Did you move the pawnshop closer to the wall? If not, it may squeeze in there... I currently run Concept Art but some of the others have stones, trees, ect that conflict.
Unfortunately not. My mod completely changes Balmora cells including terrain. Any mod that adds anything to Balmora will likely be incompatible. For this mod, you need to make simple patches that will correct the location of the house in accordance with the new landscape from my mod. You can enable this mod BEFORE mine in the mod list and see what the problem is. You can also simply remove unnecessary stones and trees with console command - "disable".
I like this version of Balmora, there is just a little problem to adapt Stav's Boxes - Mages Guild Aesthetics Overhau!Is a patch possible? Thanks in advance for the answer.
Thanks for your effort.The city remains very beautiful even without it. Two small flaws around the canal anyway: 1 - too much NPC in the water (I must have killed them!). 2 - this area is a bit sad!
The problem with NPCs in the water arises only if you put the mod, and then loaded with a character who has already been to Balmore. I assure you that such problems will not arise on the new character. You can also clean the save in the TESAME program by removing the lines responsible for the Balmora cells from it, this should help. Just don't forget about the backup.
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Did you move the pawnshop closer to the wall? If not, it may squeeze in there... I currently run Concept Art but some of the others have stones, trees, ect that conflict.
Balmora - Seat of Power of House Hlaalu
Thanks in advance for the answer.
Unfortunately, this mod does not have a modular version that would only affect Balmora.
Two small flaws around the canal anyway:
1 - too much NPC in the water (I must have killed them!).
2 - this area is a bit sad!
I thought some meshes were missing but looks like my installation screwed up! So excuse this message! :)
Regards,