Your going to LOVE the improvements to Dragonsreach! I'm SO excited for them I might just burst! I've added more detail and a unique feature too! Thank You Though I'm going to have to push the date for V1.1 till at the earliest Wednesday July 3rd. Sorry.
I do not understand why people feel the need to tell everyone they're tracking it... This looks amazing, then again it's so lovely to see some of your work Hailey that doesn't include an manny filled basement. Makes me wish I could kill the owner of Dragonsreach and take it for myself as he definitely isn't gonna appreciate it as much as I would. Will be back to endorse.
Is the wall map in http://static.skyrim.nexusmods.com/mods/images/37656-4-1372302728.jpg part of your mod or from another mod? I'm pretty sure it's not part of HQ Skyrim map V2. It's extravagant and lovely, and I'd like to use it, but first I need to know where it came from.
Definitely tracking this. It looks ambitious and like it could be really great!
One thing I might recommend for going forward (which you can ignore of course) is, while modding some of this, particularly with lighting, that you do so WITHOUT your ENB enabled. That way it'll work pretty much the same for both vanilla and all ENB configs. We'll know what we're getting. If you do so with your ENB enabled, we'll have an idea for what it looks like with TrueVision but any other setup could be vastly different. Or maybe you're already doing this. Anyway, looks really cool and I'll be keeping an eye on this!
Two very helpful ideas I had yet to consider, Thank You, I will certainly disable my Enb. However, I am still unsure on what I will do regarding conflict with various lighting mods, though I will look into this issue much deeper.
Just a bit of friendly advice. I would recommend that you make this mod modular so that people could pick and choose which interiors they want to install.
The reason I say this is that there are many mods out there that alter many of the places you list in your description and could cause conflicts with other mods that are more widely used. Thieves guild overhauls, Skyhaven temple overhauls, Winterhold overhauls, lighting overhauls etc.And if your mod causes a conflict they are going to have to choose between your mod and theirs and more often than not they will stick with the one they have been using for a while in order to avoid conflicts with their saved games.
Also I would particularly avoid playing with any of the lighting as there are already 2 very popular lighting overhaul mods out there with over 100,000 + users apiece that you would be fighting with. (Enhanced lights & FX and Realistic lighting Overhaul) I had to learn this the hard way with my own mod and its a pain to work around and troubleshoot. Trust me I'm telling you this to keep you from pulling out your own hair when floods of comments come in why your mod doesn't work with X, Y, and Z lighting mod/Enbs.
Lastly, make sure you are not creating dirty edits when you create your mod. Its very easy to copy items from other cells and create an unintentional mod conflict so double check your mod regularly with TES5Edit.
Other than that I look forward to seeing how this mod progresses =)
I completely with Sku11M0nkey ! =) This mod can really be a must if you continue this way and you carry out what has been said in this comment section !
And as Jafin said: "Definitely tracking this. It looks ambitious and like it could be really great!" I'm gonna test it soon, meanwhile keep up good work !
I Agree fully that this mod should be modular, and it would be, if I had any idea where to begin to make that possible :/ It was my original plan to upload the mod in sections that could then be downloading as each user saw fit (E.g. Inns, Temples, Keeps) however, that creates a drastic amount of more work for myself, and though I am fully dedicated to this mod, I would much rather create some sort of mcm menu which allowed each player to enable/ disable each interior as he or she saw fit. Though again, I face the issue that in doing so, my mod would in turn rely on SkyUI and SKSE.
I'm not sure what I will do as far as the lighting yet, however, I much appreciate the advice. Lastly, Thank you, I will be cautious however I am not sure that I want to "take on" TES5Edit.
23 comments
Would someone let me know, when they get the chance, how the lighting is working out for the new file? Thank You!
I'll stay tuned for it ! =)
Though I'm going to have to push the date for V1.1 till at the earliest Wednesday July 3rd. Sorry.
-Endorsed-
One thing I might recommend for going forward (which you can ignore of course) is, while modding some of this, particularly with lighting, that you do so WITHOUT your ENB enabled. That way it'll work pretty much the same for both vanilla and all ENB configs. We'll know what we're getting. If you do so with your ENB enabled, we'll have an idea for what it looks like with TrueVision but any other setup could be vastly different. Or maybe you're already doing this. Anyway, looks really cool and I'll be keeping an eye on this!
Also keep in mind compatibility with popular lighting mods such as RLO or ELFX.
The reason I say this is that there are many mods out there that alter many of the places you list in your description and could cause conflicts with other mods that are more widely used. Thieves guild overhauls, Skyhaven temple overhauls, Winterhold overhauls, lighting overhauls etc.And if your mod causes a conflict they are going to have to choose between your mod and theirs and more often than not they will stick with the one they have been using for a while in order to avoid conflicts with their saved games.
Also I would particularly avoid playing with any of the lighting as there are already 2 very popular lighting overhaul mods out there with over 100,000 + users apiece that you would be fighting with. (Enhanced lights & FX and Realistic lighting Overhaul) I had to learn this the hard way with my own mod and its a pain to work around and troubleshoot. Trust me I'm telling you this to keep you from pulling out your own hair when floods of comments come in why your mod doesn't work with X, Y, and Z lighting mod/Enbs.
Lastly, make sure you are not creating dirty edits when you create your mod. Its very easy to copy items from other cells and create an unintentional mod conflict so double check your mod regularly with TES5Edit.
Other than that I look forward to seeing how this mod progresses =)
This mod can really be a must if you continue this way and you carry out what has been said in this comment section !
And as Jafin said: "Definitely tracking this. It looks ambitious and like it could be really great!"
I'm gonna test it soon, meanwhile keep up good work !
It was my original plan to upload the mod in sections that could then be downloading as each user saw fit (E.g. Inns, Temples, Keeps) however, that creates a drastic amount of more work for myself, and though I am fully dedicated to this mod, I would much rather create some sort of mcm menu which allowed each player to enable/ disable each interior as he or she saw fit. Though again, I face the issue that in doing so, my mod would in turn rely on SkyUI and SKSE.
I'm not sure what I will do as far as the lighting yet, however, I much appreciate the advice.
Lastly, Thank you, I will be cautious however I am not sure that I want to "take on" TES5Edit.