Hold boundary consistency patch 1.2.3
举行边界一致性补丁 1.2.3
Screenshots 5 screenshots
About this mod Machine translation
A patch for immersive borders designed to provide better consistency with other mods and other parts of the game world. Optional additional bezel stickers and compatibility patches are also included.
Updated to 1.2
The previously separated Hold Border Exterior.esp, Hold Border Riverwood.esp, and Hold Dragon Bridge South.esp files have been merged into the Main File and should be disabled.
You may want to do a "clean" install of the Borders Consistency Patch.esp (as well as the LAL, HBB and SGW compatibility patches (if used)) by disabling all its esp files, clearing the "Missing Plugin" warning in the game, creating a new unsaved save, and then re-enabling Hold only.
Updates and new features
Updated all border guards to have consistent behavior across the entire restricted area, including changes with Civil War.
As the war progresses and more forts are controlled by any one faction, the number of border guards increases.
An Imperial or Stormcloak banner on the border indicates which faction controls the fortress' military garrison.
If the fort's bastions are not under the same control as the fort itself, you may see new battles on the borders.
All boundary gates are now open by default, and all fence gates have been removed (due to being too narrow).
Updated the layout of many border posts:
Moved the southern gate to the border a few tiles west so the Imperial Camp of Forkas is not on the opposite side of it and makes it more imposing.
Moved the Winterhold border gate closer to Fort Kastav so it's more defensive and you can't easily bypass it from the east.
Banners were added at the White Run border gate to the southwest and to the border camp to the north.
Removed the fallen tree at the western border gate of Hjaalmarch and moved the stockade back to reduce conflict with the mod that added the "Southern Dragon Bridge" location.
New in 1.1.0: The western border of Hjaalmarch has been completely redesigned so it no longer conflicts with the "South Dragon Bridge" location module.
The Hjaalmarch eastern border outpost wall has been redesigned.
Added a stockade tower to the eastern border of Whiterun.
Replaced the Whiterun Wall at the western border of the Rift with the Rift Wall.
The exterior works of Whitewatch Tower were extended to create the Whiterun border post to the north.
Removed Northeast Rift border outpost; this route is already covered by Thor's Watchtower.
A pedestrian path has been added to the main road next to Shor's Watchtower.
Added a (fully navigable) route to the north and east Falkreath Gate, the tower at Reach Outpost to the north, and the tower at Pale Camp to the west.
Three new border crossings added on Eastmarsh, which otherwise have unprotected borders
West of Amorburg: White River Border
East of Anga Mill: Yorgrim River Boundary
Kragsland Caves West: Kragsland Frontier (reusing assets from Northeast Rift Frontier Outpost)
Renamed all boundary gates so their naming style remains consistent. (Keep name - border name)
Changed the map marker icon from that of a house to an unused vanilla marker that looks like a door (Morthal Castle).
Make sure all border crossings are map-marked, not just some of them.
Changed unit IDs to make them easier to identify in CK and console. (Each is a HoldBorder<Hold><Direction>, such as HoldBorderFalkreathEast or HoldBorderReachNorth.)
The 3 no longer needed nav meshes belonging to the original mod file were reduced to 1 triangle and sent underground.
Grammar and spelling have been corrected in the Guard Deployment Notice (now also called the Guard Deployment Notice in most cases) and everyone is now signed by a senior official of the Jarl Court.
Added fortress border camps near each outer province border in Skyrim. These should be compatible with anything that directly affects border gates (such as unique border gates, guarded borders, or beyond Skyrim), as the reserved border camps I added are further inland than these gates.
South of Helgen, near Neugradburg: Pale Pass …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.