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Arthmoor

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98 comments

  1. BluPhoenixPT
    BluPhoenixPT
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    Hello, I recently started a new playthrough with both this and Cuting Room Floor mods installed and I noticed that the same npcs are used in Helarchen Creek and Heljarchen (restored from CRF). Is it supposed to be like this? Or are we supposed to use Helarchen Creek mod if not using CRF? Thanks.
  2. Dean3790
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    Hi Arthmoor, I love all your mods and pretty much use all of them. I believe I found a conflict/bug between this and Cutting Room Floor. I've noticed two lamp posts floating above Heljarchen Creek village, and when I use the console to see what mod adds them it is Cutting Room Floor. I am not using any exterior lighting mods, or Lanterns of Skyrim, or anything that touches this area other than CRF, this mod, and JK's (not even sure JK's does anything to Heljarchen). Just wanted your input. Thank you.
    1. Arthmoor
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      I'm going to need to see screenshots and form IDs. Checking in xEdit I cannot see any such issue. CRF doesn't overlap any of this mod's cells.
    2. Dean3790
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      Okay, I will get a screenshot as soon as I can.
  3. TKHBMVP
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    Every time I reach the town, I see this texture error on the chain texture, even after an update (see uploaded Image).
    1. Arthmoor
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      That sign in your picture has been altered by a mod. Check and make sure any mesh replacers you're using aren't broken. That sign is an otherwise vanilla blacksmith sign so you should have lots of them doing the same thing in other towns.
    2. TKHBMVP
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      Mistake by me, it is not your mods town, it is Heljarchen town with Nightgate Inn, and only there.
  4. Arthmoor
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    Version 2.0.6

    Added exterior lighting.
    1. TKHBMVP
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      Is it compatible with ELE and Relighting Skyrim as well Lanterns of Skyrim mods?
    2. Arthmoor
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      I would imagine so since this village did not exist and they'd have had no reason to light the empty side of a mountain :P
  5. scobolo
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    Ist this mod save to update to the newest version? I started a new game few days ago and don't have visited this town till now. Thx
  6. Martimius
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    Would it be safe to add .esl flags to Helarchen Creek and your other town mods via xEdit?
    1. Arthmoor
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      Not on an existing save, and not without compacting the IDs before you start a new save either.
    2. Martimius
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      Alright, thanks Arthmoor!
    3. Arthmoor
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      Given the number of people who have attempted this lately and ended up with broken games, I feel compelled to point out that compacting will also invalidate any patches made against a mod that's had it's IDs compacted after release. It's not a pretty thing to suddenly have a mod that was patching a rock become a mod that's now patching a building or an NPC because the form IDs don't align anymore.

      So I think it's best to amend my previous reply and say it's not safe to do this on anything that's already been released.
    4. Martimius
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      Whew! Ok. Good thing I didn't go ahead with adding .esl flags then hahaha
  7. BronzeSwordfish
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    Once again Arthmoor with the amazing mods. Geez you spoil us. Thanks.
  8. Arthmoor
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    Version 2.0.5

    Fixed a bug with the investment option at the apothecary shop.
  9. lurker666
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    Thanks Arthmoor for your wonderful work!
    I have a question about load order:
    for most of your village enhancer mods you recommend to load them AFTER Immersive Citizens.
    However, many mods need to be placed *before* IC so that LOOT places IC'S .esp usually rather at the end, so your mods all(!) come before IC.
    Your comment?
    1. Arthmoor
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      Update LOOT then because you're using an old masterlist. This has since been corrected and IC is positioned properly. In the event it's not though, continue to follow the given advice and place ALL city, village, and town mods below IC so that IC can't disrupt their navmesh edits.
    2. lurker666
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      Just updated LOOT, its master list AND checked with a clean install. If only IC and your mods are present, everything happens as described by you.
      If you have lots of mods Darkwater & Whistling mine goes under IS, Kynesgrove, Helarchen & Soljund's stay up way above IC.
      I also found 2 plugin lists on https://modwat.ch/ that showed the same (in your opinion wrong) behaviour.
      Though I did not spot any problem, I now put your ESPs below IS and see if it works, or if other mods start barfing....
      What effects to look for to see whether this is harmful or not?
    3. Arthmoor
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      Honestly I don't know why LOOT hasn't made a towns & villages group to put stuff like this in because that's where it belongs and IC belongs in an early loading group. As I have said, many different times now, put IC before ALL OF THEM and you won't have a problem. There will be no issues to look for because you won't be having any.
  10. KuroDragoona
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    Hammet's Dungeon Packs for SE is now compatible, the location of the dungeon Fahl Mzund has been moved. Rejoice!
    1. DcRip
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      LOOT is flagging this mod (2.0.4) as being incompatible with Hammet's Dungeon Packs for SE (1.87)? I'm guessing LOOT's masterlist will be updated at some point so as to reflect the former incompatibility no longer being applicable.
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