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  1. missjennabee
    missjennabee
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    ETaC is now available for SSE (it's a bit of a work-in-progress at the moment) which you can find... HERE.


    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 AND EAT YOUR PETS. USE THE NEW VERSION -OR- THE OLD VERSION. NOT BOTH. NEVER. BOTH.

    So far, the new version only includes Darkwater Crossing and Riverwood. Because I am slow, very slow, at getting this thing completed lol.

    And so why is this a thing here in LE-Land, you ask? WELL. 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!


    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.


    The new version of ETaC also has a "compatibility" option for Immersive Citizens. It doesn't really do a whole ton of stuff, since for the most part I just tried to stay way the hell out of ICAIO's way, BUT, for the few remaining little things (wood piles in bushes and such) compatibility-mode. WOO!

    I tested it with the latest version of ICAIO and it appears to be working as expected. BUT BUT BUT there's really only so sure I can be about that without additional feedback. Which is where YOU come in. Hooray, you! So any of you who are using Immersive Citizens FULL version and would like to help me out with some feedback on any problems and/or things I missed, it would be greatly appreciated.

    NOTE: This patch does not touch ANY of Immersive Citizen's content. None of it. Not a single. little. thing. It does not even technically require ICAIO as a master file. (It only modifies ETaC's crap as to be -hopefully- more compatible.)

    IF YOU ARE USING SKSE/SKYUI and ETAC'S MCM-HAVING VERSION
    There's an option available in the MCM under "Patches" to "Toggle Compatibility for Immersive Citizens" ...So, just, you know, click that.

    IF YOU ARE -NOT- USING SKSE/SKYUI and ETAC'S MCM-HAVING VERSION
    As of the v0.2.5 update (posting shortly) you'll no longer need the .esp file. Instead you'll be prompted with a message box after loading / installing / updating asking if you'd like to enable Immersive Citizens Comatibility. Select "Yes" to enable it, otherwise select "No."

    If you need to change this setting at a later time, open your console - usually with the tilde (~) key and type:

    SetStage MJB_00GlobalConfig 0


    LOAD ORDER FOR ETaC and IMMERSIVE CITIZENS
    } ETaC Resources.esm
    } Immersive Citizens.esp
    } ETaC Complete.esp (Or whatever modular town .esps you're using.)

    ETaC after Immersive Citizens please, otherwise all your stuffs will be le broken. This is REALLY IMPORTANT lol.

    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. missjennabee
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    Hello all Finally back from vacation, so I'm going to get started on all the stuff I wasn't able to get to before I left, and also on resolving any issues that popped up while I was gone. Here's the list I've currently got of Stuff That Was Reported, if you have an issue that isn't on this list (entirely possible I missed something) please let me know, thanks!

    DAWNSTAR
    #1: Fix the steps behind the barracks so NPCs don't get stuck trying to walk up them.
    #2: Make some changes to the temple quest so as to not require navmesh edits that are causing conflicts with Helarchen Creek.
    #3: Give Lisella a custom outfit to avoid conflicts with Clothing and Clutter Fixes for LE.
    #4: Patch for Morksom Estate
    #5: Patch for Carriage and Ferry Travel Overhaul
    #6: Update / Fix patch for RS Children
  3. winterlove
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    Hello!

    If you are using ETaC complete (as opposed to the modular) AND you are using RS Children, make sure you download and install the hotfix patch after you have installed the RS Children patch in the main archive. Say yes when asked if you want overwrite.
  4. SmedleyDButler
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    Is there anyway to re-path one of the mods so as to allow you to use both the old and the new Resources.esm?
     
    I know that would be a lot of work manually, but maybe one of our clever TESVedit or Xedit folks could produce a find-and-rename macro?
  5. arctictapioca
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    So I've seen the warning written in blood on the download page that you cannot use both old and new ETaC together, because demons. Does this mean you can't combine the two in a modular fashion?
    For instance, I need my cozy Raven Rock from old ETaC, but what if later I want to add spiffy-new Dawnstar from new ETaC? Still demons?
    1. arkayn71
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      Yep, both of them require ETaC - RESOURCES.esm, but they are completely different between the two.
    2. winterlove
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      ^ This
    3. arctictapioca
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      Ah. I see. Thanks for clarifying :)
      Guess I just use old Raven Rock for now and risk updating wholesale when new ETaC gets around to it.
  6. HolyLighto
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    Hey, just curious Missjennabee/winterlove, what's the filename for texture for the kabobs ETAC uses from Jas' food mod? Mjbkabob or something along those lines? I can't seem to find it in the BSA files, and I need to replace the textures (in-game it shows a violet texture).

    I'm using a mod called ZF Primary needs, and it allows animations for eating; it shows the kabob as purple, aka missing textures. But I couldn't find any reference to a kabob texture when I extracted the BSA, so I was hoping you could guide me the right way? Using version 14.3.1. btw.
    1. winterlove
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      I'll take a look when I'm back at my modding PC, which will be in a day or so
  7. azazo2299
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    It's a shame oldrim's engine is what it is. I run Witcher 3 all settings cranked to the max cause I'm a nob, and game runs at the vsync capped fps max regardless of area or situation. But looking at Riverwood with this mod and other visual mods on, fps is about the high 20's. Still, I to the end refuse to get rid of this amazing piece of work. Bethesda, get your act together with TESVI. SE Just lacks so many mods, ports and support to old mods for me to bother unfortunately.
    1. CorruptedSlime
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      I suggest Ultimate Skyrim 4.0
    2. hotdiabling
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      Ultimate Skyrim 4.0 is available?
    3. Eliian
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      4.0 only for Patreon. But old version works just fine!
  8. chottozelu
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    i'm going to post some pictures of what i think are problems in Darkwater Crossing caused by Immersive Citizens.
  9. hotdiabling
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    I'm not sure where the bug reporting section is so here I go:

    I tried the new version today because you said it won't mess up vanilla records unlike the predecessor. 'Lo and behold, my Riverwood had wood chopping blocks buried halfway in the ground (the one close to the mill that Faendal likes to use) and houses with double chimneys. I was going up from a very basic S.T.E.P. 2.10 installation which already includes farmhouse chimneys. Since obviously that mod's chimneys not only look better, adds more chimneys to houses untouched by ETaC, and have been around for a LONG time, can you just add chimneys to the new houses added by ETaC?

    My Skyrim feels very empty without this amazing mod. But if it starts causing lots of issues it promises to not cause, then sadly it has to go.
    1. winterlove
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      From the mod description page:


      There will be no changes to vanilla interiors (to maintain compatibility with any mods that make them, ELFX, and etc.) There will be no changes to vanilla NPCs’ actor records (to maintain compatibility with any character mods that make them), there will be no player houses, or new textures, no unnecessary item additions (no more having to patch leveled lists or for survival, food, weapon, or shop mods.) I won’t be “removing” any vanilla markers or intractable objects (to maintain compatibility with other NPC behavior and/or AI mods, 3DNPCs, Immersive Citizens, etc.). I will be *moving* vanilla objects, but NPCs will still be able to find them, and so I won’t have to patch for them.


      This clearly makes no promises about all vanilla records, just certain kinds of records. It will of course move vanilla houses, so chimneys placed by other mods will be in the wrong place.

      The chopping block issue sounds like something making a wild edit that it shouldn't have, though - it's always looked fine when I've been there (and we did playtest it). Can you post your load order?
    2. jknjb
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      If you have mods that affect flora and/or landscapes in Riverwood, you may need to rearrange your load order. Other mods may also alter the landscape for some reason. Load order may or may not solve your problem in there, also. TESVEdit is your friend when it comes to finding out which mods edit which cells.
    3. winterlove
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      ^ What jknjb said
    4. hotdiabling
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      Yeah, I took a look in xEdit then got rid of all the mods that was conflicting with ETaC. I decided this mod was worth it, more so than any other mod including the robust looking version of Farmhouse Chimneys.

      I hope ETaC New shiny version returns to its former glory soon so that I can have chimneys in all the settlements, not just in Riverwood, Dawnstar, and Darkwater Crossing.

      Or better yet, if someone could tell me which cell edits to remove so that Farmhouse Chimneys doesn't add extra chimneys to Riverwood, Dawnstar, and Darkwater Crossing, it'd be awesome.

      Edit: I figured it out :D
  10. jk24a2
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    Is it possible to get 13.9.6 version somewhere? It's the last version compatible with Stryker's patches for ETaC + JK combo and I can't find it anywhere.
    1. winterlove
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      I'm afraid for the time being it's no longer available. Perhaps when Jenna returns this may change.
  11. TheRedMatter
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    I can not find out if its compatibile with Qaxe's QUESTORIUM, can any one confirm?
  12. b1ad3ua
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    Hi, I have little problem, Riverwood smelter don't give smithing exp, is it only me or its a common bug? (Im using etac 0.3.1)
    1. winterlove
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      Smelters in the vanilla game don’t give Smithing skill advancement, unless you are using a mod like Ars Metallica or Complete Crafting Overhaul. CCO should just work, but Ars Metallica needs a patch. If you are using the new shiny ETaC there is just such a patch in the downloads section
    2. b1ad3ua
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      Yes im using CCO, must be something on my side, thank you.
    3. EtRnitY
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      CCO remove xp from smelting, taning etc by defaut. You can change the amount of xp earned in the MCM menu.
    4. b1ad3ua
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      yes i changed exp, other smelters work fine, only this riverwood dont, idont even get animation when i activating it, so my char start to throw charcoal with shovel into the smelter, and i dont have smithing exp bar in lower rigth corner.
    5. winterlove
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      If we are talking about the new shiney ETaC then there is intentionally no animation on that smelter. Hmm.
  13. EtRnitY
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    All my EtaC NPCs have grey faces. Any idea on how to fix this?
    1. winterlove
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      Which version of ETaC are you using? All I can tell from your download history is that what you've download no longer exists here, which almost certainly means it is very out of date. However, in general grey-faced NPCs are caused by missing NPC face assets, which is very unlikely to be the case with ETaC itself because they are all in the same BSA archive as everything else - if that was missing, gray-faced NPCs would be the least of your concerns. It can also be caused by a patch to ETaC that has missing assets, though.
    2. EtRnitY
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      I was using and old modular and patches. Now I downloaded complete 14.3.1 + 14.3 complete patches and it's fine.
      The problem was because I merged EtaC modular EPSs and EtaC Patches ESPs in two EPSs.
      When I tried to merge 14.3.1 complete and 14.3 Patches, the same thing happened.
      I don't think I can merge all these ESPs with xEdit, but it's okay, some can be build into the bashed patch.
      The looking in game is worth it.

      I'm also using this with JK's cities lite & superlite and dawn of skyrim + Jk's cities lite patch.
      But they change change cities interiors only
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