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72 comments

  1. Whybother123
    Whybother123
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    Milara Vedran's house has two doors overlapping each other, and the one added by this mod has been moved low enough that its untextured backside is exposed. As best as I can tell this isn't an incompatibility with another mod, the house and original door appear to be base game.

    Also, the Backstreet Pod doesn't seem to be buyable by any method I can find, the NPC selling it in the original mod is absent from the corner club, and no one seems to mention it in conversation. I don't know if any of the other vacant pods are purchasable, but I assume this one was intended to remain a Player Home. Again, not sure if this is a conflict but I assume not.

    Otherwise love the mod(s), hope there's an easy fix either on my end or yours, but it's appreciated regardless.
    1. DetailDevil
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      The seller of the pod is in one of the house in the back of Sadrith Mora facing towards the Wolverine Hall. The backstreet pod itself is located next to the salvage trader. This is only available if the "Seat of Power" esp is active.
  2. Jango32
    Jango32
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    The integration of the Telvanni hospitality papers mod does not play nicely with Tamriel Rebuilt NPC greetings. Simeth's greetings from Ranyon-ruhn are overwritten for example, which means you need to resort to console commands to play through Mithras' questline. It also leads to a soft lock when playing through Under Masser's Gaze quest that I reported at the start of January.
    1. DetailDevil
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      This should be fixed in "Under Masser's Gaze" version 1.5. I changed the trade from guard to warrior. I assume the greeting was filtered by the guard variable.
    2. Jango32
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      I'll check it out the next time I start a playthrough around February, though I still think the guard changes made by the papers mod integration from Sadrith Mora BCOM will filter over into TR content for example.
  3. ReachHeavenByViolence
    ReachHeavenByViolence
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    Is the included Shipyards of Vvardenfel plugin required for the rest of the mod to work?

    EDIT: Nevermind, it seems like it's optional.
    1. DetailDevil
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      No, it's optional. Always load Shipyards before BCOM, or you'll get a seam.
    2. Kildozery
      Kildozery
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      Thank you! This was exactly the issue causing a seam on my install. :)
  4. catsareawesome
    catsareawesome
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    I updated the mod and am now getting a very confusing error
    1. DetailDevil
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      Hmm, I think I know what happened. You probably updated the mod mid-playthrough. Since I removed the lights from the helmets with the last update, your helmets are now looking for a light that doesn't exist anymore. You can fix this by downloading and installing "Of Murk and Mussels" from the modpage (all you need to do is to replace (or disable) the esp of that mod). This error should not occur to new users that install "Sadrith Mora BCOM Plus" because this happened due to an update of the mod that removed stuff to improve performance.
  5. catsareawesome
    catsareawesome
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    .
  6. illyria311
    illyria311
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    How does this play with Main Quest Enchancers? It adds notes, Dreamer preachers and sixth house shrines as the game goes on.
    1. DetailDevil
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      It should be compatible.
  7. MurderousPurpose
    MurderousPurpose
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    Anyone else getting a small landscape tear behind the house dres consulate while using this with RandomPal's wolverine hall overhaul? I ran the .bat on the beautifulcities.esp already FYI. Is there a way to fix this?
    1. DetailDevil
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      Swapping load orders may be your best bet. Shipyards of Vvardenfell, BCOM and the RP Wolverine Overhaul. Try them in all orders.
    2. Edeldios
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      It's working fine on my end. However, I've noticed the patch can be a bit finicky depending on what else is installed in the area, as well as load order. The order recommended above seems to work, but I know of a few dungeon mods that have entries placed near Wolverine Hall, and at least one of them (forget the exact one because I dumped it after I found issues) preserves the original landscape around it.
  8. Edeldios
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    It looks like the Strider home option conflicts with Marbled Zafirbel Bay. Most of the steps up to the house are covered by rock. Everything else seems to be fine.



    Update: Apparently there was a patch I missed on the MZB page. I really wish nexus simply allowed us to delete posts like this that were done in the heat of the moment, lol.
  9. Edeldios
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    What are the odds we can get a merged plugin with all of the content as an all-in-one.esp for the give me everything edition? I usually take it as a red flag to not merge mods if the original author did not merge the plugin themselves.
    1. DetailDevil
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      I'm considering it. There's nothing major that would speak against it, except for load order requirements of e.g. Shipyards of Vvardenfell. But loading everything before BCOM might work. I'm quite busy irl atm.
    2. Edeldios
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      Good to know, so if I need to merge the plugins to save on plugin space, in theory all of these plugins should smoothly merge with the exception of the shipyards, correct?
    3. DetailDevil
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      If you load the merged file after BCOM, yes.
  10. Aendruu
    Aendruu
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    Hi DetailDevil!
    In the comments for Damius' Azuras Coast Redone you mentioned you might make a patch for it and "Marbled Zafirbel Bay". With MZB included in your module, I wondered if you'd indeed made one and merged it and ACR into your compilation?
    1. DetailDevil
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      hi, I have decided that this module should primarily host "Sadrith Mora mods". Maybe I'll create a landscape module at some point. I have many projects at the moment.
    2. Aendruu
      Aendruu
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      For sure! Thanks for your reply.
    3. ReachHeavenByViolence
      ReachHeavenByViolence
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      I play with both, and I haven't noticed any incompatibilities.
    4. Aendruu
      Aendruu
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      Belated thanks, JayberXD!