Morrowind Refugee Camp in Wyndheim
温德海姆的晨风难民营
Screenshots 3 screenshots
About this mod Machine translation
A refugee camp has been added outside the walls of Wyndhem.
Morrowind Refugee Camp in Wyndheim
This mod places a refugee camp outside Windheim's east wall. The currently planned level of interactivity is nothing more than a mod where you get rid of irrelevant NPCs and the like. The mod already works as I posted it, but it's not complete yet. It has been navigated and cleaned TESVEDIT and may work with the player used today (September 19, 2018). It's missing planned NPC dialogue and inventory, some Ai package work, and compatibility patches. There may be some errors. I'm very interested in your feedback on issues or improvements.
The idea: To prevent overcrowding in gray areas, Windhelm allows people to set up camps outside the gates. Everything is temporary. Can be packed up and hauled away all day long; or prone to burning if some Nords get in the way. Of the remaining refugees from Morrowind, the refugees are the unfortunate type. Their businesses dried up, they evaded the law, etc. Instead of trying to build a walkway from the campsite to the dock (there are already some modifications for this), I plan to build a new entry point to Windhelm. The Windhelm portal in the current release is located at the stairs, which lead down to the Gray Quarter.
I participated in these resources provided by Tamira:
https://www..com/skyrim/mods/59632/?
Many thanks to Tamira for the great conversion.
compatibility:
Texture mods should be fine, but larger changes to Windhelm architecture textures may look strange in WHRC.
Prepared for vanilla civil war. There are other Civil War mods that I can't speak to, especially Civil War Overhaul.
Open Cities is not completely incompatible with 0.184, but the portal is not yet set up to work with OCS. You can currently use both WHRC and OCS, but portals should be ignored, and I can't guarantee NPCs won't escape there. I'm building a portal for OCS. To ensure that WHRC is meshed correctly, load WHRC *after* OCS.
Windhelm Docks Pathways will work as long as WHRC is loaded after Pathways.
Qaxe's Questorium: I don't think we could edit the same unit, and a quick playtest revealed no obvious issues. I have no intention of scaling down to the smuggler's ship so I don't run into any future problems developing the WHRC.
Windhelm exterior mods and Snow City are not working properly. Both mods perform large horizontal edits near the edges of WHRC. Additionally, both mods have their static meshes exposed in the same location, so even if I resize WHRC, those mods will have to be fixed.
Being vigilant is incompatible. I don't know if loading WHRC and Vigilant at the same time will cause the game to crash, but the navmesh will conflict, and knocking a broken shaft down in front of a perfectly flawless Windhelm door does look awkward.
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.