Attention: This mod is no longer being supported or updated.
This mod has been uploaded by "The Care Taker". This account is run by Nexus Mods’ Community Development Lead, TerrorFox1234, for the purpose of hosting mods created by authors who are no longer active within the community. I have kept the mod description as it was in its last state, except for the removal of dead links and some minor spelling fixes when needed.
If you are a mod author and would like to make use of this service, it is as simple as getting in touch with TerrorFox1234 and saying that you want your mod(s) to be taken care of when you leave the modding community. Nothing will change for as long as you remain active. If you have opted in and become inactive for more than a year, OR if you announce your departure (either in a direct message to me or as a public announcement), your mods will be transferred to this account. Any permissions you have specified will remain in effect.
If, later on, you decide to reactivate your account and wish to regain control of your mod, send a message to TerrorFox1234. Bear in mind that you must be able to prove you are the original author. (The best way to do this is by sending a message from the original account that you used to upload the mod.)
Thank you for your consideration and happy modding!
Oh that's neat! I'll have to check those new meshes and see if they can be used in an update. I'm also hard at work on things like chests, sacks, and crates too! So i'll update everything all at once when it's all ready.
I have an issue with the fence outside of my hearthfire home, Windstad, specifically around the garden area. It looks.....strange. I'm using vanilla and also ELFX, if that makes any difference. Perhaps you could check it out and tell me if it's the mod or perhaps my load order? I don't know, but it's quite ugly so I'm taking the fences out for now.
Hello I like what you have done, I gratefully endorse. There is either a problem or a misunderstanding with version 1.0.7: description says "Arthmoor's Darkwater Crossing and Ivarstead", but "Karthwasten.esp" is also in the masters list. Saddly I have the 2 first ones, I don't have the latter.
As a request, it would be very nice if it was possible to choose and mix the different options: e.g. JK's + Arthmoor villages instead of one or the other. But I understand it might be too difficult to maintain.
One last thing: could you please explain the diffrence between JK's towns and JK's cities ? According to what I read in the description, Riverwood would be a town while Solitude would be a city? Or is it referring to that mod JKs Cities - Lite and SuperLite, the best alternative to JK's Skyrim in my opinion.
I can't remember if Karthwasten.esp was needed or not. You can try to 'Clean Masters' in Tes5Edit, if this processes removes it, then it's not needed.
Yes, I know, I need to break up the cities into one plugin per city. This wouldn't be too hard to do with Tes5Edit, but then I have to make patches for each city I break up. And I end up with like 100s of plugins that users have to choose from during install. It's possible, just very tedious
I suppose an installer where you can choose which overhaul you use per city would be nice.
Jk's Towns is just the smaller towns (Riverwood, Dragonbridge, Ivarstead, Rorikstead, Falkreath, Morthal, Dawnstar and Winterhold)
Jk's Cities are just Whiterun, Windhelm, Solitude, Markarth and Riften which my mod doesn't cover.
Jk's Lite and Superlite aren't tested at the moment, but i'm getting there. The main issue is that the 'towns' version of this mod is still being developed and I don't want to play catch up every time something gets updated.
It's not complete yet, so it's not getting a patch until then. Plus it's still using ETaC 13 and I won't be patching anything for that simply because I don't have that version of ETaC.
Since JK's lite only modifies the main cities you should be able to use vanilla. However it depends if you have any other overhauls for smaller cities like Riverwood, Rorikstead, ect.
Hi, steve! Thanks for this nice mod! To solve the compatibility issues between Etac and Jk's, maybe you'd want to ask people to try these and work around them: http://www.nexusmods.com/skyrim/mods/65855/? It makes compatible those two mods and Arthmoor's towns. As for now, it doesn't support ETAC v14, but it will.
In Fences 1.0.7 - Arthmoor version, some of the fences around Darkwater Crossing are using injected records. But the records are being injected into Ivarstead.esp, instead of Darkwater Crossing.esp.
For instance in Darkwater Crossing.esp there is record 02003FF5 placing STATIC FenceWoven01, and in SpiceOfLife - Fences-Arthmoor.esp there is injected record 03003FF5 placing STATIC SoLFence04woven01 at the same location. But it is being injected into Ivarsatead.esp, not Darkwater Crossing.esp, and neither is disabled. I am not an expert yet, but i think this means the game will render BOTH types of fence meshes at the same location, right?
This record probably does not need to be injected, it can probably be changed to an override, keeping the same FormID as the base record 02003FF5, instead of 03003FF5, and just changing the mesh from FenceWoven01 to SoLFence04woven01.
TES5Edit is showing the same thing for a total of 8 injected records.
Thanks for spotting this, I thought I got rid injected records, but I guess not. It's really beyond me why CK choose to make records injected when I replace things.
But here's the issue: when I try to change the injected IDs to 03, they are still injected, and Tes5Edit gives an error about them. When I try to change the FormIDs to 05 (Spice of Life Fences) it doesn't give any error, but both fences still render. Not sure how to resolve this one.
84 comments
Please report if you do have any issues, but I suspect there will be none with the installers now.
This mod has been uploaded by "The Care Taker". This account is run by Nexus Mods’ Community Development Lead, TerrorFox1234, for the purpose of hosting mods created by authors who are no longer active within the community. I have kept the mod description as it was in its last state, except for the removal of dead links and some minor spelling fixes when needed.
If you are a mod author and would like to make use of this service, it is as simple as getting in touch with TerrorFox1234 and saying that you want your mod(s) to be taken care of when you leave the modding community. Nothing will change for as long as you remain active. If you have opted in and become inactive for more than a year, OR if you announce your departure (either in a direct message to me or as a public announcement), your mods will be transferred to this account. Any permissions you have specified will remain in effect.
If, later on, you decide to reactivate your account and wish to regain control of your mod, send a message to TerrorFox1234. Bear in mind that you must be able to prove you are the original author.
(The best way to do this is by sending a message from the original account that you used to upload the mod.)
Thank you for your consideration and happy modding!
could you please make an update for the barrels with the new SMIM barrels ?
"I'm crazy excited for the realistic barrel lid opening with actual physics (stuff on the barrel will move with the lid)" - Brumbek
Greets !!
Anyway, I will try to run DynDOLOD with Spice of Life - Fences and see what happens.
I like what you have done, I gratefully endorse.
There is either a problem or a misunderstanding with version 1.0.7: description says "Arthmoor's Darkwater Crossing and Ivarstead", but "Karthwasten.esp" is also in the masters list. Saddly I have the 2 first ones, I don't have the latter.
As a request, it would be very nice if it was possible to choose and mix the different options: e.g. JK's + Arthmoor villages instead of one or the other.
But I understand it might be too difficult to maintain.
One last thing: could you please explain the diffrence between JK's towns and JK's cities ?
According to what I read in the description, Riverwood would be a town while Solitude would be a city? Or is it referring to that mod JKs Cities - Lite and SuperLite, the best alternative to JK's Skyrim in my opinion.
Thank you
Yes, I know, I need to break up the cities into one plugin per city. This wouldn't be too hard to do with Tes5Edit, but then I have to make patches for each city I break up. And I end up with like 100s of plugins that users have to choose from during install. It's possible, just very tedious
I suppose an installer where you can choose which overhaul you use per city would be nice.
Jk's Towns is just the smaller towns (Riverwood, Dragonbridge, Ivarstead, Rorikstead, Falkreath, Morthal, Dawnstar and Winterhold)
Jk's Cities are just Whiterun, Windhelm, Solitude, Markarth and Riften which my mod doesn't cover.
Jk's Lite and Superlite aren't tested at the moment, but i'm getting there. The main issue is that the 'towns' version of this mod is still being developed and I don't want to play catch up every time something gets updated.
Glad to know you keep taking Jk's Lite and Superlite into account ;-)
In Fences 1.0.7 - Arthmoor version, some of the fences around Darkwater Crossing are using injected records. But the records are being injected into Ivarstead.esp, instead of Darkwater Crossing.esp.
For instance in Darkwater Crossing.esp there is record 02003FF5 placing STATIC FenceWoven01, and in SpiceOfLife - Fences-Arthmoor.esp there is injected record 03003FF5 placing STATIC SoLFence04woven01 at the same location. But it is being injected into Ivarsatead.esp, not Darkwater Crossing.esp, and neither is disabled. I am not an expert yet, but i think this means the game will render BOTH types of fence meshes at the same location, right?
This record probably does not need to be injected, it can probably be changed to an override, keeping the same FormID as the base record 02003FF5, instead of 03003FF5, and just changing the mesh from FenceWoven01 to SoLFence04woven01.
TES5Edit is showing the same thing for a total of 8 injected records.
Thanks,
Dan.
But here's the issue: when I try to change the injected IDs to 03, they are still injected, and Tes5Edit gives an error about them. When I try to change the FormIDs to 05 (Spice of Life Fences) it doesn't give any error, but both fences still render. Not sure how to resolve this one.
also i have an issue. the Honningbrew barrels are very SHINY. maybe a normal map issue? could be on my end as i see your pic looks fine
Actually, the shiny Honningbrew barrels was fixed in 1.0.4. So just update and it should be fixed
(Yet another reason I need to update the changelog huh?)