19/06/18 The new 1.3 update is now available. This update swaps out some statics for harvestable statics that are all set to levelled lists so you'll get more stuff as you level, nothing OP though.
The flower pots, condiment plates, table pots and the mountain flower basket have been updated to reflect the flowers found in EEKs Renthal Collection, the textures are included so there is no reliance on the flora mod.
The lose clutter has all been set to have it's havoc disabled on load and everything has the correct ownership. Items will also dissappear from the food counter as you buy them.
It's all in a new file structure (EKKs Whiterun Interiors) so that I don't get duplicated meshes when merging and can work out of one file when overhauling Dragonsreach. Just Warmaidens to convert over and tweak then I'm good to go.
The bed will still appear in the air above the bar if your installing mid playthrough, you'll just have to disable it through the console and have no main bed to sleep in. With the two bed version which I implemented before I broke Hulda taking you to the bed, whilst not a biggy it still broke something and I don't like doing that wilfully! Plus i'll need four versions of that and then it's just getting silly amounts of work and upkeep.
Let me know of any problems and I'll do what I can to help.
Whats your GPU? I have an old 1660 super without project optimization (cuz this isnt compatible) and theres zero performance hit with a 1300 modlist on ultra
Thanks for giving attention to the most important part of Bannered Mare re-development, namely the flue above the fire-pit! HAHA! Way too many modders have forgotten that wood burns even if its not IN the fire-pit; and, that all that smoke and CO have to go somewhere... Glad to see yours demonstrates immersion-maintaining common sense! Excellent! ^_^
I am using the CK to put doors and/or walls up on the rooms. I am also putting a bed in the room/space under/beside the stairs.
It worked great in the main room and the two rooms at the ends of the balconies upstairs(had to put walls and doors up there. It would work great in that room behind the stairs too. But I did three rooms and it took about 3 hours and I am satisfied. Besides the rooms in the middle don’t have enough room for a door that opens ins and doors that open out would look bad/wouldn’t work.
Have you tried JK's whiterun. It's alot like this mod but the rooms have doors plus it has a balcony and an Open Cities patch can be found if you need that. I'm now using JK for this.
So is there any navmesh update for this that will stop Serana from standing in the new expanded firepit? Also other companions like Lydia will tend to get confused as well, I see Saadia standing on top of the cabinets at times and what not.
Mikael seems to go to his assigned place for bard stuff, Hulda stays behind the bar, but NPCs moving around seem to get confused inside the place and it's odd because it's so well made so I don't understand the navmesh confusions really.
I have only one thing editing that cell and its Keep It Clean, and that cell transition door is basically just a trap door that semi-covered by the kitchen cabinets in the old bar area and that shouldn't be competing with the navmesh for the tavern at all so I'm not sure why I'm seeing these issues.
I absolutely love this mod. It has replaced The Scottish Bannered Mare in my load order - something I thought would never happen.
Here are a couple little things, not a big deal, just thought I'd share for people using the following mods:
If you use ELFX: There are three "CandleHornWall01" that need to be move out of frame (or removed). I feel it is best done through the Creation Kit (CK). The most obvious one is upstairs at the first set of Sovengarde curtains where one is floating. If you don't want to/know how to use the CK, this obvious offender is most easily removed (in game) by opening the console, clicking on it, and using the console command "disable"
If you use EmbersXD: the old cooking pit flames are still in place. As they are below the floor, editing is probably best handled with the CK
I noticed you have a lot of unlit candles. Was that intentional? Upstairs seems dark.
108 comments
The new 1.3 update is now available. This update swaps out some statics for harvestable statics that are all set to levelled lists so you'll get more stuff as you level, nothing OP though.
The flower pots, condiment plates, table pots and the mountain flower basket have been updated to reflect the flowers found in EEKs Renthal Collection, the textures are included so there is no reliance on the flora mod.
The lose clutter has all been set to have it's havoc disabled on load and everything has the correct ownership. Items will also dissappear from the food counter as you buy them.
It's all in a new file structure (EKKs Whiterun Interiors) so that I don't get duplicated meshes when merging and can work out of one file when overhauling Dragonsreach. Just Warmaidens to convert over and tweak then I'm good to go.
The bed will still appear in the air above the bar if your installing mid playthrough, you'll just have to disable it through the console and have no main bed to sleep in. With the two bed version which I implemented before I broke Hulda taking you to the bed, whilst not a biggy it still broke something and I don't like doing that wilfully! Plus i'll need four versions of that and then it's just getting silly amounts of work and upkeep.
Let me know of any problems and I'll do what I can to help.
Enjoy,
It worked great in the main room and the two rooms at the ends of the balconies upstairs(had to put walls and doors up there. It would work great in that room behind the stairs too. But I did three rooms and it took about 3 hours and I am satisfied. Besides the rooms in the middle don’t have enough room for a door that opens ins and doors that open out would look bad/wouldn’t work.
Thanks
Mikael seems to go to his assigned place for bard stuff, Hulda stays behind the bar, but NPCs moving around seem to get confused inside the place and it's odd because it's so well made so I don't understand the navmesh confusions really.
I have only one thing editing that cell and its Keep It Clean, and that cell transition door is basically just a trap door that semi-covered by the kitchen cabinets in the old bar area and that shouldn't be competing with the navmesh for the tavern at all so I'm not sure why I'm seeing these issues.
Here are a couple little things, not a big deal, just thought I'd share for people using the following mods:
If you use ELFX: There are three "CandleHornWall01" that need to be move out of frame (or removed). I feel it is best done through the Creation Kit (CK). The most obvious one is upstairs at the first set of Sovengarde curtains where one is floating. If you don't want to/know how to use the CK, this obvious offender is most easily removed (in game) by opening the console, clicking on it, and using the console command "disable"
If you use EmbersXD: the old cooking pit flames are still in place. As they are below the floor, editing is probably best handled with the CK
I noticed you have a lot of unlit candles. Was that intentional? Upstairs seems dark.
This mod is now featured on my True Graphics and Immersion List