Skyrim Special Edition

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Lollia aka SkyrimSplicer

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  1. Lollia
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    Greetings and welcome to Version 1.3!



    2/11/24 - Latest video of Denizens of Hjaalmarch: The YT link has more information in its description section. Suffice it to say, this shows Erandur's new fire spells and takes a look at the overhauled shrine of Mara in the marsh.




    Fun Fact: I have no intention of ever giving Google my phone number, so my YT account is unverified. This means that I have to choose from three randomly chosen thumbnails that YT creates once the videos are fully uploaded.

    I don't always manage it, but I try to edit the videos in such a way that at least one of the random thumbnails lands on a nice spot. The two videos here are a good example.
  2. Lollia
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    Keen observers will notice that I edited the title to include tags of the expanded followers' names.

    Too many times have I been told that hardly anyone knows that Denizens is a character expansion for Benor, Valdimar, Eisa and Erandur, so hopefully this helps people find it.

    Until the Nexus' search functions (and I'm including the Quick Search in this) are improved, hideously cluttered additions like this to mod titles are almost the only way to fight back.
  3. Lollia
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    The comments section is able to be posted in once again. Edit: 1/26/24: Nope. Edit: 2/10/24: Well, okay.

    An additional reminder for SE/AE folks: Denizens of Morthal and Fare Thee Well are both SKSE-free and created/updated using Skyrim LE, so unless Bethesda really screwed things up with the latest update, both mods should still work fine for you.
  4. Lollia
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    An extra note about Denizens of Hjaalmarch:

    If you are curious about it, check out The Denizens Switch - Morthal to Hjaalmarch video, which is attached to the Version 1.3 news post above. It explains that I am taking select content from Kindred Spirits and putting it into Denizens of Hjaalmarch.

    Fear not,
    Kindred Spirits is still being worked on, but it will be Denizens of Hjaalmarch that paves the way for it. (Meaning that it will require DoH instead of DoM to run.)


    Despite the name, Denizens of Hjaalmarch includes NPC conversations for nearly all inn-going NPCs from other holds. (Meaning that if in the vanilla game an NPC visits (or lives in) an inn as part of their schedule, they get conversation coverage.)

    This is part of that select content migration I mentioned above. Due to the nature of some of the migrating content, DoH is going to be handling the heavy edits (in regard to inns) that Kindred Spirits was originally set to introduce, so I figured that the least I can do is create conversations for any inn-visiting NPCs impacted by this change.
  5. dicklaser23
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    How well does this mod work for a game in progress, I was curious because I wanted to try this for the Housecarl you get from completing the quest there, Valdimar.
    1. Lollia
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      Hmm... It's been over four years since I worked in-depth with the version of DoM featured here. Although I think that it would have the best results with a new game, I seem to recall this version of DoM as being far less intensive in the start-up-enabled quest department, so for the most part everything should work.

      Backup your last couple of current saves to a safe place just in case you change your mind later on. Check your loadorder with xEdit for possible compatibility issues, then load your game. Make a fresh save once it loads. Exit. Then start Skyrim again. Load that fresh save--this should get the new dialogue between the player and NPCs to show up.
  6. Xiongman
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    Hello, I would like to provide a Chinese translation for this module.
    1. Lollia
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      Greetings, Xiongman.

      I am delighted that you are interested in creating a translation, and am happy to sanction them so as the esp file from this page is required. Would your translation be hosted on the Nexus?
  7. PopDog77
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    Hey Lollia :) Hope you've been well. Saw the recent article on uncapped dialogue and the minimal oblivion dialogue menu mod. Just wondering - the recommendation is only relevant for the added dialogues of the 4 characters in the title of this mod right? Also, could you please give some examples of the mods that might cause the 'conflict' mentioned in the article that minimal oblivion dialogue menu might mitigate? Trying to figure out if I really need it. I'm using More to Say, More Dialogue Options, RDO Lite, Serana Dialogue Edit and Riften & Shor's Stone Dialogue Expansions. Doesn't seem like any of those would have uncapped options for the 4 NPCs listed in the title. Would rather not have to add an extra mod if it's not necessary.
    1. Lollia
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      Hello, PopDog77.

      I can't really give an example of which other mods might exceed the dialogue limit because, quite frankly, I don't use anyone else's dialogue mods. I'm just too much of a nitpicker for my own good.

      That said, 3DNPCs is rumored to have quite a bit of dialogue--at least with the amount that its characters like to talk. On the whole, I'm thinking you should be pretty safe to leave out Oblivion Dialogue Menu (ODM) unless you run into any issues.

      Hell's bells, I can't even think of an example from Denizens of Morthal since I've overhauled much of its dialogue in Denizens of Hjaalmarch--hopefully I won't even have to mention ODM when that arrives.
    2. PopDog77
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      Awesome, thank you! I look forward to DoH :)
  8. intarsa
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    Hello! I would like to first thank you for making a mod like this. Especially one that gives Erandur even more layers to him as he is one of my favorite characters from the game. However I appear to have a grey face bug with him that i can't figure out even when snooping through xedit and trying things like removing his new eyes. Is there anything you can think of that I might try to resolve this issue? I Would really like to experience your work.
    1. Lollia
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      You don't have any NPC appearance overhauls installed? Nothing that changes his body weight?

      If that's the case and nothing is showing in xEdit, then I would suggest loading Denizens up as the active file in the Creation Kit.

      Once loaded, go to the Actors sector and type Erandur's name into the search bar.

      Click on his actor entry just to highlight it, and then press ctrl and F4 on your keyboard.

      It will ask if it can export the changes to the highlighted NPC. Say yes. He may look a bit different since that will overwrite the face tint texture and head mesh from Denizens, but the gray face should be gone. Let me know what happens.

      Edit: There is no need to save any changes to the esp after you export the face changes, so just exit the CK without saving
    2. intarsa
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      Thank you for the swift reply! and likewise i apologize for the delay in mine. I had to do a lot of troubleshooting to get the creationkit working. in any case, I followed your instructions to the letter and i am sorry to say that it did not resolve the issue despite trying two ways to export the facegen data. I dont have anything that alters appearances or height variables that i can think of as i was intentionally going for a vanilla appearance. 

      Supposing for a moment that i cannot locate the offending mod conflict, is it at all possible to simply remove the newly added facial textures so it defaults back to the original?
    3. Lollia
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      This is so weird! If I think of something else, I will let you know, but in the meantime, it couldn't hurt to try removing the face textures, maybe even the head mesh. Hang on a sec and I'll look up the ID codes for you.

      Edit: Okay, so if you want to remove Denizens' head mesh for Erandur, (or whatever the CK may have exported), then you want to navigate to Data > Meshes > Actors > Character > FaceGenData > FaceGeom > Skyrim.esm and move the 0002427D.nif to a safe place (just in case you need it later).

      For the face texture, navigate to Data > Textures > Actors > Character > FaceGenData > FaceTint > Skyrim.esm and move the 0002427D.dds to a safe place.

      Edit 2: Thought of something! Do you have Nifskope? If so, you could try opening Erandur's head mesh and seeing if it is linked to its proper texture path. That would explain the gray-face if it isn't linked. Sometimes head meshes lose their texture paths when the eyes and other attributes are messed with, so you may as well give it a look. Let me know if that's something you're comfortable with, and I will walk you through the steps if need be. It's not hard to do once you know what you're searching for, but Nifskope can be a bit dizzying if its your first time looking at it.
    4. intarsa
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      Thank you for that information. and Sure thing! I wouldn't mind going a bit further with this :) I've already gotten nifskope installed and it can now display texures properly. im looking at erandurs head and everything is meshed properly except for eyes incidentally, which to me look like a neon purplepink (missing texture?) where shall i go from here? 
    5. Lollia
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      I have haven't forgotten about you!

      My newly widowed and dementia-stricken grandfather is due to move in with me soon (quite suddenly, too, thanks to my heartless aunt--allowing him to live in her spacious home interferes with her all-important vacation plans, poor her), so I'm trying to put a bedroom of sorts put together for him.

      Currently in the process of tearing up floor and shifting furniture, but I'll try to sign back in within a few hours.
    6. intarsa
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      Goodness I am so sorry to hear of this. That is nothing short of a horrible fate to befall this man on so many different fronts. You have a very kind heart to be willing to facilitate him the way you are. Please take all the time you require friend. Your grandfather is of far greater importance.
    7. Lollia
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      Thank you very much for your patience and understanding.

      ---------------------------------------------------------

      First we're going to double-check something. For this, I'm working with Erandur's head from Denizens.

      In Nifskope, click on Erandur's face, so that the majority of his skin is covered in a green web. On the left panel, a NiTriShape should be highlighted. Looking below that particular NiTriShape, check the entry for BSShaderTextureSet. If this is the Denizens head, then there will be six texture paths linked. The relevant ones are:

      The fourth one down -
      textures\00_lollia_skyrimsplicer\shared project textures\age related\male\maleheaddetail_age40.dds

      The fifth one down -
      data\Textures\Actors\Character\FaceGenData\FaceTint\Skyrim.esm\0002427D.dds

      Sometimes the texture paths appear to be listed correctly, but fail to show up on the model. Refresh them by copying the texture paths and pasting them in again. Right-click on the above two entries and then on Choose, then paste in the correct path for each one. The changes should show up on the model. If not, don't panic. Fixing the eyes may solve that.

      Now you're going to do the same thing to the eyes. Click on Erandur's eyes and the green web will cover them. Find the relevant BSShaderTextureSet below the newly highlighted NiTriShape entry for his eyes and check the paths. There should be five if you're working with the Denizens model.

      The first path should like this:
      textures\00_lollia_skyrimsplicer\denizens of morthal_textures\eye textures\erandur eyes\eyedarkelfdeepred.dds

      The second like this:
      textures\00_lollia_skyrimsplicer\shared project textures\eye related\eye normal map fix - default size\eyebrown_n.dds

      Skipping down to the fifth:
      textures\00_lollia_skyrimsplicer\shared project textures\eye related\improved eye reflections\eyeenvironmentmask_m.dds

      His eyes should no longer be purple, and it might fix the gray face bug, too. Save the head mesh. If you would prefer to link any part of Erandur's eyes to the game's vanilla textures, let me know and I'll show you how to re-connect them--doing so shouldn't break the head mesh or cause other strangeness.

      Edit: If there's anything about this that you need clarified, just let me know. I was exhausted when I wrote it. Turns out that the previous contractor (emphasis on "con") who worked on my grandfather's room shoved all the broken shards, plus nails and other delightful bits of garbage under the floorboards.
    8. intarsa
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      You are most welcome! but I am truly sorry that someone has managed to do a such an irresponsible thing like that. Back when i did rough ins for homes or even remodels One of the first things i was ever taught was to discard the trash before we left for the day. No exceptions because our names and our company's name was on the line; and we were just grunts. Is there anything you can do about this? I'm sorry you've been dealt another slight in what im sure is an already overwhelming list. :/
       
      As for nifskope things got even more strange.  It took me a little bit to find what you were depicting but eventually i found both sets of directories you mentioned.

      with erandurs head,  the fourth entry read

      Actors\Character\Male\MaleHeadDetail_Age40.dds
      instead of
      textures\00_lollia_skyrimsplicer\shared project textures\age related\male\maleheaddetail_age40.dds

      and when i tried to find that particular file in textures specifically 00_lollia_SkyrimSplicer, i could find nothing.
      when searching for the specific file of maleheaddetail_age40, i got as far as this:
      D:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Textures\actors\character\male

      when i searched in file explorer for maleheaddetail_age40.dds
      there was nothing to be found.

      the fifth entry however was right on the money however,
      and i could even find the file .dds file manually



      When it came to the eyes part the 1st entry was written correctly but since there was no existing 00_lollia_skyrimsplicer file there was no
      eyedarkelfdeepred.dds.

      second entry was listed as

      textures\actors\character\eyes\EyeBrown_n.ddsinstead of textures\00_lollia_skyrimsplicer\shared project textures\eye related\eye normal map fix - default size\eyebrown_n.ddsand fifth entry was textures\actors\character\eyes\EyeEnvironmentMask_M.ddsinstead of textures\00_lollia_skyrimsplicer\shared project textures\eye related\improved eye reflections\eyeenvironmentmask_m.ddsI changed the paths to the specific paths you listed saved despite the fact it wasnt there and did not change erandurs eyes went in and the problem still lingered.

      i even went so far as to delete the file i installed and reinstall denizens just in case there was some odd chance of the download being incomplete.

      despite these efforts however, the problem remains precisely where we started. :/




      I just thought of this, and I don't even know if this is relevant information but i am using vortex for all my installations.
    9. Lollia
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      This is getting into BSA file territory. (Which isn't bad, it just takes a bit of explaining.) Hang in there. I'm not at my computer right now, but I'll get back and explain as soon as I can.

      -   -   -   -   -

      They're telling me it's going to take about three more days to fix what the other guy broke. And to answer your question about that, no, there's not much I can do about it. My mother was in charge of that particular aspect.

      She's a domineering micromanager at the best of times, so when she gets involved in something, you darn well get out of her way as fast as humanly possible. Unfortunately, she's also impulsive. Her haste to see everything done and dusted caused her to make what is sometimes called a "Gentleman's Agreement".

      So basically the guy gave his word of honour and they shook hands. There is no contract. And yes, I told her to get everything in writing before proceeding--but any advice coming from me is never going to go over well with her. I keep trying, though. They say insanity is repeatably doing the exact same thing while expecting the results to be different, and if that's true, then I am extremely insane.

      Evening Edit: I can't win. The new contractor (who has an actual contract this time around), is slower than molasses in January. You'd think he'd have at least one thing fixed after a multiple days of arriving at six-thirty in the morning and leaving after ten-thirty at night, but no. Supposedly he had the trim near the floor fixed today, but cynical curiosity proved he never bothered to nail it in at all.
    10. Lollia
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      Let me know if you are still interested in being walked through this. To be blunt, past experience has taught me not to spend my free time writing a tutorial unless I hear back from the person interested--one Creation Kit tutorial in particular took me over four hours to write out and correct since I like to double-check as I go, and I never even received a simple thank you in response.

      I'm working my way through a killer migraine right now, so I apologize if my tone seems prickly.

      Edit - March 15, 2024: The floor is finally fixed! It looks really lovely now.
      At least that's one less thing to worry about.
  9. dooderek
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    This is my favorite mod of all time, the companion banter is so immersive and really brings them to life. 10/10 Amazing.
    1. Lollia
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      Thank you so much!

      My life is beyond upside-down right now, so comments like this help me keep going. Seriously. You picked a good time to stop by.
  10. EyldiTheBear
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    I determined this mod was causing CTDs consistently upon entering Whiterun using Crash Logger SSE AE. It appears to be a facegen issue. Just wanted to make a note of it here so others might be forewarned.

    I don't mean to blame this mod exclusively, as I'm still going through the crashlog, and I admit I'm not the best at reading them. But I immediately stopped having the crashes as soon as I uninstalled Denizens and only Denizens.

    If anyone has experience resolving or patching facegen issues, please let me know, as I'd love to give this mod a try!
    1. Lollia
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      I hope you didn't take it out mid-game, that could cause other problems down the line.

      That said, I checked the files in version 1.3. There are two custom "Elite" guards in Whiterun who have dialogue with Eisa. Looking at the structure of the uploaded folders, their face gen and face geom appear to be set correctly. Trying version 1.2 in the files sector is always an option, but I would also love to hear back from anyone else who may have experienced something like this. This is the first time I have ever received a report of a CTD in Whiterun before, so it's a puzzling situation.


      Edit: Just re-checked and compared the files between the LE version and the SE/AE port: The correct converted files are indeed being used. I just wanted to make sure I didn't accidentally include the LE meshes and textures in the SE/AE port, but since that's not the case, the puzzle remains unsolved.
  11. LadyArsenik
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    Valdimar is my absolute favorite, but all of the work on this mod is lovely. I couldn't quite tell what was vanilla and what was modded, which is exactly what I'm going for in my game.
    1. Lollia
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      Oh, thank you so much! That is one of the nicest things you could possibly have said to me!

      Along with awareness of all the important parts of the Main Quest, Dawnguard and Dragonborn DLCs, Valdimar is also getting two personal quest in the upcoming Denizens of Hjaalmarch.

      One of them heavily involves his Vigilant of Stendarr past; I almost cut the quest for compatibility reasons a few years back, but I was encouraged to keep it in--so in it is! Still trying to make everything easy to disable via patches, but I really do hope that the quest is well received. It's a whole new level of modding for me.
    2. LadyArsenik
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      Oh I can't wait! My character is a Vigilant of Stendarr so that will be perfect. Looking forward to what comes next. 
  12. PopDog77
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    Hey there, great mod! Just wondering if it's compatible with The Great City of Morthal?
    1. PopDog77
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      Also my condolences for your grandmother, hope you are alright
    2. Lollia
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      Thank you. I am getting by. Albeit slowly.

      -   -   -

      Hmm... The Great City of Morthal? I have never received any reports of incompatibility. I'll check its page and see if anything leaps out at me.

      Edit: Okay, it doesn't touch interiors, so that bodes well. Looking at its screenshots, it doesn't reach too far out into the marsh, so I think the markers which are tied to Lami's ingredient-gathering routine should be okay. The most I can think of is that there might be some clipping with a few extra deathbell plants I placed by her and Jorgen's house.
    3. PopDog77
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      No worries :) And thanks for the quick reply! Sounds good. Yeah it just adds a gate, redoes the bridge and adds some external features. The deathbell clipping shouldn't be a big issue. I just wonder if the npcs with their updated schedules can navigate the layout
    4. Lollia
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      Well, I didn't make any navmesh changes in DoM (I didn't have the knowledge or skill at the time), so TeaBag86 made some navmesh changes for the SE port. I am not quite sure about what exactly his changes included (navmesh tweaks or just added collision boxes), but the only things I added to the immediate Morthal exterior were in the line of idle markers (which can be walked through, so they pose no block to NPC traversal), a couple of benches and possibly a grindstone.

      I would suggest loading The Great City of Morthal below Denizens to give its (TGCoM's) own navmesh priority. The stuff that DoM added is usually tucked away against walls or areas NPCs rarely stop at, so it really is quite light where its exterior edits are concerned.
    5. PopDog77
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      Ah gotcha, that's good. I'm still assembling my Skyrim but will try it out :)
  13. Lollia
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    Locked
    

    My grandmother died this morning. She did not go gently.

    -   -   -
    Mods will stay visible, but I will be closing the comment sections. I do not trust myself to talk to anyone just now.
  14. moddersdelight
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    Moorside Inn is now without NPCs when installed. Doesn't seem to work at all when installed on an existing save and I am way too done with questing to start a new game for this. I was hoping it would work but it did the opposite, and the added NPCs did not talk at all. So you probably really need to start a new game here, sadly that's not an option for me. Thx anyway, it just didn't work for me.
    1. Lollia
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      Did you read the section titled For Best Results on the description page?
      "I urge you to install Denizens before you begin a new game."
      -   -   -
      Which NPCs are you referring to? Denizens adds only some extra hold guards; they have no unique dialogue with the player. Or are you referring to NPC-to-NPC conversation scenes? If that's the case, keep in mind that you're on an older save. The internal Story Manager (SM) is probably bogged down. It happens through continual game-play, even on an un-modded save. The game will eventually restart events (in this case, NPC-to-NPC scenes) controlled by the SM, but the waiting period for this to happen varies for everyone.
    2. moddersdelight
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      Interesting, I did not know about Story Manager. I have 3 or more extra guards at the Moorside and they are silent, yes. But I also don't have any innkeeper or patrons anymore so I decided to revert back to before installing this.
      Now my Innkeeper is back and the patrons are there again, even if vanilla "silent".
      Should I ever start a new game I will consider having this in my load order, thx
    3. Lollia
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      You're welcome. Thank you for taking the time to post about your experience. I'll add some extra detail to the description page and try to give the part about using a new game a bit more pep.

      Yeah, the Story Manager isn't talked about nearly enough. It picks the worst times to stop working--it definitely makes testing new conversation scenes a royal pain to deal with.