This is the first rev of this mod. It has been play-tested and vetted and seems to be working as intended, including the patches. If you see any issues please let me know and I'll address.
Remember, do not use this with any mod or patch that adds carriage canopies or lanterns. Won't break your game at all but would look wonky obviously.
*** This mod is made with the new Creation Kit and & xEdit. This means it has a new plugin header and won't work on older versions of the game. If you don't run 1.6.1130+ Skyrim.exe, you have to install Backported Extended ESL Support. If you want to mess with it in xEdit, you'll need the newest version 4.15c from the xEdit discord.
Heyyy. Mod looks really good. However, there's a small thing i'd like to point out: Both vanilla and SMIM carriages have this nasty bit of inconsistence, where they are using two different wood textures - one from Whiterun and one from Markarth. If your architecture replacement have them pretty similar, it looks decent enough. But if it makes them two very distinct, carriage looks like it has some sort of texture glitch. This double-texturing is forwarded to meshes from the mod.
There are mods that fix this inconsistency, like Wizkid's Carriages. So for people who use it to fix vanilla carriages, new carriages look really out of place. Once again - it's not author's fault, it's something Bethesda did and Brumbek missed. But it would be really awesome if new carriage models had this inconsistency eliminated.
Indeed those textures fit much better! However it seems that carriage D has a typo. It refers to texture woodpost01.dds instead of woodpost02.dds. Oddly enough, woodpost01 doesn't exist in vanilla game. Was surprised too when i realized it. It's in trishape Carriage01:0
Please help me understand this, because i can't wrap my head around what i found after inspecting the mod in XEdit. Why are you overriding records like map markers, body parts, waters, etc? How can this mod function; you seem to be using records (..)01 through (..)38.
This mod doesn't seem to be compatible with the base game?
This seems really cool, I do however have some feedback. I think it would be better to assign separate/custome texture paths for the different types of wood used by the carts. The main reason being that the models currently re-use vanilla texture paths for farmhouse, Markarth and Windhelm wood which can look really bad mixed together depending on what re textures you have currently installed.
So I actually did it this way purposely bc I like having my high res texture choices show up on the carriages, even if they are in some cases not the best match. That said I also see where you’re coming from. Not sure if I could make like 8 different custom wood textures just for this mod, but let me think on it…maybe ask a few of the texture modders out there if I could hard code some of their more complimentary textures to these models. Stay tuned…and anyone else feel free to weigh in on this topic.
No worries, it's just that some textures like Noble's Farm House wall texture looks really weird on the carts. Another one is the floor (not sure if that would be the correct term for a cart, not a native english speaker) that uses one of Markarth's wood textures, you can see even on your screenshots a weird seam in the middle of cart's floor. At the same time that's how the vanilla cart meshes are set up, so I also understand why the mod is the way it is. That's kind of why I wanted to share this as feedback and not straight up critique.
I personally changed the vanilla texture paths using an SSEDIT script and pointed everything to wizkid's Carriage replacer texture folder, and then I replaced some of those textures with custom ones.
I'd also love a version with matching wood textures, as it looks really weird when parts of the carriages seem to be made from a completely different sort of wood, wich makes them look cobbled together in a hurry. Especially since, as Nukanist pointed, some of the carriages have 3 different wood textures that can look completely different depending on what mods you have installed.
Hey just to let you know I managed to get it working, uninstalled (sigh) everything, re-enabled all most of the important mods and it works perfectly now. No idea what went wrong maybe a mod clash or something wasn't working right but...
In sseedit, on my end all your records had very low numbers meaning they overwrite vanilla stuff like water records etc. Not sure if on my end or your mod, just fyi :-)
According to LOOT: "This plugin contains records that have FormIDs out of the valid range for an ESL plugin. Using this plugin will cause irreversible damage to your game saves"
This mod's assets also overwrite textures (or any retextures one has installed that are loaded higher) for SMIM barrels, tankards, metal, the upper class chest, and potato. Of course, the plebian solution would simply be to load this mod above any concerns, but people sort their mods in various ways. Since this mod's focus is not to overhaul/retexture any of these objects, perhaps its assets should be packaged into a BSA so that any loose files from other mods will overwrite, regardless of order. It's what I did for myself, just offering a general suggestion. Thanks for sharing as always, gutmaw!
Thanks, both answer make sense. And the solution to pack it as BSA looks much cleaner, since I can leave the experimental section of mods all grouped together at the bottom.
87 comments
Remember, do not use this with any mod or patch that adds carriage canopies or lanterns. Won't break your game at all but would look wonky obviously.
*** This mod is made with the new Creation Kit and & xEdit. This means it has a new plugin header and won't work on older versions of the game. If you don't run 1.6.1130+ Skyrim.exe, you have to install Backported Extended ESL Support.
If you want to mess with it in xEdit, you'll need the newest version 4.15c from the xEdit discord.
Enjoy!
Both vanilla and SMIM carriages have this nasty bit of inconsistence, where they are using two different wood textures - one from Whiterun and one from Markarth. If your architecture replacement have them pretty similar, it looks decent enough. But if it makes them two very distinct, carriage looks like it has some sort of texture glitch. This double-texturing is forwarded to meshes from the mod.
There are mods that fix this inconsistency, like Wizkid's Carriages. So for people who use it to fix vanilla carriages, new carriages look really out of place. Once again - it's not author's fault, it's something Bethesda did and Brumbek missed. But it would be really awesome if new carriage models had this inconsistency eliminated.
EDIT: actually it's in the seat's trishapes too
https://www.nexusmods.com/skyrimspecialedition/mods/112397
This mod doesn't seem to be compatible with the base game?
I think it would be better to assign separate/custome texture paths for the different types of wood used by the carts.
The main reason being that the models currently re-use vanilla texture paths for farmhouse, Markarth and Windhelm wood which can look really bad mixed together depending on what re textures you have currently installed.
Another one is the floor (not sure if that would be the correct term for a cart, not a native english speaker) that uses one of Markarth's wood textures, you can see even on your screenshots a weird seam in the middle of cart's floor.
At the same time that's how the vanilla cart meshes are set up, so I also understand why the mod is the way it is.
That's kind of why I wanted to share this as feedback and not straight up critique.
I personally changed the vanilla texture paths using an SSEDIT script and pointed everything to wizkid's Carriage replacer texture folder, and then I replaced some of those textures with custom ones.
Snazzy Diverse Carriages - Convenient Carriages_SWAP.ini
[Reference]
;Convenient Carriages-Solitude
0x05F22F~Convenient Carriages.esp|0x28~Snazzy Diverse Carriages - BOS.esp
;Convenient Carriages-Windhelm (Snow)
0x05F230~Convenient Carriages.esp|0x28~Snazzy Diverse Carriages - BOS.esp
;Convenient Carriages-Riften
0x05F22E~Convenient Carriages.esp|0x28~Snazzy Diverse Carriages - BOS.esp
;Convenient Carriages-Whiterun
0x05F232~Convenient Carriages.esp|0x28~Snazzy Diverse Carriages - BOS.esp
;Convenient Carriages-Markarth
0x05F231~Convenient Carriages.esp|0x28~Snazzy Diverse Carriages - BOS.esp
;Convenient Carriages-Falkreath
0x001E0A~Convenient Carriages.esp|0x0A~Snazzy Diverse Carriages - BOS.esp
0x001E0C~Convenient Carriages.esp|0x26~Snazzy Diverse Carriages - BOS.esp
0x05F236~Convenient Carriages.esp|0x28~Snazzy Diverse Carriages - BOS.esp
0x001E0B~Convenient Carriages.esp|0x25~Snazzy Diverse Carriages - BOS.esp
;Convenient Carriages-Ivarstead
0x018318~Convenient Carriages.esp|0x02~Snazzy Diverse Carriages - BOS.esp
0x01831B~Convenient Carriages.esp|0x26~Snazzy Diverse Carriages - BOS.esp
0x05F237~Convenient Carriages.esp|0x28~Snazzy Diverse Carriages - BOS.esp
0x018317~Convenient Carriages.esp|0x25~Snazzy Diverse Carriages - BOS.esp
;Convenient Carriages-Rorikstead
0x001DB8~Convenient Carriages.esp|0x04~Snazzy Diverse Carriages - BOS.esp
0x001855~Convenient Carriages.esp|0x02E1E4~Snazzy Diverse Carriages - BOS.esp
0x001853~Convenient Carriages.esp|0x25~Snazzy Diverse Carriages - BOS.esp
;Convenient Carriages-Morthal (Light Snow)
0x0012FE~Convenient Carriages.esp|0x2C~Snazzy Diverse Carriages - BOS.esp
0x0012FF~Convenient Carriages.esp|0x26~Snazzy Diverse Carriages - BOS.esp
0x05F233~Convenient Carriages.esp|0x28~Snazzy Diverse Carriages - BOS.esp
0x0012FD~Convenient Carriages.esp|0x25~Snazzy Diverse Carriages - BOS.esp
;Convenient Carriages-Dawnstar (Snow)
0x001304~Convenient Carriages.esp|0x2C~Snazzy Diverse Carriages - BOS.esp
0x001305~Convenient Carriages.esp|0x26~Snazzy Diverse Carriages - BOS.esp
0x001306~Convenient Carriages.esp|0x25~Snazzy Diverse Carriages - BOS.esp
;Convenient Carriages-Winterhold (Snow)
0x001324~Convenient Carriages.esp|0x2A~Snazzy Diverse Carriages - BOS.esp
0x001325~Convenient Carriages.esp|0x26~Snazzy Diverse Carriages - BOS.esp
0x001326~Convenient Carriages.esp|0x25~Snazzy Diverse Carriages - BOS.esp
Just swaps 0x29 for 0x26 in the second line of Falkreath. Pinged on Discord too :p
Also is there any reason why it won't work?
Like say SE/AE versions? Mines SE
Doesn't seem to work for me when installed
Tried multiple locations and all carriges are the same
it does work fine, just not for you for some reason
Per my description page are u using Backported Extended ESL Support?
Looks great
Well done
In sseedit, on my end all your records had very low numbers meaning they overwrite vanilla stuff like water records etc. Not sure if on my end or your mod, just fyi :-)
I'm using SE (1.59.7) so I had to be sure
Would it be safe to assume that letting those mod win the texture conflicts is the right choice? Or should we do otherwise?