This is a cute little player home and appropriate I think for the location, as I had an idea for a similar home there that would have been two towers connected with a bridge above crossing the road, but I never got around to it, instead find myself ever modifying other people's homes, as such I am in the middle of doing with this one.
First thing I noticed, the outside door is too small, tall characters would have to duck to get in if it weren't a load door they wouldn't have been able to, but inside the door is a little bigger, so going to correct that and match those up, which means lowering the steps a little outside as well, thinking I'm going to lower each of those walkway stones as well as without grass turned on those are rather high. The tanning rack is partway off of the ground (moving that closer to the water), and the grindstone is also floating a little bit as well as the front of the smelter, also the long crate by the door, one side is not on the ground, all minor issues. Even though landscaping was done here when grass is turned on is overgrown so going to trim that out of that quad, hopefully will look better without it looking like it'd been squared off with the next cell to perfectly. Update, yeah, squared off like the lawn was mowed in a perfect line, I'll figure how to make it better. Just noticed that two of the vanilla mountain trim that was moved a little, the brown grass from that runs off into the water, leaving a square edge from that looking odd with the river rocks, so I just disabled those.
The awning is too bright, blinding like light gleaming off of a mirror, so I also noticed when I walked around near there and turned, the lights one moment are on the next is dark, so I counted up the light sources around the tower, a total of 10 coming from all of the windows and a couple other light sources near there, way too many in one cell, as I've learned today just by looking that up in google that there should be no more than 4 shadow casting lights per cell, otherwise you get that lights flicking off and on when you turn to face another direction, so I'm going to remove the window lights, maybe the others too.
Inside the same issue with flickering lights when moving around in there, and while in SSEedit I counted 14 light sources, so again will remove those, keep the most important looking ones, hopefully will get rid of that lighting issue, which if it works I will have my work cut out for me when I go back and revisit the other 400+ player homes I got, because there are more that have this issue and I can't remember which ones off hand, I just always shrugged it off since at the time didn't know what I could do about it until I realized that the Jaxonz Positioner has an option to be able to see light sources and click on them. Also the upper floor by the bed, up against the safe, the framerate drops incredibly, got me wondering what could be causing that since it is the only player home that I've been in that does this, actually since they are made much the same way, Fort Sojar suffers this as well.
Update, so removed a whole bunch of light sources in this mod as well as Fort Sojar, all of the window lights inside and outside, so not getting the abrupt lights on lights off thing when turning anymore. Outside issues with Sojar were less than with Asada, only a few snow mounds that weren't down against the ground snow firmly and since I removed the cell that the stable was at, I moved that to the same side as the tower home facing the road. Still have a few more things floating around the smithing area at Asada and after lowing those this should be good, other than the grass issue, and excluding that mystery framerate drop by the safe (in both mods).
If you need to port the mod then just download it and then add it to your Load List in SSE then use BAE to extract the meshes and textures into a separate folder. Then use SSE NIF Optimizer and run the ESP in Creation Kit to convert it into form 44 and then it will work
This mod is so cool and simple, you should really consider adding it to Skyrim SE. Especially for people RPing as Penitus Oculatus, having a home near Solitude and Dragon Bridge where you can bunk up is pretty sweet.
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First thing I noticed, the outside door is too small, tall characters would have to duck to get in if it weren't a load door they wouldn't have been able to, but inside the door is a little bigger, so going to correct that and match those up, which means lowering the steps a little outside as well, thinking I'm going to lower each of those walkway stones as well as without grass turned on those are rather high. The tanning rack is partway off of the ground (moving that closer to the water), and the grindstone is also floating a little bit as well as the front of the smelter, also the long crate by the door, one side is not on the ground, all minor issues. Even though landscaping was done here when grass is turned on is overgrown so going to trim that out of that quad, hopefully will look better without it looking like it'd been squared off with the next cell to perfectly. Update, yeah, squared off like the lawn was mowed in a perfect line, I'll figure how to make it better. Just noticed that two of the vanilla mountain trim that was moved a little, the brown grass from that runs off into the water, leaving a square edge from that looking odd with the river rocks, so I just disabled those.
The awning is too bright, blinding like light gleaming off of a mirror, so I also noticed when I walked around near there and turned, the lights one moment are on the next is dark, so I counted up the light sources around the tower, a total of 10 coming from all of the windows and a couple other light sources near there, way too many in one cell, as I've learned today just by looking that up in google that there should be no more than 4 shadow casting lights per cell, otherwise you get that lights flicking off and on when you turn to face another direction, so I'm going to remove the window lights, maybe the others too.
Inside the same issue with flickering lights when moving around in there, and while in SSEedit I counted 14 light sources, so again will remove those, keep the most important looking ones, hopefully will get rid of that lighting issue, which if it works I will have my work cut out for me when I go back and revisit the other 400+ player homes I got, because there are more that have this issue and I can't remember which ones off hand, I just always shrugged it off since at the time didn't know what I could do about it until I realized that the Jaxonz Positioner has an option to be able to see light sources and click on them. Also the upper floor by the bed, up against the safe, the framerate drops incredibly, got me wondering what could be causing that since it is the only player home that I've been in that does this, actually since they are made much the same way, Fort Sojar suffers this as well.
Update, so removed a whole bunch of light sources in this mod as well as Fort Sojar, all of the window lights inside and outside, so not getting the abrupt lights on lights off thing when turning anymore. Outside issues with Sojar were less than with Asada, only a few snow mounds that weren't down against the ground snow firmly and since I removed the cell that the stable was at, I moved that to the same side as the tower home facing the road. Still have a few more things floating around the smithing area at Asada and after lowing those this should be good, other than the grass issue, and excluding that mystery framerate drop by the safe (in both mods).
edit: the two weapon plaques on the bottom level are messed up. They'll swallow your weapon, and you have to use tcl to retrieve them.
DITTO
Any chance of having this ported? Would be a great addition to SSE! Thanks in advance hopefully
Especially for people RPing as Penitus Oculatus, having a home near Solitude and Dragon Bridge where you can bunk up is pretty sweet.