I think I'm done now, and 4.3 is "it." I started with just the major issues, and now I find myself thinking about the aesthetic look of it and considering swapping the trees. That's not really my thing so I'll stop here.
I found that some of USSEP's bush and grass adds seem to compete with JK&TIC's look and feel, but it is minor and non-destructive. When I remove something from USSEP my reaction 9 out of 10 times is "Ohh..... let's just put that right back where it was." It's more thinking like "maybe a wild flower would make more sense than brown bush in that spot." You know, super subjective where my likes and tastes are unique.
There are no issues with JK's all in one, I have quite a few mods running beyond what's listed on the description page. I just wanted to list the ones that depend on layout/navmesh or potentially modify the trees. To be clear, this patch does not change the nav mesh in any way, it moves the new objects around to make sure NPC's don't stumble into them.
What am I missing here, or is this a mistake on the author's part? The directions in the description state:
"You download and install JK Skyrim You download Trees In Cities ( DO NOT INSTALL OR ENABLE with your mod manager! ) You download and install the patch listed in the files page for this mod."
So... where should I place TIC? Leave it in the downloads folder? What would be the point?
"It's to give credit to the mod author/port, and no you don't need to install that original version. Yes it is a total replacement. Yes, you would want to uninstall the current/non-JK version or there will be tree conflicts/clipping. It is specifically made for the current JK's Skyrim all in one (not lite or any individual cities.)
However, if you're used to Trees trees in Cities original format you will find the left side of the Blue Palace is missing some of the extra trees, I moved them to to make Legacy of the Dragonborn compatible. Kudo's to you for reading everything"
For a while I've been going through cities and always thinking "something is missing here...", although I already had JK's Skyrim and it was really pretty. And since I generally love flora, I got the idea about Trees in Cities - and your patch saved the day :)
There is just one tweak I had to do manually, it's concerning a single record for Embers XD. It's in WindhelmWorld -> Block 1, 0 -> Sub-Block 4, 1 -> WindhelmOrigin -> Temporary -> FXFireWithEmbersLogs01. I assigned position/rotation from your patch, since I assume there would be clipping with the object otherwise. I haven't visited the place in question in-game yet, but I believe I did the right thing.
And if you're generally knowledgeable about xEdit, might I ask you about CRF patch for JK? If you've ever looked into it, of course. There are "unpatched" conflicts between JK and CRF under RiftenWorld -> Block 1, -1 -> Sub-Block 5, -4 (in JK plugin). It's always been bugging me when I looked at it. I posted about it on JK's Skyrim page since that is the source of CRF patch, but no response so far.
Hey there, thanks for the kind words and I'm glad you are able to get "something" out of it. I took a break from Skyrim for a bit, that said when I come back this summer I'll take a look.
I don't use much that changes or interacts with lighting, I find it to be more trouble then what I am willing to invest. Many, even most would disagree with that :)
I start getting lost in it, take a simple texture replacer like Nobel Skyrim for example (which I love and use) in Windhelm it takes the vines off the graveyard wall. In vanilla the vines look awful, so if your using NS2K by itself, it's a big step up. However JK adds the two giant dead reach style trees with lanterns and suddenly the vines totally work by blending in/looking really good. If I remove/revert the texture changes from NS2K I discovered that wall is not the only place they used the vines, and in the end I wind up leaving NS2K edits in place (which make the wall flat and barren, then I add a snow texture that streaks when stretched on one plane and you suddenly have ugly again.
All good fun when you have the time tinker, but super easy to lose 3-4 hours playing with one wall :)
Yeah, I have Noble Skyrim :) It's always been a base for my setup. Thank you for the opinion, I see it's basically a matter of choice.
My interior lighting is a bit of a fiasco, so I don't disagree with you - it can be a pain. I kinda "forced" the ENB preset to even it out...to an extent. The things we do to make this game look decent :D
Thanks, on average they only added 20 or so trees to each city. I really liked the style and balance from the original, and tried to stayed true to that with the edits.
OK, I'm confused. Why do I need to download Trees in Cities if I'm not going to install it? It's just an .esp with no .bsa or other assets, after all. I mean, I have it already as I'm adding JK's Skyrim to an existing mod order in preparation for starting a new playthrough and I've been using Trees in Cities for ages, but I assume I need to uninstall it and use your .esp as a replacement, yes? Are you just asking people to download it so the mod's author will get credit for the download, or is there something I'm missing here?
Yes, it's to give credit to the mod author/port, and no you don't need to install that original version. Yes it is a total replacement. Yes, you would want to uninstall the current/non-JK version or there will be tree conflicts/clipping. It is specifically made for the current JK's Skyrim all in one (not lite or any individual cities.)
However, if you're used to Trees trees in Cities original format you will find the left side of the Blue Palace is missing some of the extra trees, I moved them to to make Legacy of the Dragonborn compatible. Kudo's to you for reading everything.
I have been running JK and Great Cities with no problem until I loaded this Mod. After installing, I went to sort my load order as standard procedure, and LOOT produces this error:
Cyclic interaction detected between "JKs Skyrim.esp" and "The Great Cities - Minor Cities and Towns.esp": JKs Skyrim.esp ?[Masterlist Load After] The Great Cities - Minor Cities and Towns.esp ?[Masterlist Load After] JKs Skyrim.esp
This doesn't make sense. It is telling me that JK needs to load after Cities, but that Cities needs to load after JK. I tried going into LOOT metadata and removing the instruction to load after Great Cities, but the option to delete it is grey'd out and will not let me delete the load after instruction. Same goes for Cities, it is grey'd out. I uninstalled this Mod, but the changes that were made to the MetaData in JK and/or Great Cities is now permanent.
Any help would be great. I cannot sort any longer until this error is resolved, somehow. Never had this issue till installing this Mod today.
I feel your pain, I had that a few times working when working with SIMM last week. That said if you are comfortable editing LOOT's meta you're braver than me, I solved it using the mod rules and the plugin grouping feature (assuming your running votex.) I thought I could beat it quick and dirty by removing the mods, but no it remembers your settings, so reinstall right back into the same loop. I actually started getting lost between managing mod rules, plugin rules, and plugin group preferences. To be very honest I am not the best person to learn from, sorry :(
The patch up to v3 had no master or dependencies on JK's, it was just base skyrim without DLC. That said I added JK as a master in V4 because I cannot think of any reason you would want to use this patch without JK Skyrim.
Thanks for the reply; I am running MO2 not Vortex, so I have been trying to find out how to edit the Meta in Loot through there and externally, but it seems it's embedded into the Software as like a firmware add in, and it cannot be altered. This is unfortunate, because I cannot sort any longer with LOOT. If I remove JK to sort, I get a ton of errors bcuz of all the patches for JK. I hope someone can find a fix for this, because this really killed my thunder for modding. I just really don't feel like modding games anymore. It's become too much of a hassle. Thank you for this Mod though, it looks great! I'll just run Skyrim as is for now. Endorsed!
Did you have a go at these for auto cleaning or xedit (intentionally or not)? I would pop em open in xedit and see if the actual master records are messed up or referencing each other. How about trying out these? https://www.nexusmods.com/skyrimspecialedition/mods/33687?tab=files
Anyway don't give up, this is just like doing puzzles :) Take the jigsaw puzzle - You have a picture, chop it up, scramble the pieces, and then sell it to people so they can manually put it back together, AND THEY LOVE IT. I have not actually played Skyrim in like 7 years.
Hi, I actually found the conflict, but it leads to more conflicts.
I have both "The Great Cities of JK's Skyrim patch" and "The Great Cities of JK's North - Full patch" installed. So, I removed the "The Great Cities of JK's Skyrim" patch, because I only need one of those, however I am also running "Farmhouse Chimneys" and that needs a patch "JK's Skyrim - Farmhouse Chimneys Patch". When I remove "The Great Cities of JK's Skyrim" patch" . . . Farmhouse Chimneys" gives me an error in LOOT saying I need it, but the cyclical error between JK and Cities goes away. If I install The Great Cities of JK's Skyrim" patch" again, the cyclical error comes back. I am just going to ignore the warning about the chimneys I guess and hope it looks ok. There just seems to be constant resistance to The Great Cities and all things JK for patching.
Note: Never done it, but not sure if I can edit in SEEdit the cyclical issue out. Makes me nervous to try.
Try adding Wrybash to MO2 and see what it has to say. It color codes the plugins and that can tell you quite a bit about what's going on, also you can create dummy masters with it (that said, please don't do that, and I don't think you need to do that.) I moved to Vortex for two reasons, 1) Vortex support so many more games, ok this is really "The Reason." 2) The isolation processing in MO does gets in the way of extra tools (yes yes you can find ways to make everything work in MO2, it's just a PITA.)
37 comments
I found that some of USSEP's bush and grass adds seem to compete with JK&TIC's look and feel, but it is minor and non-destructive. When I remove something from USSEP my reaction 9 out of 10 times is "Ohh..... let's just put that right back where it was." It's more thinking like "maybe a wild flower would make more sense than brown bush in that spot." You know, super subjective where my likes and tastes are unique.
There are no issues with JK's all in one, I have quite a few mods running beyond what's listed on the description page. I just wanted to list the ones that depend on layout/navmesh or potentially modify the trees. To be clear, this patch does not change the nav mesh in any way, it moves the new objects around to make sure NPC's don't stumble into them.
Like if I walk up to them can I eat them? I don't know much about game development but I'm just wondering.
ah nvm u havent been active for 2 years, guess i'll never get my answer
"You download and install JK Skyrim
You download Trees In Cities ( DO NOT INSTALL OR ENABLE with your mod manager! )
You download and install the patch listed in the files page for this mod."
So... where should I place TIC? Leave it in the downloads folder? What would be the point?
Will someone kindly clarify this for me?
would want to uninstall the current/non-JK version or there will be
tree conflicts/clipping. It is specifically made for the current JK's
Skyrim all in one (not lite or any individual cities.)
However, if you're used to Trees trees in Cities original format you will find the
left side of the Blue Palace is missing some of the extra trees, I moved
them to to make Legacy of the Dragonborn compatible. Kudo's to you for
reading everything"
There is just one tweak I had to do manually, it's concerning a single record for Embers XD.
It's in WindhelmWorld -> Block 1, 0 -> Sub-Block 4, 1 -> WindhelmOrigin -> Temporary -> FXFireWithEmbersLogs01. I assigned position/rotation from your patch, since I assume there would be clipping with the object otherwise. I haven't visited the place in question in-game yet, but I believe I did the right thing.
And if you're generally knowledgeable about xEdit, might I ask you about CRF patch for JK? If you've ever looked into it, of course.
There are "unpatched" conflicts between JK and CRF under RiftenWorld -> Block 1, -1 -> Sub-Block 5, -4 (in JK plugin). It's always been bugging me when I looked at it.
I posted about it on JK's Skyrim page since that is the source of CRF patch, but no response so far.
I don't use much that changes or interacts with lighting, I find it to be more trouble then what I am willing to invest. Many, even most would disagree with that :)
I start getting lost in it, take a simple texture replacer like Nobel Skyrim for example (which I love and use) in Windhelm it takes the vines off the graveyard wall. In vanilla the vines look awful, so if your using NS2K by itself, it's a big step up. However JK adds the two giant dead reach style trees with lanterns and suddenly the vines totally work by blending in/looking really good. If I remove/revert the texture changes from NS2K I discovered that wall is not the only place they used the vines, and in the end I wind up leaving NS2K edits in place (which make the wall flat and barren, then I add a snow texture that streaks when stretched on one plane and you suddenly have ugly again.
All good fun when you have the time tinker, but super easy to lose 3-4 hours playing with one wall :)
Thank you for the opinion, I see it's basically a matter of choice.
My interior lighting is a bit of a fiasco, so I don't disagree with you - it can be a pain. I kinda "forced" the ENB preset to even it out...to an extent. The things we do to make this game look decent :D
However, if you're used to Trees trees in Cities original format you will find the left side of the Blue Palace is missing some of the extra trees, I moved them to to make Legacy of the Dragonborn compatible. Kudo's to you for reading everything.
Cyclic interaction detected between "JKs Skyrim.esp" and "The Great Cities - Minor Cities and Towns.esp":
JKs Skyrim.esp
?[Masterlist Load After]
The Great Cities - Minor Cities and Towns.esp
?[Masterlist Load After]
JKs Skyrim.esp
This doesn't make sense. It is telling me that JK needs to load after Cities, but that Cities needs to load after JK. I tried going into LOOT metadata and removing the instruction to load after Great Cities, but the option to delete it is grey'd out and will not let me delete the load after instruction. Same goes for Cities, it is grey'd out. I uninstalled this Mod, but the changes that were made to the MetaData in JK and/or Great Cities is now permanent.
Any help would be great. I cannot sort any longer until this error is resolved, somehow. Never had this issue till installing this Mod today.
Thank you.
The patch up to v3 had no master or dependencies on JK's, it was just base skyrim without DLC. That said I added JK as a master in V4 because I cannot think of any reason you would want to use this patch without JK Skyrim.
Did you have a go at these for auto cleaning or xedit (intentionally or not)? I would pop em open in xedit and see if the actual master records are messed up or referencing each other. How about trying out these? https://www.nexusmods.com/skyrimspecialedition/mods/33687?tab=files
Anyway don't give up, this is just like doing puzzles :) Take the jigsaw puzzle - You have a picture, chop it up, scramble the pieces, and then sell it to people so they can manually put it back together, AND THEY LOVE IT. I have not actually played Skyrim in like 7 years.
I have both "The Great Cities of JK's Skyrim patch" and "The Great Cities of JK's North - Full patch" installed. So, I removed the "The Great Cities of JK's Skyrim" patch, because I only need one of those, however I am also running "Farmhouse Chimneys" and that needs a patch "JK's Skyrim - Farmhouse Chimneys Patch". When I remove "The Great Cities of JK's Skyrim" patch" . . . Farmhouse Chimneys" gives me an error in LOOT saying I need it, but the cyclical error between JK and Cities goes away. If I install The Great Cities of JK's Skyrim" patch" again, the cyclical error comes back. I am just going to ignore the warning about the chimneys I guess and hope it looks ok. There just seems to be constant resistance to The Great Cities and all things JK for patching.
Note: Never done it, but not sure if I can edit in SEEdit the cyclical issue out. Makes me nervous to try.
1) Vortex support so many more games, ok this is really "The Reason."
2) The isolation processing in MO does gets in the way of extra tools (yes yes you can find ways to make everything work in MO2, it's just a PITA.)
You wouldnt happen to use that and know if this works?
Additional pics would be great.