Skyrim Special Edition

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Tissendel

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Tissendel

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  1. go2kant
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    What an amazing mod! Well done Tisendel. I love the interior! You truly due have an eye for design.

    ***Also, just my two cents on Legacy of the Dragonborn v. 5 (LOTD v.5) and this mod.****

    It is true that they are NOT compatible in the traditional sense. But let me offer a work around for people are willing to sacrifice a little bit if immersion ;-)

    I have this mod installed (the one that does not change the exterior - have not tested the other versions) AND LoTD v.5 with the LoTD v.5 patch for Dev Aveza. When I ran TES5EDIT I noticed that this mod creates the interior in a completely different CELL space. Thus it does NOT conflict "per se" with LoTD v.5 Dev Aveza since that CELL space is completely different.

    So what does that mean. You can run this mod along side LoTD v.5 and employ a MAGIC Airship. When I first get the airship after building the Explorer Guild house I use the COC command prompt to teleport into this mods CELL space (I was not able to find an entry point that you can walk into - thus the immersion breaking aspect). Then I use the Leveler's Tower Mark and Recall spell to set this mods interior as a recall point. I use spot 8.

    So, when I decide to go exploring my crew will use the standard LoTD v.5 Cell space (which is also where you need to set destinations) for living. Only me as the head of the Guide has access to the super cool Captain interior which can only be accessed by spell. So only me and my select followers have access. For example, you would have to use INIGO's teleportation spell to get him into this mod's interior. Also, you may need to teleport him out. Have not tested that portion yet.

    TLDR: You can have both of these mods running side by side. It is immersion breaking in a sense but if you use magic and role play it can work for certain people.

    Cheers!
    1. Tissendel
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      Thanks :)

      I'd like to make a compatible version but I have not enough time for the moment. Thanks to share this solution ^^

      For those who want to follow your method, I add that the COC consol command is : COC aaDASkyshipInteriorTiss24
    2. KnightBlade2
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      ?I have this mod installed (the one that does not change the exterior - have not tested the other versions) AND LoTD v.5 with the LoTD v.5 patch for Dev Aveza. When I ran TES5EDIT I noticed that this mod creates the interior in a completely different CELL space. Thus it does NOT conflict "per se" with LoTD v.5 Dev Aveza since that CELL space is completely different.

      Instead of using the coc command, would it be possible to use SSEEdit to link the entryway on the LotD Dev Aveza to the NEW cell from this mod, thus bypassing the old one?
    3. napalmpr13st
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      Instead of using the coc command, would it be possible to use SSEEdit to link the entryway on the LotD Dev Aveza to the NEW cell from this mod, thus bypassing the old one?

      I don't believe this is possible via SSEEdit but should be fairly straight forward in CK. I am going to take a crack at it but, I haven't used the CK since Oblivion. 
    4. puffen0
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      any update? or at least can you point me in the right direction so i can fix it for my own personal use?
    5. ltmeowser
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      I've been trying to figure this out in CK but I'm pretty green...

      From what I've determined so far though, when loading the cell "DBMAirshipCabin" which is the LOTD airship interior, there's like 15 door spawn points that all link to different wilderness cells. I think since the airship has static fast travel locations, it treats each location as a separate entrance?

      I've tried removing the teleport from one door then recreating it to link to Tiss_DA_Interior_Hatch_04 but when it places the door marker, I can't seem to move it without my mouse jumping off it and deselecting the object. (The door marker for the wilderness scene I can move just fine, but the one in the Tiss interior seems bugged in my CK).

      Edit: I was able to relink all the static LoTD locations to the Tissendel's interior and those are all functioning correctly. For anyone looking to do the same thing, in the CK simply load the "DBMAirshipCabin" cell and sort the assets in that cell by type to see all the doors it uses. They all have 'enable parent' values that hides them unless the airship is in the proper location. You can also use them to find out what cell each Airship fast travel location is and adjust those entrances to teleport to new hatches you'll have to make in Tissendel's interior.

      Not sure if anyone else has had any more luck on this. I'm also trying to find out an easy way to 'test' the LotD airship in a new game, but it's locked behind a quest and if I just COC DBMAirshipCabin there is no hatch to leave the interior.

      Edit: For testing any changes to the the LotD Airship I found you can start a new game with alternate start mod, arrive on a ship from Solitude and say 'yes' to the prompt of being a relic hunter, then use the following lines to spawn the airship at the explorer guild:

      setstage DBM_ExplorerGuildHouse 100
      setstage DBM_AirshipQuest 100

      I can't figure out how to make the manual flight mode compatible, it seems to use a lot of scripting that I don't understand to link the ship and its interior.
    6. Deapri
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      Hmm what object was that? Moment... oh right I compiled it anyway, if you grab my mcm via plugin or a patch esp and redirect the LotDB hatch accordingly as an object it should work fully, the model from legacy paths through mine and by extension yours for the exterior. Make sure you have all of my nodes as I mentioned in my pm and the LotDB patch and scripts will do the rest. The Pinky's engine on the other hand utilizes a bunch of hatches and why I haven't utilized the full interior for this purpose yet... its a bit of work accounting for all of those object moves, the easiest way would be to grab all of the hatches and their internal markers as object refs and moving them on init or some trigger to your hatch in the correct position via marker.  SolitudeHatch.Moveto(mypositionmarker) etc. Cleaner would be to duplicate those hatches and markers and re-assign all of their refs and scripts accordingly, but that would be even more work, so whichever way you like. (course the hatches themselves as i recall are referenced by other scripts in LotDB so easiest way i can think of is with a script moveto to alleviate any undue complications.

      This method is an extension for a reason, please do not edit my scripts directly and post them. (other than the localizationtext.) If you do take up this endeavor and get stuck, you are welcome to contact me @Tissendel.

      The interior limkage from my mod, is not terribly complex it is a rather simple teleportation as there is no navmesh on the flyable exterior because of how skyrim works, it is an activator teleporting to a marker, nothing more complex than that.

      Also, ahem, it is not 'Manual Flight Mode' The Dev Aveza being included here and in Legacy are the adaptations... not the other way around... it grates a touch when people reference it like that.

      The LotDB adapting system so long as all of my nodes are carried to this mods hulls will work as is, nothing more is needed for the exterior.

      Actually, thinking about it, I might do that sometime in the next few months, then you'd just need to re-assign the appropriate hosting markers... I'll give this some thought as to my next project.
  2. jbrooketh
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    Hiya. I’m using the LUFTSHIP version and love the interior with all my heart. But when I enter it I cannot leave. I have this mod and the provided patch from the LUFT page and all in the right order. Any help?
  3. 0Lapras0
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    Hello, can I translate this mod into Chinese and publish it on Nexus mods? Thank you
  4. Equalstar
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    I love this mod! I got everything working last night with the new interior, but I am having some issues with the flight controls for the ship not working and it doesn't give option to change the keybinds. I have version 1.9.76. 
  5. ManagePasswords
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    One of the most magnificent mods I've come across.
  6. CEFranklin
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    Just a quick note here. Does not seem to play well with QuickLoot EE for the book/scroll sorting chest. The QuickLoot mod opens and I guess the chest closes itself very quickly.
    1. xLenax
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      Quickloot EE has a well-known bug involving looting bookshelves witth a certain number of books, just read the mod's comment section. Use QuicklootRE
  7. Jdidoprdelemarku
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    Hi all, I was wondering if you could help me please. I downloaded the mod but for some reason I can't get it to work. I install it successfully, can remove or leave the underbelly fins in the process, can access the interior via the COC aaDASkyshipInteriorTiss24 command, but for some reason when I try to enter the ship via the hatch it just throws me into the old interior. Did anyone experience the same issue? Thanks!
    1. Swizzop
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      me too, were you able to find solution?
    2. Jdidoprdelemarku
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      Nope, not yet unfortunately. Tried to tweak things in the mod settings as well but the interior and exterior options are all greyed out... Hopefully the community will help.
    3. Jdidoprdelemarku
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      @Swizzop heya, did you figure out how to fix the ship eventually?
    4. Jdidoprdelemarku
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      @Swizzop i did back then and it was something crazy simple. now after the recent update it broke again and i dont remember anymore how i fixed it. so im back here hoping you did :D  i hate todd...
    5. Jdidoprdelemarku
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      i figured it out! you have to be standing on the ship's deck and then the option for an alternative interior in MCM can be selected. who would have guessed :D
  8. BeigeAnimal
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    im using immersive and adult modpack and i turned off legacy of dragonborn and added the blue palace exterior and did everything to get the mod to work but for some reason the interior remains the same as default and in the mcm menu i dont see a alternate interior option does anyone know a fix
  9. udcplayer
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  10. ISeeGhoosts
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    I have a question - do npc's usually not recognise this as a player home? For followers like Vilja or SDA their outfits change to the adventuring ones inside and SDA can''t sleep etc.
    Note  - I'm using LOTD and use a self placed hatch in the ship to teleport me and serana to this version of the interior, maybe that affects it?
    Is there a way to set this interior cell as a player home in ck or console commands?
    Thanks!
    1. ISeeGhoosts
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      Nvm I got it :)
    2. hodory043008
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      Would you be able to share what you did to fix your issue?
    3. havitaz
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      +1
  11. hodory043008
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    Thematically and functionally, by far one of the best looking home interior mods that I have ever used, and is right on up there with Sindora's house mod.  It simply is glorious.  Thank you so much for all the hard work and hours upon hours that were required to put all this together.

    I had to use xEdit and create a new .esp as "deep copy into override" to make sure that sleeping in bed gives me the proper "well rested" bonus, as before, it was treating the interior space as if it wasn't my home.  Now it is giving me the proper "well rested" bonus and the "Bless Home" spell no longer tells me that "this is not your home."

    So for now, I am completely satisfied.  Once again, thank you!  This is a HUGE game changer for me.