Skyrim Special Edition

File information

Last updated

Original upload

Created by

Rose Rosenberg - Stromvik

Uploaded by

Stromvik

Virus scan

Safe to use

247 comments

  1. Stromvik
    Stromvik
    • supporter
    • 16 kudos
    Locked
    Sticky
    SkyR - Solitude Dock Map Markers Complete patch: Double marks Fix:

    All Markers are set Persistent so you have to edit Map Markers mod.

    Open Map Markers with SSEdit.
    Go to Worldspace/ 0000003C Tamriel / 00000D74 Cell / Persistent sort by name

    seach for Solitude Docks (FormID: 0500C612 placed Object) (EditorID: SaMMCDSolitudeDocks) delete the entry

    seach for XMarkerHeading, if sort by name 3. XMarkerHeading from above,
    (FormID: 0500D66 placed Object) (EditorID: SaMMCDVaSolitudeDocksEntranceX) delete the entry

    close SSEdit save changed files, make a hook at Backup plugins, klick OK
  2. Baffitto
    Baffitto
    • member
    • 5 kudos
    Don't want to sound harsh since the interiors are very well decorated and i know it was a helluva job but this mod is kind of a mess...

    For example: 

    HAELGA BUNKHOUSE: During 'taking care of business' is impossible to reach and steal the dibella statue since it lay still in the vanilla, not anymore reachable position (the mod offset the vast majority of the cells records on a new interior leaving the vanilla 'skeleton', like structure and some other assets, in its original position leaving it off limit).

    THE WHITE PHIAL: In the final stages of the quest Nurelion is supposed to be laying in bed '0001678E', but the vanilla bed referenced by the quest is disabled by the mod, resulting in Neurelion standing up like a moron and, eventually, die freezing in place after seeing the restored phial... If you are mid-playthrough and you don't want to mess with persistent records, the best solution is to modify the quest referencing the mod's duplicated bed 'xxx14F31' after flagging it persistent; [quest id 0002C258] and modify Nurelion's package to reference the new bed as well. [Package id 0002C26D].

    TEMPLE OF MARA: You wont be able to complete the wedding due to the vanilla Mara's shrine '000eb385' (referenced by the wedding quest in order to start the scene when Maramal initiate the ceremony) is, like in the bunkhouse, still in the vanilla, not anymore used location... You can temporarily solve this by open the console and using 'tcl' to non clip through the walls and enter the original temple but, since the scene requires the player to lose control of the movements, almost all of the ceremony will be lost due to the PC slowly no clipping is way out to the new placed marker heading...
    If you are mid-playthrough and you don't want to mess with persistent records the best solution is, like for the phial, to modify the quest and update its reference to the mods added shrine 'xxx3E58C' [quest id 0007404E]. In addition, the wedding guests' markers are placed in a questionable way and they no longer sit in the benches and a bug report about Maramal not initiating the ceremony was dismissed by setting it 'not a bug'...But it is and you wont be able to complete the quest.
    1. Stromvik
      Stromvik
      • supporter
      • 16 kudos
      IT is not a Bug
      The position of "persistent" marked Objekts (for example Questitems, NPC markers) is stored in YOUR savegame!!!!!!!!
      The NEW interiors are in the same worldspace like as the originale only 10 meters left /right away.
      If you have entered the original room before the installation all the "persistent" objects position will be loaded from your savegame.

      Start a new game to avoid the problem or rewrite the game engine.

    2. Baffitto
      Baffitto
      • member
      • 5 kudos
      Aside the fact that i came across the problems on my 3rd playthrough (so a new game), have you read the comment? I looked and fixed those with ck and xedit in a way i didn't have to revert to a save before the quests affected started...this is not to say i installed the mod mid-playthrough... One example for all...in this mod you have a bed referenced by the white phial quest which is marked disabled and no other scripts or quest edit are implemented to make up for it...How this have to do with saves and it is not a bug? A quick look in the ck at the id's i provided will show you the problem...
      ...Just to be clear i used the non usp windhelm plugin in the Se Merged File.
  3. dasik84
    dasik84
    • member
    • 1 kudos
    So... What does this mod actually do?
    1. Exarielle
      Exarielle
      • member
      • 21 kudos
      It edits a bunch of interiors, like shops and NPC homes. Also optionally adds some stuff to the Solitude and/or Windhelm docks.
    2. dasik84
      dasik84
      • member
      • 1 kudos
      So it's just a decorative mod like JK's Skyrim?
    3. liamnotneeson
      liamnotneeson
      • member
      • 1 kudos
      Yes, but for interiors
  4. aekiri
    aekiri
    • member
    • 9 kudos
    this mod makes Nemesis not work...

    it's so strange
    1. liamnotneeson
      liamnotneeson
      • member
      • 1 kudos
      I use Nemesis with this mod just fine
    2. golivie
      golivie
      • premium
      • 49 kudos
      That makes no sense... 
  5. MikiMosky
    MikiMosky
    • supporter
    • 1 kudos
    So I started a new game and choose to do the dark brotherhood questline. After Astrid kidnaps me, I come back to the Honorhall Orphanage and find in it every child of Skyrim plus the room of Greelod the Kind bugged as hell. It's a shame because all the other interiors looks pretty cool...
  6. kevinmig
    kevinmig
    • member
    • 2 kudos
    they look really good but i got way too many bugs with see through walls and whatnot.

    Very unfortunate but this mod is quite bugged
  7. maredark3d
    maredark3d
    • member
    • 16 kudos
    not compatible with Immersive Citizens :/ ...
    But the mod isn't fully compatible?, I don't care not having Immersive citizens features inside shops, or the mod is just not compatible at all?, I mean If I install the mod I would mess with the whole Immersive citizens mod?, would be nice to know. Skyrim Radioactive SE seems to add a lot of immersion I would love to use it

    1. Tassadar33
      Tassadar33
      • member
      • 0 kudos
      I can't speak for the SE version, as I'm only now switching over to SE and am still building my mod list, but from my LE experience with the mod I can say:
      IC will do its job just fine. All shop owners are still managed by IC's scripts just fine and have their life cycle.
      BUT, as IC heavily relies on the VANILLA navmesh position / its own navmeshes for moving the NPCs, things get 'wonky' inside the stores - no matter where you place IC in the load order. (Placing IC higher in the load order does not help.)

      F.e. SkyR will add a fixed object at a place where there was nothing in vanilla. So the NPCs will try to walk through that and can't. In this case they teleport through the object / a bit further and continue on their way. This looks strange but I can live with that.
      It does get troublesome though as SkyR will add several clutter / movable objects (lavender, insects, soul gem fragments...) on shelves etc. And when the NPCs walk into the shelves the objects get sent flying all over the place...
      (Of course you could also work around that to some extend by fix each object at each location in place in game via Jaxonz Positioner (or SE equivalent mod) - which is quite the work.)
    2. Vaftel
      Vaftel
      • member
      • 0 kudos
      Immersive Citizens for SE is broken. Use Ai Overhaul SE instead, it offers the same features but better.
    3. brentw89
      brentw89
      • premium
      • 7 kudos
      Does Skyrim Radioactive work with AI Overhaul or do NPCs still bump into things? Also, the lighting in the pics for this mod looks quite dark. That said, I play in VR and wish interior mods had more moveable items like this mod would appear to have.
  8. Elis86
    Elis86
    • member
    • 1 kudos
    It looks amazing. I'm a fan of Radioactive interiors! Please port this to LE too! :D
    1. deleted111927638
      deleted111927638
      • account closed
      • 0 kudos
      bruh
  9. lvlnem
    lvlnem
    • premium
    • 25 kudos
    Hi !

    I just realized I get a strange bug : when I'm on windhelm docks and I open the map, my game CTD. It doesn't if I disable SkyR - Windhelm Docks. If I enter Windhelm I can open the map without crashing.
    Did you encounter this problem before ? Do you have any idea how to solve this ?

    Thanks,
  10. pivotob
    pivotob
    • supporter
    • 1 kudos
    can we get an option to pick and choose which interiors are modified?
    1. Stromvik
      Stromvik
      • supporter
      • 16 kudos
      You can use TES5Edit (https://www.nexusmods.com/skyrim/mods/25859) to do this.
      Just remove the parts you dont want. Its work´s like  fixing the lighting problems.

      https://www.youtube.com/watch?v=VEfI5UAzGSk
  11. Richardfeton
    Richardfeton
    • premium
    • 4 kudos
    I just rediscovered this mod, wow its been so long since I downloaded this mod and its gotten so many changes. This mod is definitely a hidden gem, cant wait to try it out again