I've had this mod in my load order for *ages* and I feel it really adds to the feeling that Solitude is the capital.
Due to me giving my load order an update with new textures, I found that by default, Loot puts this mod after the JK Outskirts mod. That leads to some dirt paths appearing by the city gates - or more specifically, by the main gate at the top of the hill; and the lower hill gate.
A quick poke around in LOOT can force JK's Outskirts to load after Weaver's Lane and this seems to solve it.
Sharing this in case anyone else finds this useful. Feel free to delete the piccy if this isn't correct.
But with SREX, it overlaps with a wall. Is it okay to delete this wall in CK? Will it result in any problems with this mod? I'm asking because I really have no clue how any of these things work. (Newbie to Skyrim mods. I only managed to find this in CK by making guesses. T_T)
The wall is 'SCastleWall08' in 'SolitudeExterior02' and blocks the execution when used with SREX.
There may be conflicts with navmeshes, but idk how those work. There's a patching guide for those in the SREX discord anyway. So for now, I'm only asking about this particular wall.
I don't run this mod / won't be installing it to patch it due to the complexity of the mod. I do have open permissions for anyone who wishes to make this patch.
Hey, first of all let me say. What an awesome mod this is.
Second, you used to have a Lux Orbis Patch in here, but it seems to be gone. I see in comments below Lux (not orbis, just lux) patch is superseded by original Lux patch, but what about the Orbis version, should we delete?
I removed the Lux Orbis placeholder patch because it is indeed superseded by the newer/official patch in the Lux Orbis patch hub, which is far superior than the one I made.
Nice, I was looking for something like this just last week. I presume it is not compatible with Outlaw Refugees, but then maybe it makes sense to move the entrance of the refuge inside one of the houses. I need to check.
It would definitely need a patch for Outlaw Refuges, both to move the exit and to finalize navmesh. Aesthetically it would look great to move the exit into the Bull and Bear Roadhouse basement, but it'd still need a patch/version of Outlaw Refuges with its navmesh and cell changes to the Solitude Exterior 01 cell removed.
Yes, turns out there's already a cleaned/bugfix replacer esp which would have conflicted with my patch, so I removed the patch. It'll need a navmesh rework instead of a replacer - if someone else patches it, it'll get done. I had so much trouble making the exterior navmesh to this mod, I won't be making any patches that require I rework it.
Mmm. Shouldn't adding a trapdoor into a house only require a navmesh change inside it? Place a navmesh cut around a trapdoor and that's it. We don't want NPCs to use it anyway. Maybe my little knowledge of navmeshing prevents me from grasping the complexity.
Is it possible to create a patch that rollbacks Outlaw Refuges' navmesh changes to vanilla and make it to load before your mod? So it would be 1. Outlaw Refuges 2. The patch to OR that rollbacks navmesh to vanilla 3. Your mod 4. The patch with a trapdoor
If anyone wishes to make this patch they may, just make sure not to use a replacer esp because that'll conflict with other replacer esps that already exist.
I would also love to see a patch for this. Outlaws Refuges has been a staple in my load order forever. Thankfully the respective Cities of the North (COTN) patch hubs cover most of the Patching I've needed to keep Outlaws Refuges viable several years later.
Unfortunately since Outlaws Refuges has not been updated since 2017, at some point I may have to drop it.
I think I will test out Weaver's lane while updating the modlist for my next playthrough. But dropping Outlaws Refuges will be a tough call for me.
That said Weaver's lane looks really impressive :) Nice work.
Hello! The blubbos patch doesn't work for me because it gives me a dyndolod error. In xedit I see 4 placed objects with an Error: Could not be resolved.
I think I will just delete these and disable whatever ends up clipping. I haven't got into the game yet but this mod looks great! So does your npc overhauls!
Don't worry about it! It was issue on my end. I was tired when I did this so I had esled blubbos without even thinking about it. Nothing wrong with your mod as you pointed out.
Its very great, thank you! I chose yours over blubbos to have in my game but I'll have both now.
Really nice little District for Solitude. Fits perfect to TGC Solitude and works nice with Lux* Via/Orbis! Thx! 🤩😁
(btw: I think you can delete the Lux-patch "Solitude Weaver's Lane - Lighting Adjust" because Lux has its own better Patch for this mod (otherwise I get light-Flickering indoors...) 😣
244 comments
Due to me giving my load order an update with new textures, I found that by default, Loot puts this mod after the JK Outskirts mod. That leads to some dirt paths appearing by the city gates - or more specifically, by the main gate at the top of the hill; and the lower hill gate.
A quick poke around in LOOT can force JK's Outskirts to load after Weaver's Lane and this seems to solve it.
Sharing this in case anyone else finds this useful. Feel free to delete the piccy if this isn't correct.
I want to run this with JK Solitude Outskirts + Solitude watchtower + Solitude docks updated + SREX. The description marks the first three mods as compatible, so no problems there.
But with SREX, it overlaps with a wall. Is it okay to delete this wall in CK? Will it result in any problems with this mod? I'm asking because I really have no clue how any of these things work. (Newbie to Skyrim mods. I only managed to find this in CK by making guesses. T_T)
The wall is 'SCastleWall08' in 'SolitudeExterior02' and blocks the execution when used with SREX.
There may be conflicts with navmeshes, but idk how those work. There's a patching guide for those in the SREX discord anyway. So for now, I'm only asking about this particular wall.
THANKS!
https://imgur.com/a/o5yqpMY
Second, you used to have a Lux Orbis Patch in here, but it seems to be gone. I see in comments below Lux (not orbis, just lux) patch is superseded by original Lux patch, but what about the Orbis version, should we delete?
So it would be
1. Outlaw Refuges
2. The patch to OR that rollbacks navmesh to vanilla
3. Your mod
4. The patch with a trapdoor
I would also love to see a patch for this. Outlaws Refuges has been a staple in my load order forever. Thankfully the respective Cities of the North (COTN) patch hubs cover most of the Patching I've needed to keep Outlaws Refuges viable several years later.
Unfortunately since Outlaws Refuges has not been updated since 2017, at some point I may have to drop it.
I think I will test out Weaver's lane while updating the modlist for my next playthrough.
But dropping Outlaws Refuges will be a tough call for me.
That said Weaver's lane looks really impressive :) Nice work.
You're right about the Solitude Refuge being too populated though.
I think I will just delete these and disable whatever ends up clipping. I haven't got into the game yet but this mod looks great! So does your npc overhauls!
Its very great, thank you! I chose yours over blubbos to have in my game but I'll have both now.
(btw: I think you can delete the Lux-patch "Solitude Weaver's Lane - Lighting Adjust" because Lux has its own better Patch for this mod (otherwise I get light-Flickering indoors...) 😣
Removed it and loading is now fast again. Just one of those things I guess.