks to shamayne for reporting) - Fixed some small details Dragon Bridge: - Added a small fortified garnison - Added a watchtower - Added 4 guards (basic AI package) Whiterun (exterior): - Expanded some fields - Added new structure - Added some immersive details - Added +4NPC (Merchants) - Optimized navmesh Stonehills: - Restored 1 Bethesda unused NPC: Talib - Restored 1 Bethesda unused NPC: Argi Farseer - Added a new house: Argi's house (basic design for now) Rorikstead: - Expanded farming fields even more - Added new structures Misc: - Fixed most of the guards templates to use Vanilla ones (should fix "bounty" problems during the civil war quest) - All Files were cleaned with TES5Edit. -------- version 0.53 Changelog: NEW .esp file: "Immersive Whiterun.esp" Whiterun modification concern ONLY EXTERIOR CELL. Compatible with all Whiterun modification (inside walls) Whiterun (exterior): - Added 16 structures/houses around Whiterun - Added an Inn (not functional in v0.53) - Added an exterior marketplace (not functional in v0.53) - Expanded exterior Whiterun entrance "bastion" - Expanded and new farming fields around Whiterun - Added 6 NPC (farmers with basic AI package for now) - Added furniture and immersive details Riverwood: - Added a small stable -------- version 0.52 Changelog: Riverwood: - Added +4 NPC (total= 8) - Designed 5 house interiors (total= 5/5) - Added Immersive details Kynesgrove: - Added +1 NPC (total= 4) - Added 2 house interior (total= 2/2) Rorikstead: - Added +2 NPC (total= 5) - Added 2 house interior (total= 3/4) -------- version 0.50 Changelog: Stonehills: - Added Barrack's interior - Optimized Navmesh Falkreath: - Added an exterior market - Added 3 NPC (merchants for the market) - Modified some previously added objects - Added immersive details Shor's Stone: - Fixed some vanilla Navmesh issue - Modified some landscape details - Added immersive details Rorikstead: - Fixed some Navmesh issues - Fixed details on some placed objects - Modified some landscape details Dawnstar: - Added a stone barrack attached to wall ruins - Linked city levels with "old stone stairs" - Small update to previously added ship - Eddited Navmesh - Eddited some landscape details - Fixed some minors details (thanks to Tnyhy for many suggestions and details report for this Dawnstar update v0.50) Riverwood: - Fixed some tree issue (thanks to raikuken for suggestion) - Fixed some Navmesh details - Added some immersive details Karthwasten: - Fixed some minor clipping (thanks to Tnyhy for reporting) - Eddited some landscape details Morthal: - Fixed Blacksmith excessive gold bug (thanks to Derialund for reporting) Orc Strongholds: - Narzulbur: Fixed campfire clipping (thanks to Tnyhy for reporting) - Narzulbur: Fixed defense wall "weak point" (thanks to Tnyhy for suggestion) ----- version 0.45 Changelog: Riverwood: - Added a new merchant (apothecary) - Added immersive details and objects Ivarstead: - Added 1 new house (total new = 5) - Added 2 new NPC (total new = 5) - Added a Forge - Expanded and added some garden/fields - Added immersive details and objects Karthwasten: - Added +1 NPC (total new = 4) - Added immersive details Dragon Bridge: - Added 2 new structures - Added immersive objects and others details Morthal: - Added +1 NPC (a blacksmith) - Fixed some objects details - Fixed some navmesh issues Kynesgrove: - Added immersive details Darkwater crossing: - Added immersive details Orc Strongholds: - Added 1 NPC to Dushnikh Yal - Added 1 NPC to Largashbur ----- version 0.40 Changelog: Added Immersive Orc Strongholds! (thanks to skyrimaguas for the idea!) This new .esp include: - Expanded Dushnikh Yal (+5 structures) - Expanded Largashbur (+5 structures) - Expanded Mor Khazgur (+9 structures) - Expanded Narzulbur ( +5 structures) All Files were cleaned with TES5Edit. ------- version 0.35 Changelog: Grey-face bug should be fixed. Stone hills: - Added 1 NPC (guard) - Added immersive details Falkreath: - Added 1 Stable - Added 1 Horse - Added 2 NPC (guards) - Added immersive details - Fixed some terrain textures (grass through statics) Shor's Stone: - Added some AI routine - Added immersive details Rorikstead: - Fixed some AI package - Fixed Navmesh - Added immersive details Dawnstar: - Fixed some AI package - Added 1 NPC (guard) - Added immersive details ------- version 0.30 Changelog: Riverwood: - Added a Smelter - Added 3 NPC - Added a small mining camp outside of riverwood to supply it with Iron Darkwater crossing: - Added 1 NPC (basic AI package) - Added immersive details Dawnstar: - Added immersive details - Fixed a Navmesh bug Kynesgrove: - Added 2 NPC (basic AI package) - Added immersive details Karthwasten: - Added 2 NPC (basic AI package) - Added immersive details Ivarstead: - Added 2 NPC (basic AI package) - Added immersive details Dragon Bridge: - Added 1 NPC (basic AI package) - Added immersive details Morthal: - Added 1 NPC (guard) - Added immersive details ------- version 0.20 Changelog: Dawnstar: - Cleaned Navmesh - Added furnitures and immersive details - Added 1 Merchant (general goods) Falkreath: - Added 2 houses (total new houses = 5) - Fixed Navmesh to make it compatible with added objects - Added furnitures and immersive details - Added 3 NPC (basic AI package) Darkwater Crossing: - Fixed Navmesh to make it compatible with added objects - Added furnitures and immersive details - Added a small dock and a boat Kynesgrove: - Added 1 merchant (general goods) - Added furnitures and immersive details Karthwasten: - Added 1 Merchant (general goods) - Added furnitures and immersive details Shor's Stone: - Added 1 Merchant (general goods) - Added furnitures and immersive details Rorikstead: - Added 1 Merchant (general goods) - Added furnitures and immersive details Ivarstead: - Added 1 Merchant (general goods) - Added furnitures and immersive details Dragon Bridge: - Added 1 Merchant (general goods) - Added furnitures and immersive details Morthal: - Added 1 Merchant (general goods) - Added furnitures and immersive details - Fixed invisibles posts on gatehouse ------ version 0.16 Changelog: Dawnstar changes: - Added 3 new house (total new houses = 7) - Added City defenses: Brocken stone walls and towers + wooden stockades - Fixed Navmesh to make it compatible with added objects - Added 4 new NPC (Basic AI package) - Added immersive details and furnitures Stone Hills changes: - Added 1 interior house - Tweaked new NPC AI ------ version 0.15 Changelog: Morthal changes (Stage 2): - Modified one house previously added - Added 2 new house (total new houses = 6) - Added 3 fishing boats - Added 2 gatehouses - Fixed Navmesh to make it compatible with added objects Others changes: - New Navmesh for Riverwood and 1 modified house (Stage 2) - New Navmesh for Ivarstead and some details added (Stage 2) - New Navmesh for Dragon Bridge (Stage 2) ------ version 0.14 Changelog: Rorikstead changes: - Removed one house previously added - Added 1 new house - Greatly expanding farming fields - Added animals (goats, chickens and cows) - Added furnitures and others immersive details - Added 2 NPC (basic AI package) - Fixed Navmesh to make it compatible with added objects ------ version 0.13 Changelog: - Fixed a house in Ivarstead to make it compatible with "Lanterns of Skyrim" (thanks to eanaz for reporting) - Fixed Navmesh for Stonehills - Added 1 NPC to Stonehills (smiter) - Fixed Navmesh for Kynesgrove - Fixed Navmesh for Karthwasten ------ version 0.12 Changelog: - Modified Shor's stone: *Edited Shor's stone exterior Navmesh to make it compatible with new added houses *Added 3 NPC (1 woodcutter, 1 smiter, 1 "sweeper') *Added furnitures and others immersive objects/markers ------ version 0.11 Changelog: - Added "Immersive Dragon Bridge.esp" - Tweaked Kynesgrove (Replaced a house + added static/furniture) - Tweaked Stonehills (Added static/furniture) -------------------------------------