I stopped gaming and modding. These patches will stay available but I will not be creating new ones. If someone makes a patch, I'll gladly upload it here and credit them.
It is an easy patch to make in the CK but I cannot mod at the moment. If you do it or find someone to do it, let me know and I'll upload it here with credits to whoever made it.
Would it be possible to make changes like using the wheat grinder to grind wheat into the flour bag, or just use hearthfire wheat flour, replacing lettuce with cabbage, and lowering/removing the tavern ambient noise ("wah-heyyy AHAHHAAH" -_-?
I'm not able to mod at the moment but Skyrim2016ImperialLegion's suggestion should do the trick ✨ (never tried though). As for the tavern noise, it is doable but I won't be able to look into it anytime soon so if anyone wants to do it and send it to me, I'll upload it here and credit them 😊
There shouldn't be any, the Ciderhouse uses its own ingredients and cooking system. It doesn't interfere with the game's cooking mechanics or ingredients so any cooking overhaul should be completely fine 😊
I am using Whiterun Has Walls as you can see in the screenshots, there isn't any incompatibility that I know of 🤔 Could you tell me the issues you've encountered?
Maybe it's something else! I also use Ulvenwald and city trees - whiterun trees outskirts. I wonder if those are causing issues? It always looks like the buliding is halfway invisible. It's really weird.
I'm also using Ulvenwald and there's no conflict. Invisible stuff might be due to occlusion planes, faulty meshes or even some lighting mod in some cases (I've run into that problem with lux orbis) but it seems strange to have that in that area.
Could you take a screenshot of the problem and send your load order as well?
Couldn't find much with ssedit. The things that affect whiterun are city trees - whiterun outskirts version, whiterun has walls, seasonal landscapes, and tundra overhaul trees and ruins by bighead - nolvus version.
The only other questionable thing I've found in xedit is ussep. It duplicated the building? Not sure what happened. Also, tysm for checking it out.
I can't check right now but from what you mentioned, the most likely culprit is Tundra overhaul trees and ruins by bighead. I've never used it though, so I'm not sure, I'll check soon and make a patch if necessary.
In the meantime, try to use More informative Console to see what mod adds the duplicate, that would help a great deal :)
Also, I saw that you're using the CACO patch with CC Tundra homestead. They are not compatible for now, I'll upload a compatible patch today.
I didn't realise at first but the duplicate house is actually the lod of the house that doesn't disappear when you get close for some reason. It is usually due to DynDOLOD. They suggest using the Dynamic Lod option when running Dyndolod. See DynDOLOD FAQ:
Spoiler:
Show
Object LOD shows in active exterior cells
This is an engine problem that also happens with vanilla LOD and regardless of what tool was used to generate the LOD files. Known as stuck object LOD after fast travel engine bug that can happen after fast travel especially to in Whiterun. Consider using the dynamic LOD option of DynDOLOD which should fix that bug. If dynamic LOD is not used, use the LOD Unloading Bug Fix.
Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations. Also see Maps And Map Mods and Seasons if relevant.
If this happen with Seasons, test with an older version of Seasons Of Skyrim, like 1.7.5.2.
Thought I'd let you know that I got the same issue after running dyndolod on a big load order. I did not find any setting that affected it after running dyndolod several times or using the LOD unloading bug fix, so I deleted the reference directly within dyndolod.esm using xEdit as a workaround. Let me know if you need more detailed info.
Thanks so much for this. I always loved the Ciderhouse in Skyrim LE. I was wondering what mod you are using to get the cute apple trees in your pictures? Also Skyrim Better Roads has a few minor conflicts. Thanks
The apple trees are from CACO. You need both CACO and the patch from here and you'll get cute apple trees :3 I might do an addon that doesn't require CACO at one point, I don't know when though.
Edit: Okay for Skyrim Better Roads, I'll add it to the To Do list :)
Thank you so much for doing this! It's looking great so far.
I just noticed that there are a couple of Regional Merchants - Stalls of Skyrim stand sat in front of the cider house. Could you add those to the list?
This is exciting! I used this mod in the past but have been unable to do to other additions in the area. I look forward to seeing if it works with this patch or if I have something else in the way. Thanks!
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Happy modding <3
Thank you for the patches!
As for the tavern noise, it is doable but I won't be able to look into it anytime soon so if anyone wants to do it and send it to me, I'll upload it here and credit them 😊
Could you take a screenshot of the problem and send your load order as well?
Modlist: dorla_list - Load Order Library
Couldn't find much with ssedit. The things that affect whiterun are city trees - whiterun outskirts version, whiterun has walls, seasonal landscapes, and tundra overhaul trees and ruins by bighead - nolvus version.
The only other questionable thing I've found in xedit is ussep. It duplicated the building? Not sure what happened. Also, tysm for checking it out.
In the meantime, try to use More informative Console to see what mod adds the duplicate, that would help a great deal :)
Also, I saw that you're using the CACO patch with CC Tundra homestead. They are not compatible for now, I'll upload a compatible patch today.
Edit: Okay for Skyrim Better Roads, I'll add it to the To Do list :)
I just noticed that there are a couple of Regional Merchants - Stalls of Skyrim stand sat in front of the cider house. Could you add those to the list?