- EDIT (29/08/2018): Guys , some complications in my real life made me stop the work with the other modular Inns and Taverns. Don't know when I will return for updates. Sorry for that!
I read some comments and so... Too much incompability mods, wrong navmeshes, conflict spawn-zones, few patches (only addons to delete 3 inns.. such a thing, rly), problems with landscapes, need clears with SSE edit, etc, etc, etc. What notes that during the tests of my mod-list with 4K+ active plugins, the Inns and Taverns - AIO will not conflict with anything else?
As I understand, most of what they wrote is true. And over the last year of tests with Inns and Taverns - AIO, I have seen this for myself. I'm playing now without this mod, because it's problematic.
I was asking for to the LUX author. He said that he will consider. Maybe you can ask for a patch too and if he see more people interested will do in the next LUX update.
Inns and Tvaerns has a Big Problem with the Anniversary Edition, near the Frosty Tankard is a big Hole in the Landscape. I was waiting for Tikrid to come back to Dawnstar and after she didn`t show up, i noticed she kept falling into that hole. This is odd because it is the First time there was any Issues with the Frosty Tankard because there is not much else going on Modwise in that Direction so it must be the Anniversary Edition. I already Patched my Game back to runtime 1.5.97 and the Hole is gone.
Just wanted to say that I cannot confirm your issue with AE and this mod. I have not seen any landscape hole anywhere near the Frosty Tankard. But(!) I also use Dunpar Wall, which is right next to FT, maybe that somehow covers your situation.
The only differences between SSE v1.5.97 and v1.6.xx affect SKSE 64 only. Nothing to to do with this mod. Unless you mean the AE paid for DLC. I don't use it. so some CC mod could conflict.
I'm using latest SSE update (1.6.64 I think), and I'm hoping to start a new play through with this. Is it just AE or does it affect SSE with the latest update? Has anyone found a fix for this?
I like this mod, but I wish there was a way to remove The Thirsty Mammoth in the FOMOD or something, because I use Skyking's Granite Hill town mod, and the inn from this mod is in the same place as 1/3 of that town and glitches through stuff in Granite Hill, like the blacksmith's house and mage merchant's house, making it impossible for the blacksmith and his wife to enter their own home...
Some incompatibility observations, which may or may not be useful to other players (I haven't checked out any navmesh problems):
- The Old Windmill Inn, Icy Mammoth, Mead and Magic and the Frosty Tankard do not seem to interfere with anything else in their locations (given how few mods are in those places), though Frost Spiders will roam the immediate vicinity of the Frosty Tankard. The Ghostly View complements agerweb's Northern Towns quite well.
- The Tilted Rigging is in the same location as one of agerweb's Pirates of the North SSE towns.
- Velothi View Inn has some very minor clashes with Vernim Wood from Legendary Cities - TES Arena - Skyrim Frontier Fortress by Jabr. mostly clipping through some farm fences in front of the ruined house outside of the town.
- The Mixwater Mill Inn will obviously conflict with any mods that modify Mixwater Mill. If you use soldierofwar's Great Village of Mixwater Mill then there will be some minor landscaping issues, as Mixwater Mill Inn will lower the land height slightly and leaves a small hole in the landscape near the new worker's house.
- True to this mod's description, the Thirsty Mammoth will not interfere with the Crossroads Inn if the latter is installed below this mod. They will end up across the road from each other.
- Hunter's Rest causes major landscape issues with The Great Village of Shor's Stone, as well as having a floating door from a replaced vanilla house.
- Stoney Hills is incompatible with mnikjoim's Stone Hills Reborn, but *is* compatible with Kursan's Stone Hills Springs.
- Finally, The Pick and Shovel will cause some landscaping issues with the farm behind soldierofwar's Great Town of Karthwasten, lowering the height of the land such that the crops will float, and may make movement difficult. I observed one of the farming NPCs just stand in the floating field, drinking. Probably appropriate.
I really wish there was a completed modular installer so we can pick and choose what to use, as some of the inns in the middle of nowhere were very useful.
I too experience the Great Town of Karthwasten Issue. The same thing is happening with Great town of Shor's Stone. Sad because i love both of these mods. hopefully a compatibility patch comes out
Thanks for sharing this info. I am in the process of heavily modifying my game so I shall excise all of the inns thay may conflict. The Mill Villages mod will also cause conflicts depending upon which esps you activate. Campsites in Skyrim also conflicts with two inns: - Velothi View Inn - Campsite 18 - Ghostly View Inn - Campsite 27
You need to look through the Worldspace section of the mod in XEdit until you find the section that contains the conflicting inn. Delete all of the records in that group. Optionally go into the Cells section and remove the entire cell named after the Inn (it just reduces the number of recrods since the innterior will no longer be called upon). Finally, delete the top level NAVI section. Save. Load the esp in in Creation Kit and save in order to regenerate the NAVI.
Operations like this can also be used on mods that change multiple town or multiple interiors. Surgically remove an entire interior of town without affecting the others. I like Xedit.
Update: It's a bit more involved actually. For each inn there are also 3 or 4 entries in the the top part of the Worldspace, 0D74. You can click on them and look at the end of the FormId REFR line (eg 39,-6 for Velothi view). All the entries with those coordinates must be nuke. lastly, right click and Select "Check for Errors". You need to fix (remove) any errors. You can mouse select, ctrl + C to copy the FormID numver, paste in into FormId at the top left, enter to go to the problematic entry. Either delete the entire FormID or just the part showing the error, depending on what it is.
Also the NPC Ra'leena is tricky because they split their time between two inns.
Just to report a conflict on the "Old Windmill Inn" and the "Sjel Blad Castle", the entrance is being covered by rocks because there is stairway which leads on the top of the mountain.
What I did it might sound simple but 1 mistake could ruin either side, I've just disabled 2 statics (rocks) and after that the inn's door has been revealed and the steps above maintained their position.
230 comments
- EDIT (29/08/2018): Guys , some complications in my real life made me stop the work with the other modular Inns and Taverns. Don't know when I will return for updates. Sorry for that!
- EDIT (03/04/2019): Patches for the mod Granite Hill and for Arthmoors towns is already avaiable ( thanks to energy2716 ). Download it here: https://www.nexusmods.com/skyrimspecialedition/mods/24624/ Don't forget to endorse it.
He said that he will consider. Maybe you can ask for a patch too and if he see more people interested will do
in the next LUX update.
NVM, there is a fix for that already.
I was waiting for Tikrid to come back to Dawnstar and after she didn`t show up, i noticed she kept falling into that hole.
This is odd because it is the First time there was any Issues with the Frosty Tankard because there is not much else going on Modwise in that Direction so it must be the Anniversary Edition.
I already Patched my Game back to runtime 1.5.97 and the Hole is gone.
https://www.nexusmods.com/skyrimspecialedition/mods/24624?tab=description
Geez. They're gorgeous in game even more than in those screenshots.
Endorsed. Thanks for the awesome work!!!
- The Old Windmill Inn, Icy Mammoth, Mead and Magic and the Frosty Tankard do not seem to interfere with anything else in their locations (given how few mods are in those places), though Frost Spiders will roam the immediate vicinity of the Frosty Tankard. The Ghostly View complements agerweb's Northern Towns quite well.
- The Tilted Rigging is in the same location as one of agerweb's Pirates of the North SSE towns.
- Velothi View Inn has some very minor clashes with Vernim Wood from Legendary Cities - TES Arena - Skyrim Frontier Fortress by Jabr. mostly clipping through some farm fences in front of the ruined house outside of the town.
- The Mixwater Mill Inn will obviously conflict with any mods that modify Mixwater Mill. If you use soldierofwar's Great Village of Mixwater Mill then there will be some minor landscaping issues, as Mixwater Mill Inn will lower the land height slightly and leaves a small hole in the landscape near the new worker's house.
- True to this mod's description, the Thirsty Mammoth will not interfere with the Crossroads Inn if the latter is installed below this mod. They will end up across the road from each other.
- Hunter's Rest causes major landscape issues with The Great Village of Shor's Stone, as well as having a floating door from a replaced vanilla house.
- Stoney Hills is incompatible with mnikjoim's Stone Hills Reborn, but *is* compatible with Kursan's Stone Hills Springs.
- Finally, The Pick and Shovel will cause some landscaping issues with the farm behind soldierofwar's Great Town of Karthwasten, lowering the height of the land such that the crops will float, and may make movement difficult. I observed one of the farming NPCs just stand in the floating field, drinking. Probably appropriate.
I really wish there was a completed modular installer so we can pick and choose what to use, as some of the inns in the middle of nowhere were very useful.
- Velothi View Inn - Campsite 18
- Ghostly View Inn - Campsite 27
How to remove a tavern with SSEEdit ? The Lighthouse Tavern interferes with Northern Encounters.
Thank you in advance for your answer.
Operations like this can also be used on mods that change multiple town or multiple interiors. Surgically remove an entire interior of town without affecting the others. I like Xedit.
Update: It's a bit more involved actually. For each inn there are also 3 or 4 entries in the the top part of the Worldspace, 0D74. You can click on them and look at the end of the FormId REFR line (eg 39,-6 for Velothi view). All the entries with those coordinates must be nuke. lastly, right click and Select "Check for Errors". You need to fix (remove) any errors. You can mouse select, ctrl + C to copy the FormID numver, paste in into FormId at the top left, enter to go to the problematic entry. Either delete the entire FormID or just the part showing the error, depending on what it is.
Also the NPC Ra'leena is tricky because they split their time between two inns.
What I did it might sound simple but 1 mistake could ruin either side, I've just disabled 2 statics (rocks) and after that the inn's door has been revealed and the steps above maintained their position.