Skyrim Special Edition
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DatCrazyNerf

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datcrazynerf

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About this mod

A complete overhaul of the interior of The Riverwood Trader.
Designed to add a new, realistic yet lore friendly feel to a trader in the small rural town of Riverwood.
NOTE: This has not been tested on Anniversary Edition, nor can I confirm it's current Skyrim version compatibility.

Permissions and credits
What is this actually?
Basically an all new lore friendly, realistic and vanilla asset made the Riverwood Trader.
Inbetween a small and a large overhaul, so essentially a lite overhaul... I think?

NOTE: Has not been tested on Anniversary Edition!

Indepth Overview:
This mod is a complete overhaul of the interior of The Riverwood Trader.
There are NO new assets from me.
The mod changes around the entire store on both floors, adds a loft ceiling area, adds an addition to Lucan's text in the intro quest given dialogue, (no speech as there's no way to add another sentence without it sounding extremely tacky,) makes the intro seem more open and conversational with how Lucan interacts with Camilla in a lecturing way and then Camilla seeming sassier with her back to him sitting down, all without changing any script this was the original intention, however a very stubborn script exists that ignores the claws spawn location set in the Creation Kit so it always spawns in the position it does, (to fix this I had to move the desk back which ruined the open feeling of the store that the mod originally had but that's ok, hopefully you guys think it looks excellent still and the conversation should still seem far less stiff than it does in vanilla.)
Lastly this mod also adds a reference from the Bandit who stole the claw via a note in Bleak Falls Barrow in the first large room filled with bandits and dead rats/bodies + added bloody rag near his corpse.
99% of items are from The Riverwood Trader files simply repurposed, resized, copy pasted, deleted or moved around.
Originally I moved all the items out of the store and then rearranged furniture, moved them back and so on. This mod has evolved a lot from original intentions as well as needing to be restarted from scratch due to a lost file and then restarted again as I rushed it too much.
I have completely re-used the items, walls, tables, bar and small items whether it be move them around or copy paste.
A very minor percentage of items are added from other areas of the game, all of which are plain or should not affect the game, quests or other item collecting, (Please do let me know if you run into any errors, especially with the claw returning to the case at the end of the quest.)
I have written two letters using a duplicated in game note/letter asset.
There is a business ledger too; I have duplicated the forge ledger from Thieves guild; please let me know if you find any issues with it RE: Thieves Guild. It is duplicated so you also can't use it to cheat the Thieves Guild quests sorry!
I have also made sure to not break immersion 100% so if yours is broken... sorry! I try to be a perfectionist and have worked my hardest to make it seem like a fully fledged Skyrim environment. If you find bugs, pretend I'm Bethesda.
You'll have to discover the rest for yourself.

File:
- The size is small, at about 60kb, (20kb zipped.)
I am making a few polishes still, but the file size will always be around 70-100kb!
- Zip file type

NAVMESH

I have really tried to keep the navmesh neat but it may play up for anyone other than the original two NPCs in the store, (I tried to test and compare but even on vanilla the stairs and tables have pathing issues.)
I have tested them to satisfaction with:
- Lucan
- Camilla
- Faendal
However it is very easy to miss minute areas, especially after a quick hot fix I have had to do before posting this mod.
Please let me know if you find issues there.

Lighting

I have switched around the lighting to reflect the change in furnishing. I have tested it A LOT however there may still be minor issues with how it sits and travels throughout the rooms.
And yes, I got rid of that ridiculous chandelier they would never have been able to light daily.
I have also made the upstairs seem less lit up and more of a relaxing scene for the occupants.
Note: Due to a hotfix before release I have had to move around a large piece of furniture and there probably will be small light artifacts to fix later.

How is it "realistic"?

I have placed items in a way which makes them look deliberately interacted with my a majority right hand population, from cups, plates, cutlery, to quills, nooks, weapons, gold and the way the shelves are stacked, cleaned and ordered. I have tried extremely hard to make this game seem like a fluid environment that has been lived in, used and interacted with by its inhabitants. The shop looks well kept, accessible and the bedroom above looks lived in and comfortable.
I have also made it seem more like an actual extremely rural trader filled with things people might actually trade for at a small rural fishing and mountain village, (fishing rods, tools, weapons, housing goods etc.)

Future updates/content?

I am extremely new at mods and have limited time spare.
I will ALWAYS use vanilla SkyrimSE assets and will NEVER use any new assets or scripts because 1. I don't know how and 2. I want to keep my mods console friendly, Skyrim/lore friendly.
List of future content I would like to add but may never:
1. I would very much like to make the alcohol aspect much more interactable by the player, including purchasing mugs of ale, mead or wine, washing tankards and leaving the required gold + appearing in the gold coin collection. At this point that's the dream thing.
2. I am aware of the weight difference between the sized kegs being the same and will try to make individual items so they are all different sized, as well as reduce/erase the ability to pick them up. For some reason they are able to be picked up yet I don't recall any quests to steal the kegs but I am not willing to make the current item un-lootable incase it affects other areas.
3. I want to improve the ceiling loft with the ropes, I just don't yet have the expertise to make it completely realistic with how the ropes sit but I think besides one post, (annoyingly the most prominent section,) it is difficult. Making ropes all fit the rail well is a very fine task within the Creation Kit.
4. Seating animations are rarely odd but I would like to get those perfect so people are not floating inbetween chairs etc. This may occur after having to move some furniture again via the afformentioned hotfix I needed to do.
7. Some form of trapdoor basement area. I want it to be very generic in terms of simple access but feel the trapdoors themselves are heavily overused.
6. I have either missed some things or I will continue to be extremely picky and change minor details/implement new things.
7.  If/when an official SkyrimSE update breaks this mod I will try my best to update it to work with latest versions, but I promise nothing past possibility.
8. It would be nice to improve some other houses around Skyrim. I would aim to do the ones that have mostly not been touched and don't interfere with quests or larger overhauls too much. I would specifically like them to work with JK'S, Open Cities and other such mods so the interiors are my aim to change currently. On that note, I have kept this mod simple for the same reason. If I could go back I'd choose a far smaller and simpler residence to change and learn with.

This game is manual and Mod Manager friendly:

Successfully tested manually and with MO2.
- How To Install Manually:
Simply put the .esp file into your mods section.
To quickly get to the SkyrimSE folder right click on Skyrim in your Steam library>properties>local files>browse local files and then put the file into the folder named "Mods."
It will appear in your Mod load order when you load up and check/turn it on in the main menu.

ENGLISH ONLY MOD -

The two letters and few words of added text, which are in English.

Console Commands To Test:

Type text without "" in console.
No need to select your character or anything else, simply open up the console and type.
Overhaul Location:
"COC Riverwood" then walk to the Trader.
Letter location:
"COC Bleakfallsbarrow01" in the main area. You can go on to kill the claw thief and then use,
Claw Location:
"COC Bleakfallsbarrow02" to teleport you to the next area where you can use, "tcl" to noclip through to the word of power. Use noclip again to fall on the floor to have the dragon shout register.
End of quest:
Then simply use, "COC Riverwood" then walk back to the Trader. 

Personal note:

This mod was made with the idea of a lore friendly better trader.
After building my first game PC in 2019 and switching form consoles I discovered the joy of the Creation Kit, which I had not used since the Morrowind days.
I have kept this mod vanilla, lore and asset friendly for a future PS4 release when/IF I want to/am able to/am happy to/have permission to.
Please consider endorsing my mod if you enjoyed it. 
Much appreciation to Sodabanana for the long messages of help and advice on this project!

In Closing:
I appreciate you checking out my mod, to anyone stopping by it means A LOT, even you silent people up the back, in the darkness. Yeah, I see you. The guy in black, with the curved dagger. I can't believe it is curved. Wait, why are you coming closer? Put that away... hey! What are yo- 

NOTE:  This has not been tested on Anniversary Edition, nor can I confirm it's current Skyrim version compatibility.