Thank you for doing the patch but there are still some slight inconsistencies, like a tree just clipping out of Varnius' house. Can even be seen in your screenshots.
Thinking of doing a touch up, positioning that tree to a free spot and adding some of the clutter that's seen on the other buildings to the two new houses, unless you intend to get to it first.
Just a quick update, I'm almost done with the exteriors;
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As I said, I shifted two trees away to different spots so they don't clip into or out of Varnius's house and added a lot of clutter/decoration/lanterns/lights/idle markers that's seen on the other buldings of the town. That way it looks lived in and much more visually cohesive with the rest of the village. Tell me what you think.
Still need to change the interior lighting and interior clutter to be in line with the rest of the interiors of that place. Need a few more days for that.
Vychodzev wrote: Thank you for doing the patch but there are still some slight inconsistencies, like a tree just clipping out of Varnius' house. Can even be seen in your screenshots.
Thinking of doing a touch up, positioning that tree to a free spot and adding some of the clutter that's seen on the other buildings to the two new houses, unless you intend to get to it first.
Interior-wise is okay though from what I've seen.
Domenicus7 wrote: You can do it if you're ok with me hosting it here. I'll fix it something in the next couple of months if you don't feel like it
Vychodzev wrote: I'm currently doing the redesign. Will PM you once I finished it. Might take another week.
Vychodzev wrote: Just a quick update, I'm almost done with the exteriors;
Spoiler:
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As I said, I shifted two trees away to different spots so they don't clip into or out of Varnius's house and added a lot of clutter/decoration/lanterns/lights/idle markers that's seen on the other buldings of the town. That way it looks lived in and much more visually cohesive with the rest of the village. Tell me what you think.
Still need to change the interior lighting and interior clutter to be in line with the rest of the interiors of that place. Need a few more days for that.
Domenicus7 wrote: oh nice- it's up to you whether you want it to be hosted here or you want to host it yourself idm just remember to esl flag it
HamsterSensei12 wrote: Did you ever finish this updated patch? I would love to use it. :smile:
@HamsterSensei12 Sorry for the late reply. I unfortunately stopped working on it quite some time ago, but I still have the project file laying around (good thing I at least make backups of everything). I'll upload it tomorrow in case someone else wants to continue it. Only exteriors are done, interiors are started but a complete mess (as WIP stuff tends to be).
Might even use the occasion to finish it too. Can't promise it though. Motivation for modding is fickle and comes and goes with the seasons.
EDIT: Here it is, the WIP version that is, if anyone wants to take a look. Only exteriors are done and some dirty edits are left in the lumber camp, but the two interiors are barely started.
I'll try and work on it myself, but I've become wholy out of shape with all the modding tools. lol
Might take me days just to get to grips with the CK and xedit again.
Been using this and its fantastic, thanks for making and sharing this! Only complaint I have is the fern clipping through the stairs seen in the first screen shot but thats minor and easy to disable.
You can flag it as an ESL, it's small enough... I read somewhere that if multiple ESLs edit the same cell you get crashes but idk if that's old information
Love the mod and thank you for being so meticulous. Not too many mod authors would do a new update just to get rid of a few ITMs. We need more mod authors who pay attention to the small details rather than having the users clean up after them. Thank you.
Nice, Dragon's bridge can now look like a proper imperial town, guarding an important choke point on the way to Solitude, rather then a dinky collection of small thatched huts of no significance. I was wondering, though, do you have any plans for doing the same for the JK installment in Dragon's bridge. I think that combined with this would really make it into a proper stone imperial town. But that's perfectly fine if you don't want to, this is fine as it is.
No, I'm just doing mods I use. There's a patch elsewhere for the great city of dragon bridge, if there are any small changes that need to be made for that patch to work with my patch I might make them
One more thing- Rodryk didn't change the size or location of any houses significantly, so you might just be able to stick JK's on top of it and it will just work. A patch probably wouldn't be hard at all and would be as simple as making sure that navmeshes used the new doors and maybe moving some objects to reduce clipping. The same would be true for this patch and an Arthmoor-s JKs or Arthmoor's- TGC patch if they already exists- I didn't need to change any exterior navmeshes for this patch. Definitely something that would need some experimenting
Yeah It would be good if the patch between "vanilla" Arthmoor's dragon bridge (I cannot believe I am using that term here) would work fine with your mod. The only big problem/issue about JKs dragon bridge, now that Rodryk's has come out, is that they are all constructed of the same wood and thatched roof roof construction that we see so much in the vanilla game so it doesn't quite give the look of an old stone town. I have actually gone into xedit and removed all of the various bits and pieces of JK flying around dragons bridge, but that still leaves a number of structures in the old vanilla style. The remaining stuff certainly looks structurally plausible, they just look like a very different style.
ah I just downloaded JK's... he adds way more stuff than I thought from the pictures. There's no equivalent in Rodryk's for the thatched stables, but you might be able to use the 'Sfarm' set that is used in Katlas farm. If someone wanted tomake a JKs patch, they would have to replace the thatched buildings added by JKs with Rodryk's ones or with the SFarm set, redo the interiors to use Rodryk's ones, relink the doors, then refinalise the exterior and interior navmeshes. This wouldn't be that hard but like I said I don't use JKs. I'd start with the SFarm set so you know if they actually fit/can be made to fit by resizing them
Shouldnt be a problem as it's a patch to make it fit the new architecture. Theres patches for the Cities of the North and Great Cities mods regarding Arthmoor's new houses and they're fine. This isn't a patch to fix a patch.
25 comments
Thinking of doing a touch up, positioning that tree to a free spot and adding some of the clutter that's seen on the other buildings to the two new houses, unless you intend to get to it first.
Interior-wise is okay though from what I've seen.
As I said, I shifted two trees away to different spots so they don't clip into or out of Varnius's house and added a lot of clutter/decoration/lanterns/lights/idle markers that's seen on the other buldings of the town. That way it looks lived in and much more visually cohesive with the rest of the village.
Tell me what you think.
Still need to change the interior lighting and interior clutter to be in line with the rest of the interiors of that place. Need a few more days for that.
@HamsterSensei12
Sorry for the late reply. I unfortunately stopped working on it quite some time ago, but I still have the project file laying around (good thing I at least make backups of everything). I'll upload it tomorrow in case someone else wants to continue it. Only exteriors are done, interiors are started but a complete mess (as WIP stuff tends to be).
Might even use the occasion to finish it too. Can't promise it though. Motivation for modding is fickle and comes and goes with the seasons.