Old Herodan patch collection large village
Collection of large patches of the old village of Helden
Screenshots 5 screenshots
About this mod Machine translation
Collection of large patches of the old village of Helden
Continuing my series "I want to use a unique architecture everywhere, but it requires a lot of compatibility patches" series....Old Hroldan! War Soldier is overhauling Old Haldane (and the Sinkhole of Solhund) in his Great Village of Old Haldane, and I've put together a series of compatibility patches for things you need in your load order. This one is fairly minor - there's not a lot to tinker with, and I avoided reinventing the wheel for any patches that exist elsewhere, especially in Cheesetoast8's Old Hroldan patch for large villages - Old Hroldan ruins, etc. Unless otherwise noted, all patches are marked ESP as ESL. Please note that I've been sitting on these patches for a while as warrenofwar plans to revisit the village at some point, so if Old Hroldan's Great Village moves to revision 1.03 they may no longer be accurate.
I plan on keeping this as my last patch collection for a while, so I decided to take some time and document my process as a guide for others who might be interested themselves.
Accompanying patch notes
3DNPC/Funny NPCs - A patch to update cheesetoast8 without permission, moving several other markers to new locations, both internally and externally. Last checked against version 4.4
AI overhaul SSE - moved three idle markers to match new internals. Last checked against version 1.5.3
Cheesemod for everyone - transfer some added cheese to fit the new interior/exterior. Last checked against version 1.0
Enhanced Lighting and FX - Only one patch this time as there is a new building and wanting to keep all lighting styles consistent. Forward where appropriate any conflicts with old Haroldan Omura Victory, Sliding Door Lights etc. Last checked against version 3.06. Note that these buildings will be much brighter than typical ELFX buildings.
Skyrim II Lanterns - Changed lanterns and lights to match the new look. Additionally, the Tamriel Master Lights patch disables some beam fog effect FX, which no longer makes sense in the new building type. Last checked against version 2.0
Skyrim Underground - One of the sliding doors to accommodate new interior spaces. For compatibility purposes, the navmesh won't be touched, but NPCs won't enter/exit the trapdoor themselves, so it should be fine. Last checked against version 4.6.1
Skyrim's Unique Treasures - Move a placed object to match the new interior. Last checked against version 4.4
Stylish furniture and a cluttered overhaul - six placed paintings were transferred to fit the new interior. Last checked against version 1.7
Sinkhole by Soljund - I'm a bit unhappy about uploading this as I didn't have permission in this case and the patch will easily be removed if needed. This way, nothing has been touched in Soljund's Sinkhole itself - this patch moves other shared assets (landscape, navmesh, etc.) to allow Soljund's Sinkhole and the Great Village of Old Hroldan to work with each other. Load SOLJUND's round holes in sequence after TGVOOH for correct AI behavior. Forward Tuthul's house name change as a sanity check. This will also move the disabled doors to -30000 to make them look better in CK, otherwise it's just a landscape and navmesh change. If any enterprising patcher loads CK, one or two additional changes will be discovered, but they are beyond the scope of my unauthorized upload and so are not included.
Unofficial Skyrim Special Edition patch - forwarding unit changes, ownership changes, a basic logging change. Last checked against version 4.2.3.
Install
Use a mod manager/organizer to install, or place loose files into the Skyrim data folder. Patches should set the appropriate master and should be loaded after any mods being patched. The fix in question is for persistent objects, which may need to be resaved.
compatibility
I don't think this will cause any incompatibilities that may exist between the base mods. All moved objects should have been moved to non-overlapping positions. let me know …
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.