Just started playing again, everything so far looks really great.
Keep up the amazing work guys!
Keep up the amazing work guys!
You have to change the text in your mod file to match the dev folder
And just what would that be? My mod folder is named EKSVM just like the instructions said, but like that other fellow I only get vanilla Europe every time.
Not sure if that's a typo or not, but it should be "EKSVN" for the .mod file, the pathways within the .mod file, and for the SVN folder.
I now feel very foolish, but at least it loads right! Thanks a bunch, typos are the bane of anything involving software.
(for example, vanilla "is_female = yes" trigger condition appears to be borked, along with others)
Indeed, I'm waiting until I've drawn all the trade routes before I start tweaking values. That said, the Imperial City will generate more wealth than any other province (more than likely) since it is the Rome of Tamriel; the terminus of all roads (as it were).
So what will the trade routes look like eventually? Currently they cover Skyrim and Cyrodil and are starting to stretch into Morrowind, will all the provinces get them? Oh and I do love how they all have their own unique names, makes it a whole lot more flavorful.
They will aye, but it's a prototyping type thing. Performance issues may mean they're drastically reduced to only a single route per province or even to "Trade Hubs" in specific important provinces.
Well, these trade routes are making it difficult to play as a merchant republic in skyrim since much of the coast is covered in trade routes (which merchant republics can't build trade posts on unless they own the province) so I hope it will be limited to major cities and important chokeholds on trade.
Wouldn't that also mean that the Heartland Republic is cripled? Since it would have literally zero trade post locations it can set up inside the Niben Bay region until you reach the Topal Sea.
Though now that I think about it, that might be a good thing, it helps balance out the tremendous cash they get from just owning the Imperial Isle and forces any Republic in the region to physically control the coasts if it wants to survive.
1. They can still build trade posts on the provinces they control around Lake Rumare.
2. And the can build the Imperial Isle trade post, which has an income around the size of the rest of Tamriel combined.
African (Redguard peoples)
Norse (Nords, Skaal, Atmorans)
Indian (Islanders)
Mongol (Akaviri)
Celtic (Bretons)
Russian (Reachmen)
Nibeneans and Imperials use... southerngfx which I can't remember if that's a DLC anymore or if it came free in a patch.
The Old Gods is needed to play as the Khajiit too (as they use the Zoroastrian interface). The Republic is needed to play as Republics naturally. Any features and events tied to other DLCs also require them of course but the mod should still run if you don't have them (just those features won't work).
Southerngfx came from the IberianFacesDLC so not free.