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  1. Kursan
    Kursan
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    Just posted V1.8 with a few fixes: Moved some benches in Taverns that were against a wall but the type of bench that is exited backwards causing NPCs to fall through or get stuck in the wall. Btw, those benches I kept because they are actually linked to certain NPC events that I did not want to break, it was a dumb oversight to place them along a wall; navmesh is fixed to accommodate the new locations as best as possible.
    Thanks to Eferas for pointing this out.
    Turned a couple deer pelt piles around to help with their collision sticking into the room.

    V-1.8.1 Changes:

    Turned the doors in most Inns to open into the room instead of outward, also turned vanilla doors (not placed by me i.o.w) guest room of the Bannered Mare because they opened into the face of the Innkeeper, and turned the door at the Frozen hearth in Winterhold leading to Mages shop, it now faces the wall instead of blocking the enchanter.
    Many thanks to Skkragggh for pointing this out.
    I will do my best to fix any other issues as they are reported, and post change-logs here.

    Enjoy the mod!
  2. XOXAH2
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    Скажите пожалуйста мод русифицирован?
    1. Kursan
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      Het.
  3. Daeson
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    I don't know if this is still being watched, i really love the changeds, after loading into a game though, the tables in river wood have floating plates with candles on them, about a foot away from the top of the table.
    1. Kursan
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      Sounds like a mod conflict, do you use a mod that changes- enhances candles? LFX?
    2. Daeson
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      Oh, I am using the E-LFX mod, is that what is causing the candle and the plates to hover a foot away from the able? not above, but off to the right.
    3. Kursan
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      Yes sorry to say but that is your issue. I do not have time to work on a patch and if I were I would only invest the time into the full version of the mod with the barns if I ever find the time. You could use Jaxons positioner to move any floating stuff as you find it.
  4. Skkragggh
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    I'm really enjoying this, thanks for a great mod Kursan! A question though - would it be possible to have the added guest room doors swing *into* the rooms instead of outward? They way they are now, the innkeeper gets a faceful of door each time he/she shows me to my room for the night!
    1. Kursan
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      Hi I am glad you enjoy my mod and that is a good suggestion; It has been awhile but I thought that I had payed attention to that but perhaps not or they are not all opening the same, I will look into this and post an update soon. Have you observed this in all Inns or one in particular?
      Thanks for the input
    2. Skkragggh
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      Hi, here's the list. All affected inns are of the same generic design, but only one of that design - the Sleeping Giant Inn in Riverwood - has the doors tweaked to open inward.

      Braidwood Inn, Kynesgrove - 2 rooms open outward
      Candlehearth Hall, Windhelm - OK
      New Gnisis Cornerclub, Windhelm - OK
      Dead Man's Drink, Falkreath - 2 rooms open outward
      Four Shields Tavern, Dragon Bridge - 2 rooms open outward
      The Winking Skeever, Solitude - OK
      Moorside Inn, Morthal - 2 rooms open outward
      Nightgate Inn, The Pale - 2 rooms open outward
      The Stumbling Sabrecat, Fort Dunstad - OK
      Windpeak Inn, Dawnstar - 2 rooms open outward
      Silver-Blood Inn, Markarth - OK
      Old Hroldan Inn, The Reach - 2 rooms open outward
      The Bee and Barb, Riften - OK
      Vilemyr Inn, Ivarstead - 2 rooms open outward
      The Retching Netch, Raven Rock - OK
      Frostfruit Inn, Rorikstead - 2 rooms open outward
      Sleeping Giant Inn, Riverwood - OK
      The Bannered Mare, Whiterun - vanilla doors open outward. No need to change
      The Frozen Hearth, Winterhold - 2 rooms open outward

      Something else I noticed while gathering this info - the door frames around the guest room doors in the affected inns sometimes don't react to torchlight properly - they stay darkened much longer until you walk right up close. Not sure if this is an effect of your mod or not, but I'm not using any other inn mods or texture mods. http://imgur.com/a/X7AhF
    3. Kursan
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      Thank you for that research that is immensely helpful! I will get on this today but please be patient.
      Not sure about the door frames not reacting properly to torches, those are all vanilla assets and my mod does not change the default lighting at all. I have noticed some weirdness in lighting in ported mods and I think that is just a SE thing that can occur because it handles lighting differently from classic.
      Thanks again for your support.
    4. Skkragggh
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      No problem!
    5. Kursan
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      Updated version is up!
    6. Skkragggh
      Skkragggh
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      Huzzah!
    7. Darkstorne
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      This comment thread convinced me to download. Attention to detail like this is a very good sign

      I'll also be tracking in case you still plan to add more idle markers in the future. That would really help for those of us who use mods like Interesting NPCs and multiple companions. Thanks for putting so much detail into the taverns already though
    8. Kursan
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      Thanks for the nice comment, I use INPC as well and I will consider adding Idle markers in future.
  5. ddavies10693
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    Is this compatible with Immersive Citizens? The other version of this adds bath and stuff says those 2 are not compatible, but I don't see any word on this version.
    1. Kursan
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      Hi sorry for the late reply; to be perfectly honest that is based on reports I received and have not tried the two mods together myself.
      IC places many more idle markers based on the vanilla navmesh and my mod has altered the navmesh slightly since most tables are turned around, so in all the main halls of Inns there could be conflicts if IC markers appear under a table for example, but those conflicts may not even be noticeable, only way to find out is to test the two together. This applies to any of my Tevern versions.
  6. kassarc16
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    How compatible is this with More Tavern Idles? I assume it moves furniture around, and that would mess with the AI markers for various actions.

    Think you could make a patch, or possibly do your own take on it? Maybe even adding new markers to the inn not covered in that mod?
    1. Kursan
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      It is not compatible with more Tavern Idles as far as I know, you could try loading MTI after my mod and see if that works, but probably there would be conflict as MTI either also edits the navmesh or brings back the vanilla navmesh, either way could cause issues.
      I am not planning on making a patch or adding idle markers, as frankly I do not see the need for it or that there is a huge demand to warrant the work it would take.
      There are mods that add allot of life to Taverns that DO work perfectly well with my mod such as Interesting NPCs.
    2. Eferas
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      The point of having more idle markers is to fix the problem with mods that adds more NPCs in the game, since most of them will go in the inns at night (not having at home to return to) and with many NPCs and few idle markers they just stand there teleporting themself one way to another inside the inn... Which is very bad and immersion breaking. Having more idle markers fixes it, since they will find stuff to do and places to stay.
    3. Kursan
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      Ok I look into it, time for an update anyway.
  7. TinuvielLuthien
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    WHAT ARE THOSSSEEEEE

    https://steamcommunity.com/sharedfiles/filedetails/?id=800615386

    https://steamcommunity.com/sharedfiles/filedetails/?id=800615396

    1. Kursan
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      Hey sorry I did not mean to ignore you, somehow missed your post. I could only guess what those are and have no idea why you see them in your game; I do not get those in mine!
      They look like a cell or event border that should be invisible, so I have no idea why they would show in your game.

      Have you noticed if you see them all the time or only sometimes?
      You run any other mods that affect Tavern interiors?
  8. TinuvielLuthien
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    In response to post #44514270. #44526515, #44556265 are all replies on the same post.
    Spoiler:  
    Show
    Oh wait, you mean you have duplication of the same NPC? If so that is a more serious problem to have doubling of an NPC but I still have no idea what could cause that except I am pretty sure it is not my mod. It may be a combination of factors that include my mod but by itself it does not do that; see if you can get any ideas on a forum perhaps?


    Hi there, my screenshots above were caused by your Mod I believe; well I removed each inn/tavern one[got More Tavern idles] and the issue resolved.

    I have Enterable Windows, Viking and Nordic Rugs and also Pelted Chairs which may be affecting things ? Also got Extended Tavern Stay if that does anythingThe tearing was occuring at Markath Inn predominantly and I also saw it to a lesser degree in Morthal Inn, iirc it wasn't happening in Whiterun and I haven't tried elsewhere.

    Mod list if you wish to check[soz only in notepad and chaotic layout];

    http://www.filedropper.com/tinuvielmodlist
    1. Kursan
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      Hey sorry you have problems; first off I did not get any screenshots and your link took me to a site with loads of spam.
      Going by your mod description you are using a bunch of mods that all affect the interior of Taverns so whatever the issue is you have I am sure stems from mod conflict and is not a problem "caused" by my mod.
      I have stated on the main page that ANY mod that alters or adds to the Tavern Interior spaces can conflict with this mod; More Tavern Idles for example also changes the Navmesh as does my mod, so it boils down to checking carefully what each mod does in its description and then choosing which you can or want to use together.
  9. Uniquitous
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    Would 1.8 fix the problem I had in Winterhold with two NPC's occupying the same chair?
    1. Kursan
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      Honestly I have no idea how that happens, but I think that is an AI glitch rather than this mods fault; I really do not see how the changes I made could cause that. All furniture is stock CK furniture, nothing custom, I only adjusted the navmesh very minor basically added to it mostly to fill gaps. None of that should cause weird AI behaviour, sorry this is not very helpful, are you using any other mods affecting Taverns or a city mod for Winterhold?
    2. Uniquitous
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      Not using any others mods that affect taverns, but its only happened twice so its not a big issue, its just a bit weird watching a NPC having a conversation with himself
    3. Kursan
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      Oh wait, you mean you have duplication of the same NPC? If so that is a more serious problem to have doubling of an NPC but I still have no idea what could cause that except I am pretty sure it is not my mod. It may be a combination of factors that include my mod but by itself it does not do that; see if you can get any ideas on a forum perhaps?
  10. Eferas
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    Please consider making archives in the next update (if there is any), since the SE is way faster without loose files.

    https://forums.nexusmods.com/index.php?/topic/4991860-how-to-pack-skyrim-se-mods/
  11. SkyFireXxx
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    Does the Old Hrolden's ghost quest work with this Mod? I remember installing a tavern mod on Skyrim that broke that quest.

    Thanks
    1. Eferas
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      Never had a problem with this mod before in the old Skyrim, and it was always into my load order.
    2. Kursan
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      This mod does not touch any quests and I never had any bug report about that particular ghost quest.
      Hope you enjoy and don't forget to endorse, Cheers
    3. SkyFireXxx
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      Thanks for the reply mate. I have downloaded and installed. I'll endorse it.
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