Welcome to the first shop overhaul in the JK's Whiterun interiors series for the SSE. Now go explore, there's a little more to see than shown in the images! The ESP have been cleaned with the SSEEdit auto clean feature and flagged as an ESL, so it doesn't count towards the ESP limit. Big kudos to Teabag86 for the testing and ideas.
The Bee in a Jar on the counter is blue with no texture. The Dragonfly, Butterfly and torchbug in a jar all look normal. Console Command shows JK's is the last to reference the bee in a jar (and it is made for this mod). Any idea why it is blue with no texture or how to fix it? Thanks
This mod, like most of JK's mods, only contains an esp file. No meshes or textures. Is the bee purple? If yes, then the texture path is wrong in your setup. Most likely you have a bee mesh without the corresponding texture file. Or you have a texture replacer that has been installed incorrectly.
Thanks for the reply. I will try to check that out although not sure where to initially start. I had previously checked all mods that might add a texture to the bee jar like Rudy's mods, etc but didn't see one. Yes, the entire thing is purple/blue. I can see the bee (which looks blue as well) flying around inside the blue jar altho0ugh the jar is hard to see through.
So, this is a bit of a weird question, not actually related to the functionality of the mod in any meaningful way and to head off any comments telling me that I should just use the console, I'm playing on Xbox. I love JK's work, I've been using them pretty much since I started modding a few years ago. I get excited every time a new one comes out and I occasionally find myself wondering what's going to be next. With all that in mind, it's kind of surprising it's taken me this long to discover this issue. See, one of the many, many reasons I love this is because it adds copies of the Bugs in Jars. This is (theoretically) ideal for anyone living in CC houses or modded ones with places to display such things and who doesn't want to join the Thieves Guild. The Bee is the only one you'd have to join the Guild to get otherwise and it means that anyone who doesn't sign up can't complete the display. So you can imagine my surprise the other day when I delivered Arcadia's Frost Salts and finally grabbed the Bee in her shop so I could use it in a modded house (Tel Jerdein, if you're wondering), only to discover (after at least three years!) that said Bee won't work. It is for some reason a unique item, despite being for all intents and purposes exactly the same as the one in Goldenglow. I did try other shops to at least see if they had Bees I could take (legally or otherwise), but from what I can find, Arcadia's is the only place where the Bug isn't a static object. So, my question. Why is the Bee in Arcadia's Cauldron not simply a duplicate of the one in Goldenglow? Granted, I'm not a mod maker, but I can't think of a single reason why it shouldn't be. It's not a quest item, there's not even a miscellaneous objective to collect them and if you pick up the one from Goldenglow, you can drop it, store it or even shove it into a dead guy's inventory with no issues at all. Essentially, all this accomplishes is making the Cauldron look better (which is admittedly the entire point!), without providing any sort of solution to the display problem. Any ideas or suggestions as to the reasoning?
I'd guess simply because it's a unique item in the base game, but it's a small thing that I'm sure very little thought went into. If JK had used the original though, I'm confident we'd have someone posting about how we've allowed the player to circumvent acquiring it from Goldenglow.
My feeling is that the inscriptions on the vanilla bugs in jars should make them unique items, and that any mods adding duplicates should be using different records and edited meshes which remove the inscriptions. But that creates additional compatibility issues for what's a relatively a minor thing.
You know, I guess in the end it's the same thing as using a CC home based around a specific thing (like say, Myrwatch for a pure mage) and then including display space for the Shield of Ysgramor. It's nice that it's there, but if you're not playing that kind of character, you have to either break your immersion and join up just to get it or deal with having a very conspicuously blank space on your wall.
I love all of Jk's work. This mod is a lovely addition to Whiterun, adding many details that make Arcadia's Cauldron a worthwhile store to visit. Now if you're planning to do some 5-finger discounts, watch out, Arcadia seems to be much more suspicious of me whenever I visit (and there's a lot of fun things to abscond with)! I'm sure that JK has nothing to do with this, but it's fun regardless.
Well for anyone seeing this, and also notices this... The reason NPC vendors seem more suspicious is because there line of sight is being blocked by the structures on top of the counters added by this mod. That's really just a vanilla issue that's made worse by the structures added to this mod.
She's always been more suspicious of me than most other players, regardless of mods. I've tried the "carry an item out of sight then pocket it" trick, but as soon as I'm in that other room, she's run over to me. I think she had more chill in LE, tbh
Hey there! Just wanted to let you know that it seems like the spare ledger is stuck inside a pillar, and cannot be interacted with for the quest to uncover an assassination plot against the Jarl.
There really should be an all-in-one because Skyrim VR can't do ESL files, so every one of these ESP files is absolutely taking up a slot in the mod list, and the total number of these AND the patches (none of which seems mergeable in Wrye Bash) is taking up cosmic amounts of space on the mod list.
what is the mode that adds a giant root in front of the shop entrance? it is also available for markarth and it adds giant roots at the forge. Any ideas?
Everything is good, but please, do something about this not so "lore friendly" thing that is supposed to be Peruite's unique plant which you can only find in a very unique Dwemer's ruins when doing unique quest. That is not something that you should be able to see in a city like Whiterun, or any shop really.
https://i.imgur.com/2LCnRnL.png
Also, it's not a good design when there are items around, which you can't touch (press E), take (use it), or do anything with them. There is no such thing in vanilla as it break immersion of a player. All objects in game are physical for a reason. There are some cases when items are glued to surface, but in this case you can still take item by E. This is not the case here.
https://i.imgur.com/2XHQIw1.png
This is a real object in game and you should be able to take it, or touch it.
The static, uninteractable items are pretty standard in JK's mods, so... don't think he's gonna change the way he does this. Can't you just think of them as props? There are actually plenty of things you can't interact with in vanilla Skyrim.
It isn't just JK. Having non-interactable clutter has become a standard feature in most highly decorative building overhauls in Bethesda games all the way back to Morrowind. Yes, it lowers immersion somewhat, BUT it is a far more practical way to decorate an interior than to have hundreds of interactable objects getting in the way and being subject to havoc physics all over the place. Think back to every single time you've accidentally knocked an item off a shelf in a shop or home in Skyrim, or stole something by accident because it got in the way of your cursor. Now imagine a few hundred more of those items getting in the way. Yeah. This way of doing things allows for buildings to be decorated and look properly decked out without the absolute physics nightmare that a ton of loose, interactable objects would be.
I'm not going to try to find out what happens if I install one of these buildings after visiting but I did install some building before going to the town and it was fine.
My guess is what will happen is it will all be fine but if you left something inside the building before installing, it could be gone forever. Best to retrieve anything inside that you care about first.
After an hour of examining scripts and fooling around in xedit, I finally realized that this mod provides its own unique bugs in jars that don't display on the bug jar stands in the Creation Club houses. Feeling pretty silly right now!
139 comments
Welcome to the first shop overhaul in the JK's Whiterun interiors series for the SSE. Now go explore, there's a little more to see than shown in the images!
The ESP have been cleaned with the SSEEdit auto clean feature and flagged as an ESL, so it doesn't count towards the ESP limit.
Big kudos to Teabag86 for the testing and ideas.
This is (theoretically) ideal for anyone living in CC houses or modded ones with places to display such things and who doesn't want to join the Thieves Guild. The Bee is the only one you'd have to join the Guild to get otherwise and it means that anyone who doesn't sign up can't complete the display.
So you can imagine my surprise the other day when I delivered Arcadia's Frost Salts and finally grabbed the Bee in her shop so I could use it in a modded house (Tel Jerdein, if you're wondering), only to discover (after at least three years!) that said Bee won't work. It is for some reason a unique item, despite being for all intents and purposes exactly the same as the one in Goldenglow.
I did try other shops to at least see if they had Bees I could take (legally or otherwise), but from what I can find, Arcadia's is the only place where the Bug isn't a static object.
So, my question. Why is the Bee in Arcadia's Cauldron not simply a duplicate of the one in Goldenglow?
Granted, I'm not a mod maker, but I can't think of a single reason why it shouldn't be. It's not a quest item, there's not even a miscellaneous objective to collect them and if you pick up the one from Goldenglow, you can drop it, store it or even shove it into a dead guy's inventory with no issues at all.
Essentially, all this accomplishes is making the Cauldron look better (which is admittedly the entire point!), without providing any sort of solution to the display problem.
Any ideas or suggestions as to the reasoning?
My feeling is that the inscriptions on the vanilla bugs in jars should make them unique items, and that any mods adding duplicates should be using different records and edited meshes which remove the inscriptions. But that creates additional compatibility issues for what's a relatively a minor thing.
Anyway, no plans because it'd break all the patches/duplicate work.
There IS a collection to get them all downloaded at once though: https://next.nexusmods.com/skyrimspecialedition/collections/pkcov7
I know it works with JK'S Arcadi's cauldron
like that if it can help...
https://i.imgur.com/2LCnRnL.png
Also, it's not a good design when there are items around, which you can't touch (press E), take (use it), or do anything with them. There is no such thing in vanilla as it break immersion of a player. All objects in game are physical for a reason. There are some cases when items are glued to surface, but in this case you can still take item by E. This is not the case here.
https://i.imgur.com/2XHQIw1.png
This is a real object in game and you should be able to take it, or touch it.
https://i.imgur.com/4dtyQeS.jpg
Also, you need to check out some collisions..
https://i.imgur.com/2Ontzqw.jpg
Thanks for listening.
Having non-interactable clutter has become a standard feature in most highly decorative building overhauls in Bethesda games all the way back to Morrowind. Yes, it lowers immersion somewhat, BUT it is a far more practical way to decorate an interior than to have hundreds of interactable objects getting in the way and being subject to havoc physics all over the place. Think back to every single time you've accidentally knocked an item off a shelf in a shop or home in Skyrim, or stole something by accident because it got in the way of your cursor. Now imagine a few hundred more of those items getting in the way.
Yeah.
This way of doing things allows for buildings to be decorated and look properly decked out without the absolute physics nightmare that a ton of loose, interactable objects would be.
Thanks
My guess is what will happen is it will all be fine but if you left something inside the building before installing, it could be gone forever. Best to retrieve anything inside that you care about first.