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  1. missjennabee
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    PLEASE DO -NOT- USE THE NEW "WIP" VERSION WITH THE OLD v14.3 VERSION. SERIOUSLY. DEMONS WILL FLY OUT OF YOUR MONITOR, DESTROY YOUR HOUSE, RUIN YOUR MARRIAGE AND EAT YOUR PETS. USE THE NEW VERSION -OR- THE OLD VERSION. NOT BOTH. NEVER. BOTH.

    Some people had asked if they could try the new SSE version for LE, and since I'm technically building all of this in LE anyway, there's really no reason that they could not. It's a WIP, and I've still got a lot of towns to go, but if you're the curious sort, feel free to give it a try. Yep!

    So far the new version only includes Darkwater Crossing, Dawnstar and Riverwood. Because I am slow, very slow, at getting this thing completed lol. Should you prefer -all- of the towns, the old version is still available on the Files tab under "Old Files" v14.

    Note: If you're using FlintStryker's JK's Skyrim / ETaC Patches, v13.9.6 (the last version he managed to get to) is posted on the Description page under "Mirrors." This version of ETaC is NO LONGER SUPPORTED, and FlintStryker is no longer working on the patches, so you're using at your own risk... Please DO NOT post bug reports for version 13.9, most of said bugs will have been fixed in v14 anyway and by choosing to use an outdated version of the mod you're sort taking your life into your own hands... but, you know, if you want to live dangerously, there you have it lol.


    FORUMS
    Forums are back up and running over on the "Forums" tab --> With all the COMPATIBILITY (has links to patches) and TROUBLESHOOTING related crap you could ever possible need or want.

    BUG REPORTS
    If you're going to report a bug, please do so on the BUG REPORTS TAB -- Makes my life a little easier so I can keep track of what's done, not done, still needs to be done, am entirely behind on, might never be done, why is this happening, I don't understand, HOW ARE YOU SO BROKEN, STUFF?! Please God more coffee.

    DISCORD
    I've made a discord, as of about 5 seconds ago, because apparently for who knows what crazy reason I just can't get enough of you people. So! If you *have* discord, and need me, or literally CANNOT WAIT another second for a reply, or just if you have ever thought, "Gee, I wonder if Jenna is also this strange in real-time..." (she is.) Then look no further! DISCORD (fixed the link, whoops! sorry.) ta-da!


    The new version of ETaC is compatible with Blowing in the Wind -without- the need for patching. There will be a small conflict regarding one lonely Darkwater Crossing lantern, but that can be fixed by loading ETaC AFTER the Blowing in the Wind.esp. If you're not using an ETaC version with Darkwater Crossing, the load order doesn't matter at all, so do whatever grabs you. And-and-also-so...

    NOTE: Do -not- use the ETaC patches included in Blowing in the Wind's installer with the new version of ETaC. They're no longer needed. If you have this file in your data folder... "Blowing in the Wind - ETaC Complete Patch.esp" remove it.


    ETaC is fully compatible with both Interesting NPCs and Immersive Citizens. (And, as of v0.4 - Immersive Citizens compatibility has been completely built-in. You no longer need the MCM "patch" option which is why it's no longer there. Hopefully this will avoid any future confusion over how all that is working.)

    Please be mindful of your load order though, as ETaC's files must be going -AFTER- Interesting NPCs and Immersive Citizens in order for this all to work properly.

    Seriously. I cannot stress enough how - This is REALLY IMPORTANT lol. (If your load order is incorrect your navmesh will be COMPLETELY broken preventing your NPCs from navigating the world, quests might not function as expected, your markers will be stuck in inaccessible locations which will cause AI packages to fail... I mean, it might actually kill you. You could just drop dead *SPLAT*

    So again, ETaC AFTER Interesting NPCs and Immersive Citizens. Please and thankyouverymuch.

    AND AND ALSO AND - Because this seems to be a common point of confusion (sorry about that, guys) ...


    This is actually *not* a bug, and is instead just a "you need to be using a patch" issue, but fret not, you can fix it!
    OPEN YOUR MCM MENU LIKE SO... and just make sure the SMIM Patch is ticked active. And that's it, your signs will be fine now lol. Hooray!
  2. xtrmsnpr
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    Hello, i come back playing SKYRIM after long time off. So i've opened my NMM and it shows some out of dates mods,one of them is "Expanded Towns and Cities - ETaC New Shiny WIP v0.3.1".
    I'm a bit confused..i can't find the 0.4.1 underneath the "OLD FILES" section.

    I have already installed only the "Expanded Towns and Cities - ETaC New Shiny WIP v0.3.1" ,and nexus shows there is the 0.4.1 available but there is nowhere in the mod page "files".
    Shall i installed this ETaC Old v14.3.1 Complete ? Is this the version i'm looking for? I'm asking cuz they have different version numbers and names.
    1. missjennabee
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      Sorry xD I know this is all a bit confusing at the moment... The NEW version can be found under "Main Files", it's the first file listed there... it's actually the only file there lol. That'll be v0.4.3 - Which is the most recent version of ETaC. (It's not under old files, as it's not an old file. It's the newest file.) The new version is still a work-in-progress though, so if you want ALL the towns, you're looking for the old version...

      If you want the OLD version (v14.3.1) that can be found all the way at the bottom under "Old Files."

      SCREENSHOT <-- Hope this helps clarify, if not, let me know :)
    2. xtrmsnpr
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      thank you for replying :) , but it's obvious to me what you said already, since i can't find the 0.4.1 version, the common sense drives me to 0.4.3 that is the last one.

      But what shall i do? uninstall completely the 0.3.1 and just install the 14.3.1 for all towns/villages? I'm asking because i've only installed the v0.3.1,nothing else from your page. Οn your notes you are saying don't install the 0.4.3 with the old version..what does it mean? don't mix the v0.4.3 with the v14.3.1?
      I can i just install the v14.3.1 alone?
      I hope i'm not bothering you.
    3. missjennabee
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      No bother at all! :) And apologies for misunderstanding the original question.
      Οn your notes you are saying don't install the 0.4.3 with the old version..what does it mean? don't mix the v0.4.3 with the v14.3.1?
      That's exactly right. You just can't use the old (14) version WITH the new (0.Whatever) version. It was really just to clarify for people who wanted to know if you could use the new towns with the old towns that aren't done yet (you cannot.) It's totally fine to update new version to new version. So yes, you can go from 0.3 to 0.4.

      Again, sorry for that all the confusion!
    4. xtrmsnpr
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      cheers :)
  3. ArcherAims
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    Hey Missjenna i am running Etac 14.3.1 complete with JK's Major cities only but i have an issue that i can't seem to fix. whenever i install etac 14.3.1 half of my buildings and part of the mountain in winterhold are just plain invisible or reappearing and disappearing at random. i have no other city/town mods other than those on have only installed a weather mod, a bunch of landscape texture mods and enhanced landscapes. can you please help?
    1. missjennabee
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      When you say "reappearing and disappearing" ... do you mean it looks like they're toggling on and off in place, (like if you're standing still are they there; not there; there; not there.) OR, do you mean they pop in and out as you're moving. So if you look from one angle - They're there; A different angle - They're not there.

      If it's the latter... (That's misplaced occlusion planes. And we can fix it! Maybe!)

      } With ETaC installed... Try getting yourself to an un-edited interior cell (something like Whiterun's Bannered Mare);
      } Once in said cell, open the console and type "PCB" (without quotes); Hit enter;
      } You should see a bunch of text zip by in the console window - Good.
      } Leave the cell, go back to Winterhold. See if all is right with the world.

      If it is YEY! If it's not... (There's other stuff to try, and probably I'll need your load order, but let's start with this as it's the most likely.)
    2. ArcherAims
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      so basically when i am standing still looking at a certain wall from a particular angle it will be there. if i move to another spot it may disappear and vice versa. sometimes the wall disappears, sometimes a stone chimeny, and if i look at the mountain from a certain way half of it will vanish. let me try what you said real quick.
    3. ArcherAims
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      So purging cell buffers didn't work. I didn't even see any text zip across the console window when i did. I have a few shots though to show my problem.
      https://imgur.com/a/Hl3jPL7
      https://imgur.com/fZNgs9H
      https://imgur.com/a/QxXapyH
      https://imgur.com/a/rFvCuan
    4. ArcherAims
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      here is my modlist Missjenna

      https://modwat.ch/u/ArcherSensei/plugins
    5. missjennabee
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      For future reference / should you be wondering why I had you do this - Your save remembers the state of cells you've been to recently, so if you install or update a mod that makes changes to any recently loaded cells it can go a little pear-shaped sometimes. PCB purges your cell buffers, essentially forcing the cell to re-load the next time you visit it. Which can sometimes resolve the wonkiness. Though, since it didn't help, clearly that it NOT the problem in your case lol. But yeah it's definitely the occlusion planes.

      As for what the problem is... It looks like you're using Expanded WInterhold Destruction ruins with ETaC Complete but I don't see the patch for it. (I also don't see patches for Lanterns of Skyrim or ELFX... though lack of them wouldn't cause your Winterhold issue - If you don't have them, you might want to grab them.) (It's also pre-coffee-time though so it's also possible I've just missed them on your mod list lol.) If you want to use ETaC with EWDR you'll definitely want that patch, you'll also want to make sure ETaC is loaded -after- EDWR in your load order. So if you don't have it, grab it and see if that solves the problem. If not, or if you DO have it and I'm just blind this early in the day, let me know :)
  4. Xeshra
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    Is this mod compatible with this one: https://www.nexusmods.com/skyrimspecialedition/mods/12811?tab=description ???
    A huge Winterhold mod, ETaC is only adding few stuff in Winterhold, but it could still conflict.
    This Winterhold mod is so huge, i do recommend for ETaC trying not to conflict with each others, it will be a big gain.
    1. missjennabee
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      The NEW version will be fully compatible for now as it doesn't modify Winterhold at all yet, and ETaC will always offer a modular option, so even once we've gotten to WInterhold, you can just opt for ETaC Modular and *not* install ETaC's Winterhold :) (This is also what you'd want to do if you're using the OLD version of ETaC - Modular sans Winterhold.) Hope this helps!
  5. SmedleyDButler
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    In response to post #66624471.


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    VPr9ZeT.png

    Have a list posted over at the SSE page, I would have also posted it here, but with the new AND old version stuff all listed I was worried the description page at LE was getting a little unruly. Like you'd have to pack and overnight bag and settle in at your PC for about a week to get through it all lol.
     


     
    Sweet.
     
    I know you probably get a million requests, but there's one small simple thing which was always missing from the original ETaC (and vanilla) that I want to throw out there: There is literally no place in Winterhold to buy groceries of any kind
     
    I'm sure that the residents don't all eat every meal at the Frozen Hearth, and even if they did, where is Dagur getting the stuff then? Birna doesn't sell a single food item, so it's not like she's providing for the residents.
     
    I was actually going to create my own little add-on mod, with a fisherman below the town who would fish in the morning and then come up and open a small fish stand in the afternoon (maybe with one or two other simple, durable foods like salt and potatoes in his sale list). Having the main staple of Winterhold be fish seemed to make sense given the limited options otherwise. But if you're going to be rebuilding the place, I figure I might as well suggest something.
     
    Alternate ideas I had besides a part-time fishmonger were:
     
    - A new vendor sharing Birna's shop space who sells basic foodstuffs at higher-than-usual prices.
    - A trader with a donkey cart, horse and wagon, or even just a laden pack animal of some sort, who travels back and forth to Windhelm spending a day in each city, a bit like a miniature Khajit caravan, who sells food, possibly only selling in Winterhold.
    - A potato and mushroom farm inside a small cave nearby, with a shack out front or just inside the entrance, where the farmer lives (and sells food, including some fish).
     
    Any one of which would give Winterhold at least SOME local source of food.
     
    If you don't end up doing anything like this, I'm sure I'll go back to my idea of putting something together myself, but like I said, might as well throw the idea out there in case you're interested.
    1. r131
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      The fish shop is a nice and logical touch.
      And I like the donkey cart, too

      Maybe we add a hunter for Horker meat?
      Farming vegetables could be difficult to impossible in that climate.
    2. missjennabee
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      The food issue *is* one that new ETaC is definitely trying to address. Really all of the towns have added farms (where farms would make sense) hunters, fisherman, so on and so forth, in an attempt to explain just how the hell these people are keeping themselves fed (obviously, and to your point, the folks in Winterhold aren't going to huff it to WIndhelm every time they run out of potatoes lol.) In the case of that town, specifically, you *are* probably much more likely to see this in the form of hunters or fisherman (particularly since it's coastal and because the climate isn't really one that would seem too accommodating for crops.)

      But yes, this is definitely on the list :)
    3. r131
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      That's why we love ETaC
  6. SmedleyDButler
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    In response to post #66642121. #66643016 is also a reply to the same post.


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    The food issue *is* one that new ETaC is definitely trying to address. Really all of the towns have added farms (where farms would make sense) hunters, fisherman, so on and so forth, in an attempt to explain just how the hell these people are keeping themselves fed (obviously, and to your point, the folks in Winterhold aren't going to huff it to WIndhelm every time they run out of potatoes lol.) In the case of that town, specifically, you *are* probably much more likely to see this in the form of hunters or fisherman (particularly since it's coastal and because the climate isn't really one that would seem too accommodating for crops.)

    But yes, this is definitely on the list
     


     
    Awesome!
  7. mRecordsxx
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    Hi. I just found a bug but I guess it's just me cause nobody else reported it.
    After failing to retrieve Jurgen Windcaller's horn at Ustengrav and exiting the dungeon, it's impossible to get near Morthal or Dawnstar without CTD.
    I tested it in several gameplays with the mod installed and it's always the same. I also tested it without the mod installed and failed to replicate CTD so I'm fairly certain it's your mod.

    I hope I made myself clear, not good at english.

    Edit: I forgot to say that I tried to advance the quest with console commands avoiding entering Ustengrav. It still CTD. So I'm guessing the conflict is with the quest and not the dungeon. How does a visual rework conflicts with the main quest I have no f***ing clue.
    1. missjennabee
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      ... I have no clue either if we're being honest xD lol. ETaC makes no changes whatsoever to that quest, to that Dungeon, to any of the involved NPCs, it doesn't take place in or have really anything to do with either Morthal (the dungeon is near-ish Morthal, but not even so close as to share navmesh) or Dawnstar, so... I'm a bit stumped. There's really nothing in the mod that should be causing any issues with that stuff.

      Dawnstar (especially on the old ETaC version) *is* a bit of a resource-hog though, so it's entirely possible that the quest bit is a coincidence and that the CTDs you're getting around those towns are just run-of-the-mill memory crashes. Per Arthmoor...
      In March of 2013, Bethesda released their final patch for Skyrim. Version 1.9.32.0.8. It has since been found [that this patch] changed something about the way Skyrim allocates its initial pools of memory, likely due to trying to get the DLC to work on the PS3 and then not bothering to make sure the PC had, you know, PC specific code for that.

      The end result is ILS/CTD issues. Fortunately, the community has devised a solution to this problem in the form of a pre-load memory patch. There are several options for these now, but the one I most strongly recommend is shipping as part of SKSE now beginning with SKSE 1.7. In order to configure SKSE 1.7 to resolve this problem, you simply need to make sure your skse.ini file in Data/SKSE contains at least the following lines:

      [Memory]
      DefaultHeapInitialAllocMB=768
      ScrapHeapSizeMB=256

      This should resolve the problem on all but the heaviest of load orders. If you still have issues, then you can try either raising the 768 value to 1024, or install ENBoost which will help further reconfigure how RAM is used by the game. There are limits to this, so be careful. [As said above] Skyrim can [still] only have a maximum of 4GB even on a 64 bit system with boatloads of RAM. Allocate too much to either of the two SKSE settings and you'll be right back where you started with the ILS/CTD problem.
      HERE ARE SOME LINKS:
      #1: SKSE by the SKSE Team; and,
      #2: CTD and Memory Patch ENBoost by Boris Vorontsov.

      If this doesn't help, or if you're already doing all this, there's a whole boat load of information on these types of crashes over on the forums tab (under troubleshooting) which you might find useful :) I'd post it here for you, but I'd just be taking up a ton of space with copy + paste lol.
  8. SmedleyDButler
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    In response to post #66244836. #66285571 is also a reply to the same post.


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    this helps a lot
    the guy who made open civil war is pretty standoffish and on his mod page said it would just be incompatible with everything that edits towns but i'm pretty sure he never went in depth because I asked him a question once about a certain bug that CWO had and he just berated me
     


     
    I'm not going to speculate on what might have happened but I've talked to the same modder and he's always been very helpful and responsive. In any case, I don't think there's any conflicts.
  9. Lumpyacidfish
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    could you make this mod compatible with open civil war? its the only civil war overhaul mod on the nexus right now and its not compatible with anything that alters towns or villages
    1. missjennabee
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      I'm generally very mindful of all the Civil War stuff (even the unused markers) specifically for mods that might want to re-add the cut content. So provided OCW isn't adding massive structures to the towns, and is, as it's description would imply "re-creat[ing] the civil war quest-line with the original battles, which were cut from the released game." ETaC actually *should* be compatible with it.

      (The only place I can think of that might be an issue is Dawnstar - The added wall could potentially impact the way the battle plays out, BUT! That wall is entirely optional, so if you wanted to err on the side of caution, just disable it in the MCM.) Hope this helps!
    2. Lumpyacidfish
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      this helps a lot
      the guy who made open civil war is pretty standoffish and on his mod page said it would just be incompatible with everything that edits towns but i'm pretty sure he never went in depth because I asked him a question once about a certain bug that CWO had and he just berated me
  10. SmedleyDButler
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    In response to post #66642121.


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    The fish shop is a nice and logical touch.
    And I like the donkey cart, too

    Maybe we add a hunter for Horker meat?
    Farming vegetables could be difficult to impossible in that climate.
     


     
    I think the official explanation is that the Nords use a combination of mild magic and enormous manual effort to farm in Skyrim, which is alluded to by in-game vanilla dialogue of several farmers. But Winterhold feels too cold and isolated for even that excuse.
     
    I wouldn't want to go overboard and add too much (never mind asking MJB to add a bunch of different things!). But a fisherman could easily have the occasional bit of horker to allude to his hunting them sometimes.
  11. SmedleyDButler
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    Sooooo.... which town is next in your crosshairs, now that Rorikstead is done. Is there a post buried somewhere in the thread which had the order you roughly intended to do the redux towns in?
    1. missjennabee
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      Have a list posted over at the SSE page, I would have also posted it here, but with the new AND old version stuff all listed I was worried the description page at LE was getting a little unruly. Like you'd have to pack and overnight bag and settle in at your PC for about a week to get through it all lol.
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