Look around the barrel. It's there. I moved it so it's more rp-friendly for non-thief characters who don't poke around in barrels belonging to the guards.
Many should know that given many different retexture configs they may be using, the ring is next to impossible to see. I looked everywhere and couldn't even see it until I decided to no-clip through the ground and look up. The game continuing to tell you to look in the barrel where it's not doesn't help either.
This is overall a fantastic mod, but considering this ring is essential to starting the game I feel like many may turn away from it immediately. Maybe edit the help tip to mention looking at the ground just in front of the barrel?
On that note, since I'm assuming more will read these comments looking for it: it's on the ground directly in front of the barrel. Or, the barrel is almost perfectly between the ring and the wall of the building.
Edit:
Lest this post seem negative, I'm pretty sure this just became my Seyda Neen mod of choice here. I was using hater8's before and this feels like that with extra, I really like it. I tried to also run Cozy Seyda Neen and the conflicts weren't catastrophic. Where things work together it looks absolutely beautiful so I think I'll edit the latter to play nice with this mod for my install.
Thank you for your kind words! I'm really glad you're enjoying the mod.
Thank you as well for providing an explanation about the ring. I avoided touching the popup about it for fear of conflicts with alternate chargen mods. I'll see if I can pin your post so it will be visible to anyone who comes looking for an explanation in future.
I love this mod - it adds so much to SN. I'm a returning player, so I've got what could be a dumb question. I use a custom head replacer (Galleo's Races Redone) which doesn't apply to NPCs added by this mod. Looks really weird. Any tips on how to resolve it, because I'm not seeing any head textures in the mod file.
I have a bit of a strange issue that also was present in the Hater8 mod, that some of the buildings in this mod have been taken from. One of the crates on the deck of the character generation ship is still there, floating in the air above the water where the ship used to be, after the character generation is complete an the ship has been removed.
is your magic missions patch based off the old mod or the updated version ? also would like to report that there is a minor conflict with Vality's Bitter Coast Addon Comatibility Version trees going through some of the buildings. ill make a compatibility patch for it. works great with BCOM as long as you delete the seyda neen cells from the BCOM esp. thanks!
I'm having an issue with the census and excise warehouse where the main door is placing me into the warehouse cell and not the office cell.
i'm 90% sure this is a mod conflict, since i don't see any misplaced door markers in the creation kit. I'm trying to figure it out myself, but it seems like an easy way to avoid similar conflicts would be to just move the warehouse back into the warehouse cell.
Really gives Seyda Neen a port town feeling! I'm using BCOM and the grand lighthouse, it would be awesome to see the style here implemented there or visa versa!
They're not compatible, they both make sweeping changes to Seyda Neen.
They can be made compatible by using Enchanted Editor or tes3cmd to delete BCOM's changes to Seyda Neen, if you would prefer to use my Seyda Neen but keep the rest of BCOM.
It only takes a couple of seconds to make this compatible with BCoM? I'd like that, but I'm not a modding wizard. It'd be neat if someone uploaded a patch. This mod sounds great.
Hi lucevar !Maybe ( probably), i'm asking to much, but since i've played your mod, I can't imagine myself starting a game without it
Would you consider make a version without the " shabby" common building set ? I'm not using vanilla like textures ( imperial town revamp), and it looks really weird with it
Edit : After doing some testing, there is minor issues with SVNR imperial, like the moss hanging frome houses, also a few barrels and crates that blend into the walls but nothing i can't disable
52 comments
This is overall a fantastic mod, but considering this ring is essential to starting the game I feel like many may turn away from it immediately. Maybe edit the help tip to mention looking at the ground just in front of the barrel?
On that note, since I'm assuming more will read these comments looking for it: it's on the ground directly in front of the barrel. Or, the barrel is almost perfectly between the ring and the wall of the building.
Edit:
Lest this post seem negative, I'm pretty sure this just became my Seyda Neen mod of choice here. I was using hater8's before and this feels like that with extra, I really like it. I tried to also run Cozy Seyda Neen and the conflicts weren't catastrophic. Where things work together it looks absolutely beautiful so I think I'll edit the latter to play nice with this mod for my install.
Thank you as well for providing an explanation about the ring. I avoided touching the popup about it for fear of conflicts with alternate chargen mods. I'll see if I can pin your post so it will be visible to anyone who comes looking for an explanation in future.
also would like to report that there is a minor conflict with Vality's Bitter Coast Addon Comatibility Version
trees going through some of the buildings. ill make a compatibility patch for it.
works great with BCOM as long as you delete the seyda neen cells from the BCOM esp. thanks!
Vality's Bitter Coast Addon Compatibility Version
Vurt's Groundcover (only needed for the reeds.esp)
Improved Inns Expanded - LGNPC Seyda Neen - Entertainers
google drive
i'm 90% sure this is a mod conflict, since i don't see any misplaced door markers in the creation kit. I'm trying to figure it out myself, but it seems like an easy way to avoid similar conflicts would be to just move the warehouse back into the warehouse cell.
Great take on it! Wish I could include it!
Can you confirm this does not have any major issues with BCOM?
They can be made compatible by using Enchanted Editor or tes3cmd to delete BCOM's changes to Seyda Neen, if you would prefer to use my Seyda Neen but keep the rest of BCOM.
I will consider it, as I really like what you have done in this mod.
thank you again for sharing.
Would you consider make a version without the " shabby" common building set ? I'm not using vanilla like textures ( imperial town revamp), and it looks really weird with it
Thank you !
Edit : After doing some testing, there is minor issues with SVNR imperial, like the moss hanging frome houses, also a few barrels and crates that blend into the walls but nothing i can't disable