I'll chime in on this. PLEASE fix this mod. It is beautifully done, but then there is the big red depreciated asset box that is invulnerable to a console disable. A couple of windows hanging in the middle of a room combine to make this an immersion-breaking disappointment that should be a great addition to this game instead. Fix the issues and this mod becomes a definite fixture in my mod lineup. THANKS!
Done. Maybe in the future I could update this standalone release with the changes I made in BCoM, where there's also a basement floor with a branch of the Hlaalu bank using TD_data baking framework.
I am experiencing a strange problem that leaves me with a question. After installing your updated ESP, everything is doubled inside the manor. I have not found this anywhere else in the game world, though obviously I have not been everywhere. I tried installing the old ESP again and the doubling persisted, even though it had not done that when it was previously installed, so I don't believe the problem is in your ESP. I tried using Wrye Mash to repair my save game, but with no change. No doubling occurs in the vanilla manor if the mod id not checked. I am currently building my game and not playing a permanent character. My question is whether you think if I leave this mod in, that it will play normally when I generate a new character? Or do you think the problem will persist after a new character generation. I really like the mod and would like to keep it for my game setup, but I don't want to invite problems with my setup either.
While I was in there, I disabled enough doubled obstacles to see that your update fixed the problems I had before, so would encourage others to check out this mod.
-- The basement idea sounds great! You really make some beautiful mods and I have several of yours installed and will be installing more before I'm through! Thanks Again!
It turned out to be Balmora Redecorated. I didn't realize your mod was in there. It all looks beautiful now! Thanks for the follow up and for all of your great mods! You live up to your name!
Okay, consider my comment moot then. I downloaded the new version of bcom yesterday but I was kind of scared to change the modfiles mid-playthrough (especially with all the patches). Looking forward to all your new merged content though!
Thanks for the fast response and keep up the good work!
I think this mod disables the person who deals with the Hlallu stronghold quest. At least, I think it does, because I'm not sure what other mod would disable them.
Very nice, found a couple minor issues. First, I'm using your old standalone version of Balmora SOP, and the exterior door on the second floor is misplaced and buried in the adjacent wall. Second, the wood pillar in the center of the first floor with the 2 plants on either side was slightly disconnected, with 2 separate halves. This was tested with vanilla, although it shouldn't make a difference. Anyway, just thought I'd let you know.
The tiling issue was indeed a mistake on my part. Should be fixed in version 1.1. I'd need to make a new version for sop to fix the misaligned door. Moving the indoor marker means I'm editing the door outside as the marker is a "propriety" of the door outside.
No worries, I know the old SOP is considered out of date anyway. To be clear, the doors worked fine, the doormarkers were fine, it was just from the outside looking in, you see inside the mesh, the actual door is misplaced to the side inside the building mesh. Really nice revamp of the council manor though, it always seemed strange to me that such an important locale for house Hlaalu was so generic and unremarkable.
Nice mod, thank you. One small detail, though: Perhaps mention that this mod is indeed dependent on OAAB_Data.esm and Tamriel_Data.esm (these are listed among the master files inside the header record), which is not clear from your description. I was under the impression that you were using objects from these asset repositories and had embedded these here (which you partly did, but not with all objects).
20 comments
I am experiencing a strange problem that leaves me with a question. After installing your updated ESP, everything is doubled inside the manor. I have not found this anywhere else in the game world, though obviously I have not been everywhere. I tried installing the old ESP again and the doubling persisted, even though it had not done that when it was previously installed, so I don't believe the problem is in your ESP. I tried using Wrye Mash to repair my save game, but with no change. No doubling occurs in the vanilla manor if the mod id not checked. I am currently building my game and not playing a permanent character. My question is whether you think if I leave this mod in, that it will play normally when I generate a new character? Or do you think the problem will persist after a new character generation. I really like the mod and would like to keep it for my game setup, but I don't want to invite problems with my setup either.
While I was in there, I disabled enough doubled obstacles to see that your update fixed the problems I had before, so would encourage others to check out this mod.
-- The basement idea sounds great! You really make some beautiful mods and I have several of yours installed and will be installing more before I'm through! Thanks Again!
- BCoM
- City of Contrast: I think the latest update merged my mod into it
- Balmora Redecorated: Lucevar merged my mod into the latest update
I downloaded the new version of bcom yesterday but I was kind of scared to change the modfiles mid-playthrough (especially with all the patches). Looking forward to all your new merged content though!
Thanks for the fast response and keep up the good work!
I'd need to make a new version for sop to fix the misaligned door. Moving the indoor marker means I'm editing the door outside as the marker is a "propriety" of the door outside.