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agerweb

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  1. Dreifels
    Dreifels
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    I just discovered this mod and did a quick conversion to SSE and tested it. It seems to work. @agerweb may let me know what he gets the CTD for. (I haven't translated it yet, wanted to see if it runs in SSE first). The only problems I have are trees from S3D Trees and from treewinesdave, which stand in the houses and block paths, as well as NPCs that only stand. So modder work on details. So it's worth working on it later, but finishing Shumer first, that has absolute priority. Then I'll see if a good SSE version works. (put it in todo list)

    Edit: "To convert the mod to SE load the EdorasCity.esp from the Main File above into the SSE CK and save." at the SSE file is not right. (as you do know in between) Remove it, this will cause Errors.
    1st Step: How to convert an esp of LE to SSE correctly v2.0
    2nd Step: How to convert and optimize a mod using CAO 64
    Translated with DeepL.com (free version)

    Edit: SSSEEDit 1 Error
    Checking for Errors in [02] EdorasCity.esp
    AAEdoDFyrdVamthien "Vamthien" [NPC_:02038A0B]
    NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 34 not found in ImperialRace "Kaiserlicher" [RACE:00013744]>
    Done: Checking for Errors, Processed Records: 17443, Errors found: 1, Elapsed Time: 00:01
    1. agerweb
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      If you can get a reliable conversion to SSE, I will publish the SSE page again. This ws the problem:

      "When fast travelling to the gate I can walk into Edoras and explore most of it, though eventually it will CTD. Outside the front gate, the Giant Camp seems to trigger a CTD immediately."

      People who converted it themselves, didn't have a CTD and neither did I. It was all very strange.
    2. Dreifels
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      1) the the Giant Camp  also for me is suspect, really close (and I remember that close to a Giant Camp in Shumer we had issues with critter spawns, which you got fixed in shumer.)
      2) my main problem probably will be to prevent that tree addons (S3D, treewinesdave) place trees where they should not do it. Such work is beyond my knowledge, how prevent ground and houses before plantings by other mods.
      3) and the SSEEdit Error with the Tint Layers is graphic and not my knwoledge anyways.
      But first I look what my full investigaton of my SSE port says. All other after Shumer.
    3. agerweb
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      The tree mods can be patched if I know which they are. That's the easy part.
    4. Dreifels
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      made a more detailled investigation. The mod in fact is WIP, lot or issues, missing tables, chairs (i.e. in Horseman's Rest the NPCs have sit position but no chairs and no tables, and much more such). Also mysterious grraphic flash and color effects. All things I can't do, only send a detailles failure report and screenshots and videos. Then the SSEdit error, and I got 2 CTDs while experimenting with different conversions. One converting way result was with CTDs, one w/o no CTDs.
      Spoiler:  
      Show

      SSEEdit:
      AAEdoDFyrdVamthien "Vamthien" [NPC_:02038A0B]
      NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 34 not found in ImperialRace "Kaiserlicher" [RACE:00013744]>
      ---

      Netscriptframework:
      Possible relevant objects (2)
      {
        [   0]    BSTriShape(Name: `HumanBeard39`)
        [  45]    BSFaceGenNiNode(Name: `BSFaceGenNiNodeSkinned`)
      Possible relevant objects (2)
      {
        [   0]    BSTriShape(Name: `MaleEyesHumanBrownBlindLeft`)
        [  46]    BSFaceGenNiNode(Name: `BSFaceGenNiNodeSkinned`)


      The trees are a lot, in all houses, most of S3D, some outside blocking ways are big trees of treewinesdave. Will give a long list. (not yet tested: flag it as ESM, what sometimes gives different graphic results)
      Anyways, definitely nothing what is to do before Shumer is finished.
    5. agerweb
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      Just visited Edoras on my way to Shumer and everything is fine, all tables in the right places (sounds like meshes missing) all the right people talk to me etc. But this is the LE version.

      I only need to know which tree mods you have, so I can produce a patch. Don't need a list of anything.

      After Shumer of course.   
  2. victorawgustastor
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    Sorry to interrupt the conversation. If there is a СTВ, then why not make the city closed, like Whiterun for example?
    And definitely need quests.
    1. agerweb
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      As far as closing the city is concerned, recreating the landscape for the interior is just too big a job, particlarly with my other Skyrim projects going on. Quests would be good, but same excuse applies. 
  3. Aemilia12
    Aemilia12
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    This mod looks totally awesome! Sadly I can't use it because I get CTD all the time. I can enter the town, start walking up the road and .... ctd. I have repeated several times.
    1. ElderScrollsFan001
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      There are some land scape edits that modify the area around Rorikstead. I eliminated some of that with tes5edit and it seems to have fixed the CTD issue for me. The only issue I've seen now is that is got rid of part of path that leads from the main road to Edoras south of the city.
    2. agerweb
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      Yes if you amend the landscape in a cell used by a mod it can reset the ground texture to vanilla. ie remove the track I created.  Have you another mod that makes changes to Rorikstead, because that may be clashing with the Edoras changes and cause a CTD. 
  4. manuellobo31
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    good afternoon.
    Something very strange is happening to me with your great work.I downloaded it in summer, I tried it and I loved it. It worked for me practically perfect in SSE, after following your steps.The only color fault was the house next to the main palace.I stopped playing for a few months, and trying it again now gives me CTD when I go into town.Try to download it again following all the steps and nothing, start the game only and exclusively with your mod, and nothing ... all CTDWould you know why it could be happening?T
    hank you very much for your time and great work.
    1. agerweb
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      I have never worked out why some versions of SSE Edoras' esp's CTD and some don't depending on what computer you do them. It appears to be better if you do the conversion on the same computer tht is running the game.  I think possibly the conversion process to SSE may have a problem with large landscape changes, but I'm just guessing.

      You could try running it through the latest version of SSEEdit autoclean. 
    2. Farazon1234
      Farazon1234
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      It could also be based on what version of Skyrim your using.
  5. Paulkmf
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    I know I'm kinda late posting here but dude, this is one unbelievably awesome mod. 
    On my next playthrough, I'll going to try out some of your others.  Keep up the excellent work my friend. 
  6. DanielKelly1978
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    When I run this mod using Nexus Vortex Skyrim SE won't start up. Am I doing something wrong?
    1. agerweb
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      Don't know anything about Vortex; but I guess the SE version is trying to load it into Skyrim SE and this mod is for LE.
    2. DanielKelly1978
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      Ah, that's it. Sorry, I'm pretty new at using mods. Is there any chance this can be ported to SE? I tried doing it myself and it mostly worked but the custom textures and furniture did not transfer over, which leaves a lot of actors sitting on invisible chairs and eating from invisible tables.
    3. agerweb
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      I did port it; but for some reason that never worked out, it CTD for a lot of people, although some did port it successfully themselves, a bit weird. If you have ported the esp; you just need the meshes and textures that converted for SE. I have packaged all the loose files and Uploaded them here under optional files, then you can try your converted esp with those.
    4. OmniZenn
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      I have a working version, I can send that to you if you want to upload it?
    5. agerweb
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      Yes, If you have a version that doesn't CTD by the front gate, I will open up the SSE page again.
    6. OmniZenn
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      Sent you a forum message, thanks again for making this mod.
    7. DanielKelly1978
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      Thanks, I did all that and the textures worked, but it kept CTDing. If someone has an SSE version that doesn't do this it would be great.
    8. agerweb
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      Delete what you have for SSE and try the package at the link below - Its from OmniZenn; It works for me and him, if it works for you as well I'll open up the SSE page again.

      https://mega.nz/file/20lXCA6L#mTFFpyBGvzSHPN_3lB0TpLrR1LPYY4OgiTiMJxWb634
  7. ElderScrollsFan001
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    I found an interesting armor mod might be useful for this mod.

    Rohirrim Rohan Royal Guard Scale Armor
    https://www.nexusmods.com/skyrim/mods/94510
    1. agerweb
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      That's very nice and more appropriate than the existing armour - may swap it out at some point.
  8. MinigunKiller911
    MinigunKiller911
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    Does it compatible with Expanded Towns and Cities (New Shiny WIP or v14)?
    1. agerweb
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      Edora touches the Eastern out edge of Rorikstead's Navmesh, as long as ETAC doesn't add too much to the town it should be fine as long as Edoras is after it in the Load order. If you find some clashes let me know and I'll patch it.
  9. TelShadow
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    Beautiful thank you,
  10. Mohrlaen
    Mohrlaen
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    Absolutely Fantastic mod. Cruelly underrated. The design, logistics and attention to details are in my opinion superior to the cities of the Vanilla game. I love the Saxon inspired atmosphere and Tolkienesque depiction.