Skyrim mod for your fort. Skyrim: fortifications in the tundra, or build your own outpost (Tundra Defense - Construct Your Own Outpost)


Description:
The mod adds a house next to Whiterun. The gate and platform allow you to use the cart mod, in the courtyard there is a stable (three horses), a forge (full set), an enchanter and an alchemist's table, everything is nearby. The house (fort) is equipped to accommodate both the player and companions (flaw: upon entering, companions do not appear near the door. I DO NOT promise that I will fix it soon), there are mannequins, a forge, a smelter (had to be built into the wall to combine the chimney) , alchemist and enchanter's table.

Version 1.1
Replaced the main building and buildings in the yard. Added support for companions.

Version 1.2
Added lockers in the courtyard, fixed lighting, added catacombs (at the development stage, if time permits, I will finish the minimum stage).

Version 1.3
Added the eastern direction of the catacombs (not fully populated, I'm doing it).
Added several merchants, the settlement of Adjacent. Don't expect labyrinths, there won't be any in this build (I don't plan on them yet)

Version 1.4
The interior of the fort (inside) was completely rebuilt; the inside of the house is larger in size than what it actually is (made on purpose).
BEFORE INSTALLATION - IF you are using an old fort (wood), take away everything valuable from the inside of the structure (racks and mannequins, especially shelves)

Version 1.5
I made the entrance to the courtyard higher (the cart, like a gypsy caravan, could not fit in), replaced the lighting inside the fort with magical lighting (it became much lighter)

Version 1.7 (transition from versions 1.4-1.6 by simply replacing the file)
Reduced the number of living rooms in the settlement of Primykaniye
Changed the lighting in locations - Fort, Abyss, Adjacent, Cellar
Replaced the snow wolf with a ghostly one, walking near the fireplace
Corrected the note on the bar counter (didn't check)

Files:

UPDATE (MAKE BACKUPS, look)
http://yadi.sk/d/AM9QXk8U3Z0cr

Old version of the mod (wood)
http://yadi.sk/d/KwXA7Fwv3Z0eL

Version 1.4 (manual)
http://yadi.sk/d/CyafsRH53Z0gK

Installation:
1. Unpack the archive
2. Move the contents of the archive to the Skyrim/Data folder
3. Connect the mod via Launcher or ModManager, NexusModManager (depending on which one you use)

Removal:
1. Disable the mod in the Launcher or ModManager, NexusModManager (depending on which one you use)
2. Delete the file: Domic_v_Derevne_ZZmey.esp from the Skyrim/Data folder

Important:
At the gate to the fort there is a grille, opening and closing is automatic, so far the response occurs after 5 seconds (if I modify it, I’ll try to reduce it, I don’t guarantee this), the opening marker at the entrance above the bush begins and near the grille it ends, when exiting under the arch to the grille. This was done for both types of carts. When crossing the marker, do not stop for a long time with the cart, it will not wait, walking with overload does not create problems (tested)

Despite the fact that construction in Fallout 4 This is far from the most important reason why people love and play this series; there are also players who prefer similar elements in games. Personally, I have always liked in RPGs, in addition to clearing the next dungeon and performing a heroic feat, building my own settlement or base. Thanks to this, you get more involved in your character, feeling that the hero is not only improving in combat skills, but also in the social sphere.

And if someone wants to build villages not in a post-apocalyptic Boston, and in the universe TES, modders made a pleasant surprise in the form of a custom addition Tundra Defense. Of course, the mod has been around for years, but not many people know about it. But in vain, in my personal opinion, this is the best mod for Skyrim, moreover, with support for the Russian language.

I would like to immediately warn you that you should be careful when installing mods. For example, make a copy of the game folder just in case. And also be prepared for the fact that the mod may not work very stably for you, and may also conflict with other mods.

The mod, of course, has many similarities with Fallout 4 in the form that objects can be placed in any place and at any angle, as long as they fit on the territory. But Thunder Defense It also has many distinctive features. Firstly, you can build your settlement anywhere (except for cities), but you cannot create more than one settlement. Secondly, you won’t be able to build in too much detail. For example, you can’t furnish your home with your own furniture. Thirdly, there is no need to fulfill the needs of the residents, but for me, in Fallout 4 it was unnecessary. Also, the only resource for building a settlement is gold. There is no need to disassemble and save up something exotic.

In the economic part Thunder Defense is lagging behind construction Fallout 4, but is much superior in the military department. In general, the main problem with construction in Fallout 4 was that once you build a large settlement, you want to test it to your teeth. We wanted some kind of sieges and battles, but instead we get small and rare attacks.


IN Thunder Defense You can turn on an attack on your fort at any time, and even select some attack settings. You can make an attack by dragons or vampires. Also in the mod you can hire guards, equip them and place them at certain points. So you can arrange quite grandiose battles.

But most of all it reveals itself when you show your imagination and interact with other mods. For example, you can dress up guards in some original armor or build a port for a flying Dwemer ship. Or you can install a mod to use a large number of satellites and arrange quite spectacular battles. In general, everything will depend on your imagination.

Description:
Now in Skyrim you can build buildings for your own fort: find the drawings and use them to build any buildings anywhere in Skyrim! The merchant has the construction drawings and is updated every game day.

Security system:
- Hire guards who will patrol your borders and destroy any threat that threatens your outposts.
- Hire a stationary guard who will defend the specified point to the death.

Scavenger system:
- Now you won’t have to look for all the supplies that fall out of your opponents’ pockets!
- Build a garbage container and hire scavengers, they will bring you your rightful trophies!

Raid system:
- A standard system that allows you to either deliberately cause trouble on your head or accidentally. (Everything is configured through fort management, or through the player menu)
- Choose between three difficulty options, stock up on arrows, the battle will not be easy! There are three types of opponents to choose from - ordinary bandits, draugr and of course, dragons! You can also customize the difficulty, from easy to hard difficulty levels.

Construction management: (management and description are in the game tips)
- To place an object/building, use the mouse - point at the desired location and the frame of the object being built will move following the cursor
- To place an object closer/farther, use the right and left mouse buttons when the “remote mode” is turned on
- To rotate an object, hold down the right or left mouse button when the “rotate mode” is turned on
- To switch the angle of inclination, use the X and Y keys
- To switch between “rotation” and “distance” modes, press the Z key
- To cancel placing an object, hold down "/."
- To complete the construction and placement of an object, hold down the E key
- To demolish or move an object, simply crouch and activate object E
- To reset the receding/turning speed, press the "=" key

Update:3.06
- Updated agricultural plots
- Fixed instability of farming plots
- You can now plant seeds and burn the ground to remove vegetation (Planted seeds will sprout after a while)
- Once set on fire, the old vegetation will not grow back
- Fixed bugs with farming plots during automatic cultivation

To switch to the new farming system, you must delete all previously built farm plots and write ReloadScript aaaFortFarmPlotScript in the console, then save to a clean save, install v3.06, reload the game from the saved save and build new agricultural plots

History of changes and updates:
- Read all changes in all versions in the readme in the archive

Requirements:
- Skyrim LE 1.8.151.0.7 or 1.9.32.0.8
- SKSE 1.06.16 or 1.07.03

Installation:
Unpack the archive into your Data folder, connect the plugin in the launcher or NMM.
Before installation, make sure you have SKSE(there are several versions in the tools section), compatible with your version of the game!

On a note:
Before updating, disable the previous version, delete files, make a clean save, exit the game, download the new version and boot from the slot where you saved the save, launch the game only through SKSE.



Elder Scrolls 5: Skyrim, the "Defense of the Tundra - Tundra Defense v3.06"

Trailer

Guide

Description:
Now in Skyrim you can build buildings for your own fort: find the drawings and use them to build any buildings anywhere in Skyrim! The merchant has the construction drawings and is updated every game day.

Security system:
Hire guards who will patrol your borders and destroy any threat that threatens your outposts.
Hire a stationary guard who will defend the specified point to the death.

Scavenger System:
All the supplies that fall out of your pockets
opponents, now you don’t have to look for them!
Build a garbage dump
container, and hire scavengers, they will bring you your rightful trophies!

Raid system:
A standard system that allows you to both deliberately cause trouble on your head and accidentally. (Everything is configured through fort management, or through the player menu)
Choose between three difficulty options, stock up on arrows, the battle will not be easy! There are three types of opponents for your choice - ordinary bandits, draugr and of course, dragons! You can also adjust the difficulty, from easy to hard difficulty levels.

Construction management:(controls and description are in the game tips)
- To place an object/building, use the mouse - point at the desired location and the frame of the object being built will move following the cursor
- To place an object closer/farther, use the right and left mouse buttons when the “remote mode” is turned on
- To rotate an object, hold down the right or left mouse button when the “rotate mode” is turned on
- To switch the angle of inclination, use the X and Y keys
- To switch between “rotation” and “distance” modes, press the Z key
- To cancel placing an object, hold down "/."
- To complete the construction and placement of an object, hold down the E key
- To demolish or move an object, simply crouch and activate object E
- To reset the receding/turning speed, press the "=" key

Update:3.06
- Updated agricultural plots
- Fixed instability of farming plots
- You can now plant seeds and burn the ground to remove vegetation (Planted seeds will sprout after a while)
- Once set on fire, the old vegetation will not grow back
- Fixed bugs with farming plots during automatic cultivation

To switch to the new farming system, you must delete all previously built farm plots and write ReloadScript aaaFortFarmPlotScript in the console, then save to a clean save, install v3.06, reload the game from the saved save and rebuild new agricultural plots

Update:3.0
- Added construction of agricultural plots (various plants and ingredients will grow again after harvesting)
- A chest has been added to the barracks for storing equipment that will be used by the guards
- Fix minor bugs

History of changes and updates:
- Added the ability to change the race of stationary guards
- Added the ability to change the race of patrol guards
- Fixed hard bugs
- Ability to summon guards according to your needs
-Added the ability to change the race of the perimeter guards.
-Fixed a bug when guards would leave when changing guard types.
-Guards can now follow the player at any time. Just tell them to follow, or to stop them, and they will continue their work.
-The placement of markers will now be in accordance with the direction of placement.
-Stationary security guards will be posted according to the direction of deployment.
-Updated code to optimize player raids.
- Added drawing of a wooden platform (made using completely new meshes)
- Possibility to build a wooden platform
- Traveling merchant prices have been reduced
- Fixed automatic closing of shutters for NPCs
- Added an Experimental function for the player to attack his outpost (Enabled in the settings menu "Make the player a raider")
- You will join the raiders and attack your outpost, when all the guards are killed, the raid will stop and you will have the opportunity to kill the remaining raiders. (You can enable this function if you wish)
- Gates now close automatically
- Now you can lock the gate by holding L when activated. Open it in the same way.
- Added traveling merchant. Merchants will come to your outpost and sell their goods.
- A box has been added to merchant Nefrid for greater realism.
- Added the ability for a fireman to hire a new fireman captain, it will cost you money to hire a new captain.
- New guards
- Now the changing of the guard and security is correct
- Setting up obstacles in raid mode, which adds more raiders to the enemy
- The frequency of raids depends on three parameters - high/medium/low frequency
- Fixed a bug when a character goes to a hotel without purchasing it yet.
- Fixed a bug when a trumpet sounded during raids, and raids were disabled in the settings.
- Added the Silver Bear tavern. Citizens can now go to the tavern, and they will go as they please.
- Fixed a bug where going over a marker boundary would break placement outside the boundaries (this could have been worked around by moving the boundary marker again, but this should now never happen)
- When advanced mode is enabled, there are no restrictions on border positions. They can be as close or as far as you want.
- Route of patrols at minimum distance. It was discovered that patrols stopped moving. This was due to the fact that the direction points were too close to each other, and they thought they had arrived at their destination. This has been corrected.
- NPC Scavenger is now isolated from the actors' programming environment. Don't collect everything, the code will automatically collect items from killed guards/raiders.
- Fixed a bug where objects were not placed back according to the drawing when canceled.
- Added blueprint for Large Wooden Housing.
- Miners now give less gold for taxes, but their speed of finding ore increases.
- In the idle state, markers for your citizens are not used (farming, playing the lute, etc.)
- Updating scavengers when attempting to rob comrades
- Captain of the Guard, can now be available with weapon upgrades.
- Fixed a bug when guards and guards along the perimeter did not move.
- Added Vampire, Werewolf, and Falmer raids.
- Added wooden walls, dwemer walls, stone lookout tower, and stone platforms (makes buildings at ground level)
- Fixed a bug where Dwemer interiors would appear when placement was cancelled.
- Fixed a bug where lights would be installed if placement was cancelled.
- Fixed a bug where a square table was made round.
- Fixed a bug where Violet would give a new blueprint to the blacksmith every time you come to the outpost.
- Fixed a bug where weapon racks would disappear.
Added:
- Mages of Illusion
- Advanced Mode (allows you to build your boundaries anywhere in the world, which includes indoors and outdoors.
- Fences and wall coverings can be reused. Once placed, another instance of the object will appear and you can continue to place it until you cancel the placement of the objects.
- Patrol/Stationary defensive even more.
- Added: My Outpost. This will allow you to hire miners for an additional source of income. You can also expand to unlock Dwemer Guards. There are three types of Guards: Spiders, Orbs, and Centurions.
- Scavenger update (package and script.)
- Added: werewolf head with spikes.
- Random instances (raids//quests, etc.) not so often.
- Added a merchant with a box in the Store. You can now place your items and they will be sold automatically. You will receive payment for the items when you receive your daily taxes.
- All keys for this mod are now activated through a special item in your inventory.
- You can now have mining shafts that will generate income at the end of the day, depending on how many miners you have.
- All guards can now be placed in Perimeter, Patrol and Stationary modes. Simply talk to the guard upon purchase and you will have the option to convert. This allows combinations such as Stationary Battle Mages and Stationary Dwarven Centurions, as well as patrolling Spell Mages and etc.
- Fixed a bug with the box when all items were not removed from the inventory.
- Added honey barrels and chopping blocks.
- Fixed a bug with guards
- The only available house now is a wooden house.
- More than 10 new construction drawings focused on home modifications. They are sold by Sareio.
- Captain Guard instance will randomly appear. You will have the opportunity to select a candidate for the position of Guard Captain (Guard Captain, unique character that cannot be fired/traded later)
- Fixed an exploit where you could revive guards by changing their type after they died.
- Keyboard placement of controls. Toggle-can through the Settings menu. You can nudge surrounding objects using your keyboard so that you can move around and ensure that the object is placed incorrectly.
- Updating a wooden house with a pre-placed fireplace, weapons, shelving, cabinets, display cases, mannequins. This is because you cannot place these items, so they must be pre-placed. Everything else can be customized to your taste.
- Added Dear Real Estate, new settings. This is also fully loaded with weapons, shelving, bookcases, display cases, weapon boards, mannequins.
- Updated campfire/candles/light sources.
- Updated Violet script to resolve the issue of recurring reward plans.
- Added three new light sources aimed at houses.
- Added Dwemer Arches (large and small)
- Added two Dwemer Structures (a shelter with an open interior. After placing, give it a few seconds and the interior will be revived.
- Added Dwemer Lanterns
- Added Mounting of Lamps
- Added Torture Room
- Updated scavengers, fixed the problem with stealing from comrades.
- Fewer citizen gatherings around the Well.
- Added the ability to send citizens to their homes. They may be withdrawn from the home they have created.
- Fixed lighting in Expensive Real Estate.
Added:
Numerous fixes (guards, scavengers and much more)
The ability to buy a dragon that will monitor enemies and attack them when needed!
Effective guard dogs.
Faction combat has been fixed.
Mage Guard/Taming Dragon
Guards will no longer attack neutral parties.
Added:
Fixes of guards.
Pentagram of souls, alchemy laboratory, anvil and smelter.
Spit and tanner.
Added: Mage Tower and Medical Tent
Some fixes for guards
3 types of raids - animals, giants and cultists.
Ability to reassign keys
-Adding Nav Meshes for the player's home (now companions can enter too)
-Added the ability to move border/patrol markers and trash cans (crouch + E/C)
-Added sound for raid
-Settlers now produce resources, the income from which you will receive in the tax box.

Requirements:
- Game version 1.8.151.0.7 and higher
- SKSE corresponding to the game version

Installation:
Unpack the archive into your Data folder, connect the plugin in the launcher or NMM.
Before installation, make sure that you have SKSE (there are several versions in the tools section) that is compatible with your version of the game!

On a note:
Before updating, disable the previous version, delete files, make a clean save, exit the game, download the new version and boot from the slot where you saved the save, launch the game only through SKSE
The mod will evolve over time.

P.S. I didn’t find this file on PG so I decided to post it, enjoy the game everyone

Skyrim is not a safe place at all these days. Stormcloaks, civil war, harsh weather and, of course, dragons - all this requires the Dragonborn to be vigilant. And a place he can call home.

Review of Tundra Defense - Construct Your Own Outpost

Build your own outpost with decent fortifications - and prove to the rest of the world that you can protect your home from raiders and dragons.


Installation:

  • SKSE is required for installation and correct operation of the mod.
  • Extract the zip file to your game folder (the path to it should be similar to C:/Program Files/Steam/steamapps/common/skyrim/Data)
  • The developers recommend using a mod manager to make working with them more convenient. Activate the mod and load your game. Within a few seconds, information about the quest will appear with detailed instructions.

Modification features:

  • -Outpost Creation System: Purchase plans and use them to place objects inside your fort. Objects can be placed in any order you like.
  • -Security System: Hire guards to patrol your fort, protecting it from enemy invasion. Do you need to guard another location? Hire a stationary guard who will guard the territory assigned to him until his last breath. Do you want to expand your protected area? Hire several patrolmen and give them the desired route.
  • - Plan selling system: Allow the outpost merchant to build a store and sell a variety of designs for defenses and other buildings. Inventory changes every few days and special plans may go on sale.
  • - Raid system: remote system for activating raider attacks with three difficulty levels. This way you can acquire valuable resources necessary for further construction and improvement of fortifications.
  • - Random raid system: enemies can attack suddenly when you least expect it.
  • - Scavenger System: Hire scavengers to collect the remains of enemies and use their equipment.
  • - Citizens: Let people live in your outpost and receive taxes.


The developers separately note that they have brought the modification to its final form and are not going to change it further. At the moment, they have reached the point where further work on the modification will only lead to an increase in the number of bugs and breakdowns, since the limit of the game engine's capabilities looms ahead. At the moment, the mod is clean and neat, and there are no software problems caused specifically by Tundra Defense.







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