There's a demo video so you can check the spliced voicelines now.
I don't usually make patches for mods I don't use but... Let's see if I can find an alternative location for the shack, probably far away from the settlement, to avoid conflict with these town overhauls...
Edit: I made an alt location shack patch in the hope of not having to make patch for every rorikstead overhaul. HOPEFULLY it's far enough from the town.
regarding compatibility: 1. if broken fang cave, temple of kynareth in whiterun or frostfruit inn in rorikstead is replaced by a new cell, a patch is required. 2. for exterior, if there's no visual conflict in the shack area( main file or alt location file) then all is good, mostly. I did navmesh the shack area in both versions, but if you have something edits the same area even when there's no visible conflict, navmesh from one mod might override the other and you might see NPCs bump into stuff or walls when they move, it will not break your game tho.
I do not have mods that move the Frostfruit Inn to a NEW cell, but i do have mods that make small changes to the Inn, such as adding a load-door to a bathing room. Would this be a problem?
It should be fine. The main concern is that I put a quest trigger around the entrance area(where you should be when you enter the inn or when you try to use the door to leave the inn) and also put a npc in this cell, so long as the cell is not replaced by a new one, only very drastic changes might lead to major conflict.
My guess is that you wanted to know how bad the splicing work could be lol, that's fair. Well there are one or two bad lines that were created in the early phase BC I wanted to add specific details to the converstations, later on I decided that it would be better not to do this so most of the lines came out decent, imo. I took a break from skyrim and modding earlier this year, I'll try to make a showcase clip once I figure out how to record gameplay properly.
The only area you need to check is where I put the shack store, just by the farm ran by Ennis and Reldith as you can see in one pic. If arthmor's Rorikstead(or any Rorikstead overhaul) doesn't put things in that area all should be good.
Nice mod, it brings a few quests in addition to Rorikstead, and I always like new quests. Unfortunately I'll have to wait for a patch because the TGC of Rorikstead mod has already placed a dilapidated house in the place where the house will be.
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I don't usually make patches for mods I don't use but... Let's see if I can find an alternative location for the shack, probably far away from the settlement, to avoid conflict with these town overhauls...
Edit:
I made an alt location shack patch in the hope of not having to make patch for every rorikstead overhaul. HOPEFULLY it's far enough from the town.
regarding compatibility:
1. if broken fang cave, temple of kynareth in whiterun or frostfruit inn in rorikstead is replaced by a new cell, a patch is required.
2. for exterior, if there's no visual conflict in the shack area( main file or alt location file) then all is good, mostly. I did navmesh the shack area in both versions, but if you have something edits the same area even when there's no visible conflict, navmesh from one mod might override the other and you might see NPCs bump into stuff or walls when they move, it will not break your game tho.
Well there are one or two bad lines that were created in the early phase BC I wanted to add specific details to the converstations, later on I decided that it would be better not to do this so most of the lines came out decent, imo.
I took a break from skyrim and modding earlier this year, I'll try to make a showcase clip once I figure out how to record gameplay properly.
Edit: I've uploaded a demo video
If arthmor's Rorikstead(or any Rorikstead overhaul) doesn't put things in that area all should be good.
Unfortunately I'll have to wait for a patch because the TGC of Rorikstead mod has already placed a dilapidated house in the place where the house will be.