This looks excellent, love the idea and it looks like you did a really nice job judging by the screens. I will download and endorse later. One question, could you please provide a link to your first stable mod mentioned? I did not even know about it and it sounds like such a good idea. Would you also consider releasing a file with both mods merged? For those of us pushing the esp limit that would be helpful, thanks and nice work.
Would be nice to see you incorporate fixes from the USKP. I notice this overwrites some changes from both that and the Unofficial Dawnguard one.
Found one conflict with ELFX exteriors, at the Windhelm stables looks like, concerning a lantern. At the moment I'm letting ELFX overwrite this mod on that, since it's a light. This mod should also be loaded before Touring Carriages so that you get full functionality from it.
Those are the only things I saw in TES5Edit. Will have to check them out in game soon.
Kursan - Will definitely consider merging the mods after I release the Hearthfire version. Glad you like it! There should be a link to my other mod at the bottom of the description page, btw. n_n
Rusey - I don't use those patches, so I had no idea if there would be be any problems. USKP always made my Skyrim act funny, but I could try opening it with the CK and see if there is anything I can do about it. X) Do you remember what changes were overwritten? And thanks for letting know about Touring Carriages, will make a note for the description.
Yeah, it won't totally break Touring Carriages if loaded after I don't think, but it will prevent some of the travelogue from firing.
The thing not forwarded from the Unofficial Dawnguard patch is some region info, which appears to also fix a navmesh. That's really it. I know you don't need the unofficial patches as masters even to use their fixes ... I dunno if forwarding that change would make the mod require Dawnguard itself though. Might.
Incidentally letting ELFX Exteriors control the light looks good, so I'd also suggest putting this mod before it in the load order too.
These look great! Finally I don't feel like a total jerk for leaving my horse at the Windhelm stables. This little gem deserves way more endorsements.
My report. It doesn't' seem to conflict with 'Cutting Room Floor'. The manor added is at the opposite side of the road from Whiterun Stables and the additional horse is parked properly. The labourer from 'Populated Cities' is able to find his way around the stable. I don't see any wonky navmesh too.
That's encouraging. The other Immersive Stables mod by the same mod author is reported to have conflicts with Cutting Room Floor. I do not want to give up CRF. Will try this mod.
Looks good, except for the stable in Markarth. The new wall is right under the spawn spot of your owned horse, so when you travel to the stables, your horse will end up on the wall or more likely - having its head slammed to the ground, as the back legs rest on the wall. That wall also gimps pathfinding for the other horses when they get spooked and try to get back to their stables - only to find an obstruction and being unable to navigate around it - not immediately anyway.
The area for the stabling of 2 horses at the back of Whiterun Stables has some issues. Either one of the horses is floating or the left corner of the stable itself is floating...sometimes both.
Is it possible you could add more horses to actually be bought? I think it's silly there Whiterun only has one. Or maybe there is a mod that does this that I'm missing? I prefer the vanilla horses to other models.
Does this mod actually allow you to stable your horse though? Or is it purely decorative. I'm currently looking for a replacement to "Park Your Ride" but I dont think this does the same thing? Also, is this compatible with Nernies expansion?
1] The changes are purely decorative but done very well and greatly improve the vanilla stables. 2] Excellent news that the new mod Horse Stabling has an Immersive Stables version http://www.nexusmods.com/skyrim/mods/59146 3] Immersive Stables is compatible with Nernies Whiterun, Windhelm and Solitude (I use the REGS version). Don't know about the other cities.
I love anything that adds more horses to my game. Finally the dialogue for the guy who sells the horse in Whiterun makes sense, as him telling me "It's the one with the saddle" was baffling seeing as vanilla Whiterun's stables didn't -have- any other horses...
42 comments
I will download and endorse later. One question, could you please provide a link to your first stable mod mentioned? I did not even know about it and it sounds like such a good idea. Would you also consider releasing a file with both mods merged?
For those of us pushing the esp limit that would be helpful, thanks and nice work.
Excited to see part two out!
Found one conflict with ELFX exteriors, at the Windhelm stables looks like, concerning a lantern. At the moment I'm letting ELFX overwrite this mod on that, since it's a light. This mod should also be loaded before Touring Carriages so that you get full functionality from it.
Those are the only things I saw in TES5Edit. Will have to check them out in game soon.
Rusey - I don't use those patches, so I had no idea if there would be be any problems. USKP always made my Skyrim act funny, but I could try opening it with the CK and see if there is anything I can do about it. X) Do you remember what changes were overwritten? And thanks for letting know about Touring Carriages, will make a note for the description.
The thing not forwarded from the Unofficial Dawnguard patch is some region info, which appears to also fix a navmesh. That's really it. I know you don't need the unofficial patches as masters even to use their fixes ... I dunno if forwarding that change would make the mod require Dawnguard itself though. Might.
Incidentally letting ELFX Exteriors control the light looks good, so I'd also suggest putting this mod before it in the load order too.
These look great! Finally I don't feel like a total jerk for leaving my horse at the Windhelm stables. This little gem deserves way more endorsements.
It doesn't' seem to conflict with 'Cutting Room Floor'. The manor added is at the opposite side of the road from Whiterun Stables and the additional horse is parked properly. The labourer from 'Populated Cities' is able to find his way around the stable. I don't see any wonky navmesh too.
could you put doors on the stables, like for windheim? must be cold with all that snow/wind. thanks
Endorsed!
2] Excellent news that the new mod Horse Stabling has an Immersive Stables version http://www.nexusmods.com/skyrim/mods/59146
3] Immersive Stables is compatible with Nernies Whiterun, Windhelm and Solitude (I use the REGS version). Don't know about the other cities.