This mod converts fine to SSE if you use standard procedures except for one issue. The sswater.dds texture needs to be re-saved to be 512X512 instead of the 511X512 dimension.
Don't get me wrong, I love the concept, and it's a very beautiful house with many great little features, but I would love to see this with less loading screens. I tried tweaking it myself in Creation Kit (I was just going to do it for my own use), but I couldn't make heads or tails out of what's going on in the rooms. for some reason, my creation kit doesn't recognize many of the new meshes, and there are so many red exclamation marks I can't see what's going on. They display just fine in-game though.
I can understand loading screens for all the lifts, but I think doors should not have them. I get so turned around with the doors all looking alike, then I have to wait through a loading screen to find out I picked the wrong room...again.
It's because most of the assets are packet into bsa files. This means that the assets aren't physically available to you. You have to first unpack this bsa and place the Original bsa somewhere else and then open the mod. It should then work. Only don't forget to remove the unpacked assets again and put the Original bsa back again unless you like extra useless load on your game. I hope this helps.
Tbh i don't mind these load doors. It means less pressure on the cpu when loding things. But i understand your frustration if you have a beast of a PC.
Very nice mod but would be nice to have either a row boat which can be used to travel to and from the entrance or at least a guy you can pay for a one way trip out there on the first time. would be great immersion and add a realistic alternate way to get there or get back and forth besides the spell. Still, very nice!
I have to be honest, if Blary were to update his mods to leverage some of the developments made in modding in the last 2 years; everyone else might as well just give up house modding.There is no better creative eye on the Nexus.
Gave this a run through today and found it delightful. The lighting with the "windows on the sea" lends a great admosphere. Obviously the author put great care into decorating it. Almost a Jules Verne feel to it.
However, as others have commented, the cell loading transitions make this unusable as a real player home. A simple examples: *Entering: take elevator down (load cell transition). walk 2 steps, open door (load cell transition), walk into main area, walk a few steps to any door (all marked the same so you will just have to memorize where everything is), open it (load cell transition), looks like a bedroom, walk 2 steps to another door (load cell transition), bathing area.
This could/should be laid out as a single contiguous area. If one is worried about complexity slowing down FPS, the occlusion culling technique used by Skyrim Project Optimization would serve very well here.
Sadly, it appears author Blary hasn't updated this in 2 years or released anything new since January 2013, so it appears that this mod is orphaned. He hasn't granted others rights to use/modify anything other than the textures and meshes, but otherwise this would be a sweet little project for someone to pick up and carry forward.
99 comments
I can understand loading screens for all the lifts, but I think doors should not have them. I get so turned around with the doors all looking alike, then I have to wait through a loading screen to find out I picked the wrong room...again.
Tbh i don't mind these load doors. It means less pressure on the cpu when loding things. But i understand your frustration if you have a beast of a PC.
+Underwater home
+Every little needs in the house
-Too much water
7.8/10
However, as others have commented, the cell loading transitions make this unusable as a real player home. A simple examples:
*Entering: take elevator down (load cell transition). walk 2 steps, open door (load cell transition), walk into main area, walk a few steps to any door (all marked the same so you will just have to memorize where everything is), open it (load cell transition), looks like a bedroom, walk 2 steps to another door (load cell transition), bathing area.
This could/should be laid out as a single contiguous area. If one is worried about complexity slowing down FPS, the occlusion culling technique used by Skyrim Project Optimization would serve very well here.
Sadly, it appears author Blary hasn't updated this in 2 years or released anything new since January 2013, so it appears that this mod is orphaned. He hasn't granted others rights to use/modify anything other than the textures and meshes, but otherwise this would be a sweet little project for someone to pick up and carry forward.
Just my 2 cents.