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Socalista and JobiWan

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Socalista

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  1. Socalista
    Socalista
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    Important: This mod is flagged as a Light ESP. It adds new cells and will work just fine for folks who download and use this mod. For mod authors who wish to make patches, you will need to consider the following steps:

    1- If you are making a patch that only touches the npcs, or the exteriors, or the vanilla house I changed to "Perth's House" no special care is needed.

    2a- If you are making a patch that touches the interior of Tuthul's House or Soljund's Smithy, even if its just placing or moving a single item, you will need to do the following: Open your patch (which should also be ESP Light) up in Xedit and toggle the "Partial Form" (Xedit 4.15 and newer) or "Unknown 14" (Xedit 4.04 and older) flag on the CELL RECORD. It is critical that you do this, else your patch will make the cell vanish into the void.

    2b- If you want to change cell data like Image Space, Music, Lighting Template, etc - DO NOT change this in the cell record, instead change it in the provided ROOMBOUND. You'll need to toggle view: show/hide: roombounds on to see it, then you can add data to it that way in CK. If you add new stuff that sticks out of the roombound, simply increase its dimensions. You'll still need to do the flagging in Xedit as I note above.
  2. Socalista
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    If you like some of the NPCs in this mod, go check out Inn-Tegrated NPCs by JobiWanUK for more immersion, voice acted scenes, anc NPC to NPC conversations.
  3. Davebaughman
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    Hi Socalista, thanks for making this great mod. I'm currently integrating it into my mod list and for the most part this has been totally seamless. The only issue that has been cropping up have been conflicts with the Lawbringer add-on for this location. Most of it can be solved by loading your mod after the Lawbringer one but there are a couple notes in case you ever felt like making a patch:


    • The well and bucket from the Lawbringer patch need to be disabled so they don't duplicate the one in your mod.
    • The NPCs need the same additional faction the vanilla NPCs get to avoid them being harmed in the Forsworn takeover scenario.
    • The tents and beds that many of the scenarios add need to be adjusted to avoid blocking off pathing routes and/or floating above the modified landscape.

    I'll probably eventually make a delta patch of my own edits which I can share but I can't really offer a timeframe on that - so I wanted to post this information here for reference. 
    1. Socalista
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      I don't plan on making a patch for this combination - it wouldn't make any sense to have a functional village with three houses and 7 folks living there be a Lawbringer claim location. Fortunately it's a separate add-on to Lawbringer rather than baked into the base mod itself, so folks can just disable that plugin.

      If I -were- to make a patch for this, it would involve murdering/enslaving everyone who lives there and replacing them with Thalmor/Forsworn/Stormcloak overseers. No more happy village, only suffering. Nobody in the hamlet would willingly join the Forsworn, Stormcloaks, or Thalmor slave mine (the Imperial scenario).
    2. Davebaughman
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      it would involve murdering/enslaving everyone who lives there and replacing them with Thalmor/Forsworn/Stormcloak overseers

      Funny you mention that, I have somewhat similar plans for my own adaptation of the mod, albeit done separately from the compatibility patch with Lawbringer. 

      Thanks for the quick response!
    3. AlexiousITA
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      Any update on the Lawbringer patch, Dave?
  4. IskanderNexus
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    Hi, "Wheelbarrows of Skyrim" got an update which requires a new game.

    • Version 2.0

      • New game required.
      • New better quality Wheelbarrow model.
      • Wheelbarrows are no longer Statics. They are MoveableStatics with Havoc Collision and a Wheel that moves. Feel free to Fus Ro Dah them at NPCs.
      • Wheelbarrows are set to Obstacle. Instead of me messing about with NavMesh i've just changed it so they'll go flying if NPCs walk into them. Be careful, they can hurt you too!

      Am i right in ithe assumption, that the provided patch is not working for this version ?Thx and happy modding 
    1. Socalista
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      Because they're movable statics the new version SHOULD be fine! The patch was only to move it a couple inches down because it was floating. So you won't need the patch any more, the wheelbarrow being a movable static means it'll settle on its own. Let me know if that's not the case and I'll make an updated patch.
    2. IskanderNexus
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      ok, i will take a look,.

      thx for the timely reply, really appreciated.

      happy modding
  5. dabiggieboss
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    Looks like there's landscape conflicts with Ryn's Karthspire :(
    1. BroBroNelly
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      How bad is it? Like major objects clipping in each other bad?
    2. aglowinthefield
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      Let Ryn's load after, the landscape conflicts are barely noticeable if they're there at all. Verified in CK.

      I did make a patch for the navmesh conflicts between the two (basically just going to that cell and hitting finalize). Need to test before sharing.
    3. SouLG97
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      hey, how did it turn out? I just installed Ryn's Karthspire and was looking around if anyone already made a patch and didn't find any so far. Was also thinking of just loading that mod after Socalista's.
    4. Socalista
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      Just load that after this one.
    5. cuddm
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      Would you consider making a patch to make them compatible independent of load order? I'm sure i will forget load order rules it at some point with a few thousands plugins lol
    6. Socalista
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      Just... load that one after this one. Proper load order sorting eliminates the need for a huge number of patches for various mod combinations. You can set rules in Vortex or MO2 to say "load Mod B after Mod A".

      Note - I use Ryn's Karthspire myself, and have had it installed for the entirety of the time I made, played, and tested this mod.
  6. JJFXVR
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    This is great work, thank you 
  7. ginsoakedboy1
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    Spectacular work, as always!

    Do you have any idea where this apparently sourceless light might be coming from? https://imgur.com/a/VZ3jgEK

    I am using the ELFX and LOS II patches. I do NOT use ELFX Exteriors. If it matters, I am also using Embers XD, Inferno and Paraphernalia Ambience.
    1. ginsoakedboy1
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      Nevermind, I figured it out and it was something so uniquely specific to my load order it's almost certain to be of no use to anyone else.
  8. Roberto146
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    Hi! I too had Perth T-pose, but together with the guard next to him. I solved it by clicking on them in console an typing "tai" to toggle on their ai. 
    1. Socalista
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      Sounds like you have some other mod editing them, but I have no idea which one that would be.
  9. DeonDF
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    In Compatibility, Sunhelm is mentioned twice

    Sunhelm - No Conflict. Patch to add well bucket removed due to issues with my ESP Light version of Sunhelm.
    Sunhelm - Compatible. Patch in Optional Files

    Which one is it? Is it safe to use the patch?
    1. Socalista
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      I'll update the post. The Sunhelm patch in the optional files works.
  10. JanT83
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    Looks amazing! Love the cosy look!
    One bug I run into is that Perth is just standing there frozen in a T-Pose. All other NPCs are ok. Any idea what could be causing that?
    1. Socalista
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      Unsure. Try re-running FNIS/Nemesis/Pandora.
    2. theteasdone
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      Not sure why but I also have this issue, not using FNIS or Nemesis or Pandora. Did you ever find a fix or cause for this?
    3. Socalista
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      No idea as he's not doing it in my game, any of my testers' games, or anyone else's games  here that have been reported. Did you try targeting him in console and doing a disable/enable?
  11. Ymnone
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    efps patch conflicts with the Occ_Skyrim - The Great Village of Old Hroldan patch in the eFPS - Official Patch Hub, still flickers
    1. Socalista
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      Try loading it after that patch. Both will move the same occlusion panes, and you'll want mine to load after to make its changes.
  12. Eflat63
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    Great mod!

    Though I'm not quite sure if the mod is added in after completing the sinkhole quest that Billiamme's quest will trigger, Been following him around and not much so far, I assume it's just checking the completion stage for it?
    1. Socalista
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      It is quite possible that he will have missed his trigger. It's supposed to happen from a random idle dialogue line, but you might not be able to do it if you added it mid save.
    2. JobiWanUK
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      You can start the quest manually with a console command startquest Soca_BillyQuest