Wow, what an outstanding art-piece of a mod! Fantastic work, Bethesda needs to work with more people with an eye like yours when it comes to grand aesthetic!
I think I finally managed to get the mod to integrate along with Enhanced Solitude Docks (with ESD Improved) & the ELFX mods. I never hold my breath when I think I have the kinks worked out of anything in Skyrim. One of the issues I was having was the dining area not loading, like some of the other users in the comment section were having (I believe someone posted a picture) but managed to circumvent this by placing TBPO down the list. But... (and I'm assuming this is on my end somewhere) everything seems fixed walking into the dining area except for one tiny strip of stone connecting the main grand entrance and the dining area. You can see right through the floor in this one strip of the door frame. I'll continue to tinker around with it (it's such a small thing it's really hardly noticeable) but just in case someone else ran into this as well, hopefully someone can update me with a fix if I don't find one myself!
Once again excellent work; this is art.
*** Update: I've run into an issue where I cannot load a save from inside the Blue Palace. I use a crash logger and crash reader, and these are the mods that are coming up as probable for causing the load-in crash:
BEAUTIFUL mod, wandered around for a little while just taking it in. One thing: the guy that triggers the Potema quest (Varnius Junius) is in his original spot (to the left of the center stairs) and won't move forward to trigger the quest. I'm going to see if I can't get it to start with console commands. I did a quick search and didn't see anyone else reporting this issue (definitely doesn't mean someone hasn't) but I'm surprised given it's the first thing I always encounter in the blue palace.
Hmm, unfortunately waiting via the button and waiting for in-game time to pass didn't do the trick. I'm going to just console command my way in. Hopefully poor Varnius will go back to Dragon Bridge then lol. Regardless, GORGEOUS mod, instantly a permanent part of my load order.
Perfect Blue Palace! There is a conflict with Immersive Citizens. Immersive Citizens added a bed to Lisette, which is now stuck at the entrance of the servants' room next to the kitchen. A patch might be needed to move it.
Hi Dovahkiinathay I'm just curious if it would be safe to flag this mod with the esm flag in SSEEdit? I need to reduce my "refr handle count" at startup.
I liked your mod so much that I switched from JK's version. Everything else works fine, but there's a persistent flickering issue with the walls of both wings in the courtyard. I tried putting it at the bottom of the load order, but the problem remains. Do you have any idea what might be causing this? The only other mods that might affect the Blue Palace are the Enchanted Solitude mod and Legacy of the Dragonborn, and I have installed the patches you provided.
Self-solved: Using SSEEdit, I deleted the record named something like 747BluePalaceA from the Enchanted Solitude mod, and the flickering issue disappeared. It seems that both mods place the same object in the same location, causing a conflict. It would be great if this issue could be addressed in a patch for Enchanted Solitude.
Thank you, i've had the exact same conflict. If i "copy as override into" the mesh from ES to the patch between ES and Thay's blue palace , and set "initialy disable", will it be good ?
301 comments
as always, thank you for your mod it is wonderful and enjoyable
I have an issue. I completed "mind of madness" talked to falk, got the wing opened and was all giddy and it was wonderful
as time passed I returned to the blue palace and the wing reverted back to its cobwebbed self
any ideas? I use LOTD and remade pelagius' hipbone, I wonder if that may be an issue
Very great mod. I love the new entrance. Using Enhanced Solitude for now but i'm thinking to switch to Redbag's solitude. Is it compatible ?
I think I finally managed to get the mod to integrate along with Enhanced Solitude Docks (with ESD Improved) & the ELFX mods. I never hold my breath when I think I have the kinks worked out of anything in Skyrim. One of the issues I was having was the dining area not loading, like some of the other users in the comment section were having (I believe someone posted a picture) but managed to circumvent this by placing TBPO down the list.
But... (and I'm assuming this is on my end somewhere) everything seems fixed walking into the dining area except for one tiny strip of stone connecting the main grand entrance and the dining area. You can see right through the floor in this one strip of the door frame.
I'll continue to tinker around with it (it's such a small thing it's really hardly noticeable) but just in case someone else ran into this as well, hopefully someone can update me with a fix if I don't find one myself!
Once again excellent work; this is art.
*** Update: I've run into an issue where I cannot load a save from inside the Blue Palace. I use a crash logger and crash reader, and these are the mods that are coming up as probable for causing the load-in crash:
Chance: LOW (1)Modified by: Skyrim.esm -> No Edge Glow - Magic and Transformations.esp -//- count: (1)
Chance: HIGH (12)Modified by: Skyrim.esm -> Update.esm -> HearthFires.esm -> unofficial skyrim special edition patch.esp -> Occ_Skyrim_Tamriel.esp -> Enhanced Solitude SSE.esp -> ELFX - Exteriors.esp -> solitudebluepalace.esp -> Enhanced Solitude Docks.esp -> Skyrim Immersive Creatures Special Edition.esp -> ESD Occlusion Patch.esp -> RealisticWaterTwo.esp -> ESD Improved.esp -//- count: (1)
Chance: HIGH (19)Modified by: Skyrim.esm -> unofficial skyrim special edition patch.esp -> Skyrim Project Optimization - Full ESL Version.esm -> Enhanced Solitude SSE.esp -> Phenderix Magic World.esm -> solitudebluepalace.esp -> Book Covers Skyrim.esp -> waccf_armor and clothing extension.esp -> Populated Cities Towns Villages Legendary.esp -> BluePalaceUSSEPPatch.esp -> Arcanum.esp -> BluePalaceKeepitCleanPatch.esp -> BluePalaceArcanumPatch.esp -> Immersive Citizens - AI Overhaul.esp -> CollegeOfWinterholdImmersive.esp -> EnhancedLightsandFX.esp -> ELFXEnhancer.esp -> ELFX Fixes.esp -> DTBluePalaceELFXPatchFinal.esp -> BluePalaceEnhancedSolitudePatch.esp -//- count: (1)
I'll keep trying some work arounds, but I'm not exactly sure how to stack the load. I'm also using Vortex.
There is a conflict with Immersive Citizens. Immersive Citizens added a bed to Lisette, which is now stuck at the entrance of the servants' room next to the kitchen. A patch might be needed to move it.
I'm just curious if it would be safe to flag this mod with the esm flag in SSEEdit? I need to reduce my "refr handle count" at startup.
If i "copy as override into" the mesh from ES to the patch between ES and Thay's blue palace , and set "initialy disable", will it be good ?