222 comments

  1. nerdofprey
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    The new update has a lot of fixes I've been meaning to get to for a while now!

    Collision has been entirely removed from all the clotheslines, by popular request. It might not be 100% immersive this way but it will resolve the NPC pathing issues. The collision on those things was pretty bad to begin with, and didn't always line up with the shape of the laundry.

    I finally got around to "slimming down" the rug meshes, which were always kind of outrageous. They're not completely flat like the unofficial update that's been floating around for a while, because I still wanted them to look 3D, but they're about half as thicc as they used to be. I also slightly squished a few of the clothing/sheet meshes, if they looked too boxy.

    I took another pass at ALL of the textures... removed specular maps that never worked right anyway, used better DXT compression on all diffuse maps, resolved a couple of transparency bugs. I scaled down most normal maps and saved uncompressed, which might give you mixed results...

    I scaled down the resolution of a few textures... some of them were over 1k which was really not necessary for this mod, and didn't really make them look much better... You guys can let me know if anything actually suffered for it, but these were never really amazing HD textures to begin with, they were just inconsistent.

    I also rather quickly erased the painted logos from the wooden things... Those were a bit weird. They're still there in the normal maps, so if you squint at them there might be a faint appearance of a carved logo...

    I added cube maps to the metallic parts of the wash tubs, complete with custom environment maps so they will sparkle just right.

    No changes to the plugin at this time, but if anyone is feeling industrious, you can go through my texture sets and clear out any remaining references to specular maps. They're gone from the download and I think I cleared the references out of all the meshes, which is the important thing.


    Please note: I still don't use SSE myself, so I was only able to preview all these changes in Nifskope. Please report if anything turned out funky. The old texture download is still there if you need it.
  2. Tathrin
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    Much as I enjoy seeing laundry in the towns, I think my favorite part is seeing it in all the little camps and shacks and things like that. I love that you went to the effort of putting them there too, not just hitting the big locations and calling it a day. The first time I walked down to the Crabber's Shanty and saw laundry drying on the line, I was so happy. Thank you!
    1. nerdofprey
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      Thanks, I'm glad you're enjoying it.

      My original inspiration was trying to make the farmhouses look more lived-in , and I went through all the little settlements before I even started on the cities.
    2. Tathrin
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      It's genius!
  3. bongalak
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    Do the laundries sway in the wind? Because otherwise I feel like that would be an immersion breaker for me..
    1. nerdofprey
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      I'll sway you in the wind
    2. bongalak
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      I... huh? am I being threatened? or seduced..? either way, no thank you I guess lol
    3. nerdofprey
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      I'm just glad you didn't say blow in the wind
    4. bongalak
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      XD
    5. jacovny
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      COMIC BOOK GUY: Best... Nexus... Exchange... EVER.
  4. Cyan7
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    The plugin modifies object bounds for RiftenWorld, WindhelmWorld, MarkarthWorld, SolitudeWorld world space records.

    https://forum.step-project.com/topic/11024-worldspace-edits-nam9-and-nam0-object-bounds/
    1. nerdofprey
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      Those values are always "modified" by any mod that edits anything within a worldspace, in the sense that it's saved as part of the worldspace record. You can't remove worldspace records from a mod like this without removing the contents of the mod (laundry, in this case) along with it. You can't ever remove that specific info from the worldspace record within a plugin, because then you're actually telling the mod to delete the info from the game entirely, which could completely break everything.

      If the mod actually CHANGES those numbers, it would be a quirk of its being ported from old Skyrim with NO changes. Whatever values it's got in those fields would be carried straight over from the original skyrim.esm, and if SSE changes them, it would show as a conflict. If any of those values light up as a conflict in SSE, you can go ahead and change them to whatever new value it should be. If there's no conflict, leave it alone.
    2. Cyan7
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      I may have confused you by what I said. English is the third language for me and if I explain more I guess I may cause even further confusion.

      Let me show you instruction on how to fix this with a picture.
      https://imgur.com/a/wV2SyYz

      What would happen if you change -24 to -1 and 43 to 37?
    3. nerdofprey
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      I am not confused, I know exactly what you are talking about.

      What I'm saying is, the values in this plugin are based on old Skyrim, not SSE, and you can safely update them to the SSE values if you feel like it. I doubt it will make much of a difference either way, honestly.
  5. 24Killer08
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    Is it compatible with Books of Skyrim?
    1. nerdofprey
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      Probably. Try it and find out!

      FYI... This is really the kind of thing you need to figure out on your own. There are tens of thousands of Skyrim mods on this site alone, many of which are actively being changed and updated. There is no person alive who could manage an accurate, updated list of what works with what. Mod pages should tell you if there are any game-breaking conflicts to watch out for. Those are really pretty rare. Otherwise just try stuff and see what works.
    2. 24Killer08
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      Okay, thank you, I'll check it. Really grateful for your reply.
  6. Hankelion
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    Really good idea, subtle but if fleshed out the village and brings color. If you can make them move in the wind, that would be awesome.
  7. MilanKokyCZ
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    Hi there i want to ask if it is possible to make a compatibility patch for The People Of Skyrim 2 Main Version Pretty Please :)
    1. nerdofprey
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      On the TPOS2 page it says the author is taking requests for patches, so you'd be better off asking there. I'm not actively working on this and I have no plans to make any patches. I freely give permission for other people to make compatibility patches, as always.
  8. Tryggve
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    I totally love this mod - can´t play without, makes Skyrim much more lively - Thanks for this !!!
    1. nerdofprey
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      Thanks! Glad you like it!
  9. ForRedwall
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    Any plans for an XBox One port? :)
    1. nerdofprey
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      Somebody asked permission to port it and I said OK. That was a while ago, no idea if they're gonna do it. I'm pretty much fine with people sharing this around as long as credit is given to the people who have worked on the resources.
    2. ForRedwall
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      OMG I was about to comment this exact same thing, good thing I checked the comments and realized I already asked xD
  10. Balathustrius
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    This is one of my favorite mods ever. Love it.
    1. nerdofprey
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      Thanks!
  11. MCSmarties
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    Hello,
    I converted your mod to ESL with the Creation Kit to save space in the load order and it seems to work perfectly.




    Are you sure this works without problem? I just attempted to do so using SSEEdit 4.0.1 with the following result:

    Record [REFR:0202BC6C] (places 0LineStanding01dirtylight [STAT:0202555B] in GRUP Cell Temporary Children of IvarsteadExterior01 [CELL:000097A0] (in Tamriel "Skyrim" [WRLD:0000003C] at 18,-16)) has invalid ObjectID 02BC6C for a light module.
    You will not be able to save this file with ESL flag active
    1. nonolepetitrobot
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      In any case, I haven't noticed any visual bugs after several hours of play.
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