Welcome to the fourth shop overhaul in the JK's Whiterun interiors series for the SSE. You can change the color of the hanging lanterns from the default orange to green if you prefer by activating the normal hanging lantern by the counter (check the last 2 pics over the images tab for reference). 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 hanging lanterns color switch feature, the testing and ideas.
Thanks for the update! I met the cow bug before and hopefully this update could fix it. However, I'm still confused about why it's happening, and how the ESM flag could solve this issue. Could you share some insights about this?
The balcony and exterior navmeshes have a small amount of overlap in the vertical plane but are unconnected and not really even that close to each other; the cow was somehow making the jump between them. Witchcraft was presumably involved.
We don't know exactly why the ESM flag resolves the issue, but presume it has to do with how the game handles temporary versus persistent (ESM-flagged) references; the cow itself isn't touched by JK's Drunken Huntsman though, so its persistence state wouldn't be the issue. Adjusting the exterior navmesh also resolved the issue but introduced conflicts of its own, so we went with the ESM flag instead.
Thanks for your explanation. So in theory this could happen to NPCs too? I recently found there are often (but not always) many NPCs stuck on the balcony of Drunken Huntsman when I enter Whiterun. Same for JK's Winking Skeever in Solitude. My followers sometimes even spawn on the balcony of Winking Skeever when I enter Solitude.
After updating this mod it seems the NPCs no longer spawn on the balcony, but under the balcony instead. This makes them able to leave the spot and go to other locations in Whiterun. I wonder if you have met similar issues?
Seems this has been a bug for a while. I fixed myself in SEEDIT by creating a patch to move Whiterun cow (0010EBAF) to X: 24086.32, Y: -6060.22, Z: -3120.84. This puts him inside the gate with the chicken and the goat instead of spawning on the balcony. (Requires new game however, alternately just open console, click on cow and type MarkforDelete and the cow will be removed next load.)
I have no AI mod. I checked though and you are correct it should be on the other side of wall. All I did is create a patch off of skyrim.esm to move cow from x:24132 y: -5049 z: -3004 to the location I mentioned (just stood where I wanted the cow and did a player.getpos). you can google and see posts of people complaining as far back as 2020. Only with JK. Something screwy for sure I can't explain but this fixes for me. He spawns right where I put him. Is there a navmesh issue maybe with JK's Skyrim? I don't know man I am no expert certainly not your level. I am using both Jk's skyrim and drunken huntsman if that's any help.
Correct nothing touches cow. JK just isn't happy with vanilla position and cow ends up on Huntsman balcony all the time. It's actually kind of funny as sometimes he ends up there well placed (not stuck on railing). Backup food for the Huntsman? Also even though it appears you must be using JK for this to happen (every mention I have seen), if it is not happening for everybody and can not be duplicated in testing, then it must be a conflict with a popular mod many people have but I have no idea what that would be as I see no edit to this cows location or behavior in SEEEDIT. The mystery of the floating cow...someone make a quest mod to locate the source of this evil cow curse!
Can confirm, I'm currently early in the process of building my list and this little bugger is hanging out on the balcony. Not using JK's Skyrim or Whiterun, so I don't think that's causing the problem!
Version 1.1.0 should prevent this from happening. This won't retroactively unbalcony-ify the cow, but as she's not persistent, she should reset position when the cell resets.
Pretty sure one of the various Breezehome mods (with a balcony) has this issue as well - the cow spawns on the balcony - maybe it has ambitions to be a base jumper....
I wonder if it's just me but with this fantastic mod installed I can no longer find the crafting book for the DX Sotteta Huntress outfit which should reside on the counter.
Great mod. The new interior of Drunken Huntsman is killing my fps but looks amazing. Im using all your interior mods and towns/cities. So far no problems. Thanks.
I am having a very strange issue with the entire floor being missing in the Drunken Huntsman, resulting in my falling into the void before being teleported back up only for it to happen again. I believe this mod is the only mod I have that changes or effects the Huntsman in any way and I'm curious as to if anyone else is having a similar issue. EDIT: Turns out I did have another mod conflicting this mod, the Useless Shop and Interior Overhaul, and the missing walls and floors was a glitch related to that mod
I love your work. Packaging the major cities and towns into one mod with JK's Skyrim was awesome! Any chance you could make a complete overhaul mod of major interiors as well? It would be great to get this one, JK's Bannered Mare, et cetera all in one gulp.
Anyway to make the thing above the shop keeps counter not block line of sight? Probably the only thing I find annoying in a Otherwise great mod is when the shop keepers acts like you disappeared just because you went in to a "blind spot" because that structure is blocking there line of sight it's funny at first but, also annoying....
Just open up the NPC in SSEEdit and change their AI package from SandboxAndKeepEyeOn [PACK:0006C872] to a different merchant package. For compatibility reasons it is beyond the scope of this mod to change the NPCs so not something we would do.
Thank you! Yeah I know it's a vanilla issue that's not really the fault of this mod, and just made more obvious by the added objects. Thanks I've been wondering what AI package controls that, and I've been looking so thanks for the info!
Thanks again! I ended up changing Elrindir's package to SandBoxWorking instead, and that works great! Don't have to worry about him looking at me like I'm trying to steal something anymore... Just because a beam is blocking his line of sight. I'll have to see if I'm gonna change the shop keeps in solitude as well. That always bothered me how you would enter the shop in vanilla, and they come bolting around the corner like you stole something...
127 comments
Welcome to the fourth shop overhaul in the JK's Whiterun interiors series for the SSE.
You can change the color of the hanging lanterns from the default orange to green if you prefer by activating the normal hanging lantern by the counter (check the last 2 pics over the images tab for reference).
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 hanging lanterns color switch feature, the testing and ideas.
We don't know exactly why the ESM flag resolves the issue, but presume it has to do with how the game handles temporary versus persistent (ESM-flagged) references; the cow itself isn't touched by JK's Drunken Huntsman though, so its persistence state wouldn't be the issue. Adjusting the exterior navmesh also resolved the issue but introduced conflicts of its own, so we went with the ESM flag instead.
After updating this mod it seems the NPCs no longer spawn on the balcony, but under the balcony instead. This makes them able to leave the spot and go to other locations in Whiterun. I wonder if you have met similar issues?
the samea similar issue.Its vanilla spawn location is on the other side of the major wall, and quite a ways away:
Might you guys have some other animal AI mod or something like that which allows them...I don't know, greater range or something?
Thx for the tip. That fixed the issue.
Disable Gray-Mane Cow
Poor cow being hated by everybody :(((((
No wayyyyy. Huge news
Hi all. Who will tell you which way to dig, where to look for the problem?
EDIT: Turns out I did have another mod conflicting this mod, the Useless Shop and Interior Overhaul, and the missing walls and floors was a glitch related to that mod