Really interesting mod! I was a bit scared when I read about the incompatibility with LOTD, until I realized there is a patch for it and I have it installed.
I just started running Legacy of the Dragonborn v5. This mod is incompatible. Here's what I posted to that forum:
I have what I imagine is probably a simple problem. I _think_ I've read everything: the main page, the incompatibilities list, all forum entries since v5 dropped, the bugs page. A lotta text, I could have missed something. But I'd be surprised if I was really the first to hit this (so I must have missed something).
When I approach the exterior doors (not the gate -- the gate works fine) I hit an invisible wall. The only other hint I have is that behind E's house next door there's a narrow wood stair -- and it clips with a wall and planter a bit -- and besides, it's really a stair to noplace, since it just reaches a shelf along the back of E's house. Since the clipping seems unintentional, it would seem to highlight some kind of conflict.
Of mods that might affect this area, I _only_ have JK's Skyrim. I have your JK patch installed from the new FOMOD installer. Other JK patches I have installed include Medieval Lanterns, Winterhold Restored, Arthmoor's Towns, Pets of Skyrim, and Realistic Water Two.
The nextmost nearest mods I have installed are Books of Skyrim (adds a house at the far opposite end of the area) and Cityside (adds a house across from Books of Skyrim, also at the very far opposite end of the area). I don't mod so I am not familiar with the cell bounds in this area. It could be helpful if somebody tells me whether these two mods are in bounds or out of bounds of the museum. Solitude Tower Loft and Notice Board are the only other mods I have that touch the Solitude interior at all. The Loft tweaks one of the towers at the very front entrance to Solitude. I'm very careful with what I add to JK's: Books and Loft have been in my load order for a long time through various play-throughs. Cityside is a newer mod.
I have none of the mods from the incompatible list installed. Never a fan of Open Cities for the very reasons you folks have mentioned here.
I am using Mod Organizer Two. Presently LotD is sitting very last in my file priority order. I let LOOT sort my mods and patch plugins.
This save is at Level 15 (so kind of early, but not brand new) and has never included LotD v4. I've never played LotD v4 or previous. I've been holding out for this version.
Any help/hints appreciated. Thanks.
UPDATE: It's one of Cityside, Books, or Loft. Removing all three fixes my problem.
UP-UPDATE: It doesn't appear to be Books of Skyrim. Tested.
UP-UPDATE: It's looking like the incompatible mod is "Solitude Tower Loft". Still testing. If it is I will report it over there.
FINALLY: It's "Solitude Tower Loft" for certain. Who woulda thunk that little mod was so intrusive? I'll miss it. Books and Cityside are fine.
Who would have thought people don't read the entire description of this little mod?
"SPECIAL NOTE: I have moved the collision barriers to the outside of the city wall so it is now possible to walk along the wall as far as the Blue Palace; you can drop down into the city at various spots (especially useful for thief's). I have placed stairs at various locations to enable a return trip along the wall. Walk the wall AT YOUR OWN RISK. There is no collision barrier to the inside of the city and some drops can kill you!"
As you can see from this section of the mod description about the battlements walkway, my mod moved existing wall barriers farther out not in from the rampart. I am not familiar with LOTD and where it places things but from your description where you find a barrier by those wooden steps I did not place a barrier. If somehow it is the wall barrier which I moved to the outside edge of the outer wall that you run into, try loading LOTD after my mod and it should override my changes to vanilla assets like that barrier; you can then just disable any clipping objects via console, if you still wish to keep both mods.
I lover your mod and my heart bleeds to remove it. But just so others know there seems to be an incompatibility with Legacy of the Dragonborn, probably due to the 'stairs near Blue Palace' that adds an invisible wall in front of the Dragonborn Museum, making it inaccessible without doing parcour. The ladder is clipping into a wall too when using both.
Thank you for your comment and sorry for the conflict; I will not provide a patch but if you like to keep both you could just disable those stairs via console to make them disappear. The catwalk along the wall always was just a secondary feature and not really needed to use the room. If I were doing the mod over I would not open up those ramparts again. To disable any object in game open console (~) click on the object, be sure it is selected name will appear on bottom right screen, and type "disable". (NOT delete) Close the console and you are set, good luck.
On the practical side, one biggest problem for this loft is that player must enter a load door to get into the hall way and then a 2nd load door to get up the ladder. Or is the ladder a load door or just a teleport but feels like a load door (fade in screen)?
Nice, solid little mod. Adds a modest room, a small hallway and an outdoor "patio". Lore-friendly. Great starter hideaway especially for Alternate Start + Frostfall players. (I made an alternate start in Solitude.)
This mod is not compatible with Open Cities, or at least not w/o load order tinkering. But, this turned out to be one of a handful of neglected gems that made me finally give up on Open Cities. (Really, does Open Cities add much for the role-player? I understand if you just want to create havoc and drag a battle into a city, but if you're playing a more tame game, it really doesn't. It's not worth the trouble it makes for neglected gems like this one.)
Also, this mod should be cross-promoted with "Solitude Exterior Add-on", which is another nice compact mod. Together these add a reasonable, tasteful (not over the top) amount of extra content to the Solitude gate area.
Thanks man for the nice review and comments. Personally I share your sentiments and I am glad you enjoy it so well. I mean to check out the Exterior add on mod as well. Thanks for the nice screenshots too Cheers
I honestly don't use open cities because the only real benefit to it is offset by having the game and mods on an SSD.
Also, I like that even though you made it "Free" you kept it in lore. I prefer to purchase houses, rather than just showing up and "hey man the keys in the mailbox", but I'd say any time it's done like you've done where it's kind of an in lore Easter egg, I definitely don't mind it one bit.
19 comments
Enjoy
I have what I imagine is probably a simple problem. I _think_ I've read everything: the main page, the incompatibilities list, all forum entries since v5 dropped, the bugs page. A lotta text, I could have missed something. But I'd be surprised if I was really the first to hit this (so I must have missed something).
When I approach the exterior doors (not the gate -- the gate works fine) I hit an invisible wall. The only other hint I have is that behind E's house next door there's a narrow wood stair -- and it clips with a wall and planter a bit -- and besides, it's really a stair to noplace, since it just reaches a shelf along the back of E's house. Since the clipping seems unintentional, it would seem to highlight some kind of conflict.
Of mods that might affect this area, I _only_ have JK's Skyrim. I have your JK patch installed from the new FOMOD installer. Other JK patches I have installed include Medieval Lanterns, Winterhold Restored, Arthmoor's Towns, Pets of Skyrim, and Realistic Water Two.
The nextmost nearest mods I have installed are Books of Skyrim (adds a house at the far opposite end of the area) and Cityside (adds a house across from Books of Skyrim, also at the very far opposite end of the area). I don't mod so I am not familiar with the cell bounds in this area. It could be helpful if somebody tells me whether these two mods are in bounds or out of bounds of the museum. Solitude Tower Loft and Notice Board are the only other mods I have that touch the Solitude interior at all. The Loft tweaks one of the towers at the very front entrance to Solitude. I'm very careful with what I add to JK's: Books and Loft have been in my load order for a long time through various play-throughs. Cityside is a newer mod.
I have none of the mods from the incompatible list installed. Never a fan of Open Cities for the very reasons you folks have mentioned here.
I am using Mod Organizer Two. Presently LotD is sitting very last in my file priority order. I let LOOT sort my mods and patch plugins.
This save is at Level 15 (so kind of early, but not brand new) and has never included LotD v4. I've never played LotD v4 or previous. I've been holding out for this version.
Any help/hints appreciated. Thanks.
UPDATE: It's one of Cityside, Books, or Loft. Removing all three fixes my problem.
UP-UPDATE: It doesn't appear to be Books of Skyrim. Tested.
UP-UPDATE: It's looking like the incompatible mod is "Solitude Tower Loft". Still testing. If it is I will report it over there.
FINALLY: It's "Solitude Tower Loft" for certain. Who woulda thunk that little mod was so intrusive? I'll miss it. Books and Cityside are fine.
"SPECIAL NOTE:
I have moved the collision barriers to the outside of the city wall so it is now possible
to walk along the wall as far as the Blue Palace; you can drop down into the city at
various spots (especially useful for thief's). I have placed stairs at various locations to
enable a return trip along the wall. Walk the wall AT YOUR OWN RISK.
There is no collision barrier to the inside of the city and some drops can kill you!"
As you can see from this section of the mod description about the battlements walkway, my mod moved existing wall barriers farther out not in from the rampart. I am not familiar with LOTD and where it places things but from your description where you find a barrier by those wooden steps I did not place a barrier. If somehow it is the wall barrier which I moved to the outside edge of the outer wall that you run into, try loading LOTD after my mod and it should override my changes to vanilla assets like that barrier; you can then just disable any clipping objects via console, if you still wish to keep both mods.
If I were doing the mod over I would not open up those ramparts again.
To disable any object in game open console (~) click on the object, be sure it is selected name will appear on bottom right screen, and type "disable". (NOT delete) Close the console and you are set, good luck.
This mod is not compatible with Open Cities, or at least not w/o load order tinkering. But, this turned out to be one of a handful of neglected gems that made me finally give up on Open Cities. (Really, does Open Cities add much for the role-player? I understand if you just want to create havoc and drag a battle into a city, but if you're playing a more tame game, it really doesn't. It's not worth the trouble it makes for neglected gems like this one.)
Also, this mod should be cross-promoted with "Solitude Exterior Add-on", which is another nice compact mod. Together these add a reasonable, tasteful (not over the top) amount of extra content to the Solitude gate area.
I mean to check out the Exterior add on mod as well.
Thanks for the nice screenshots too
Cheers
Also, I like that even though you made it "Free" you kept it in lore. I prefer to purchase houses, rather than just showing up and "hey man the keys in the mailbox", but I'd say any time it's done like you've done where it's kind of an in lore Easter egg, I definitely don't mind it one bit.