Has anyone tried this with The Great City Of Morthal (I was thinking of choosing The Great Cities - Minor Cities and Towns for my smaller settlement overhaul , and it includes the morthal module)? The more deeply you get into modding a Betheseda game, the more confusing it become. Some many possibilities of conflict, and only some of the combinations have compatibility patches available.
I'm enjoying these little additions and haven't run into too many issues (yet) with the various cities I've downloaded. Ivarstead being the exception right now since I use Ivarstead by Ozymandy and it is an SSEEdit mess.
But I did have a question. I know you state it may have issues with mods that alter building locations, etc. Do ClefJ's Morthal and the Morthal Overhaul II fit into that statement? ClefJ adds buildings, but I'm not sure which and how much that would affect this mod. I'm not really sure about Morthal Overhaul II. I think it is just cosmetic improvements but, again, I haven't been to that city in a while either. Being SSEEdit near-illiterate sucks.
I don't have either of those, so I don't know. Guard patrol paths, are over the vanilla streets. If another mod changed the street layout- I don't mean adding new streets, but in the sense of covering existing ones with buildings- then it may conflict. There's a guard stationed in front of the Jarl's Longhouse. If a mod moved the longhouse, it will conflict. Other than that, the Inn matters. As long as the Inn porch is largely unchanged, and the area beside/behind the Inn where I have them doing weapons training in the screenshot is still open, it should be fine.
OK, thanks for the reply. I'll give it a try. Any idea how many others you will be doing? Or maybe an all-in-one fomod later? Just want to figure out how many I'll try to merge later if needed.
Not many more. The fun's worn off. These last two, have been mostly unpleasant. I have Whistling Mine started, but I'll probably never finish it. Instead, right now I'm re-doing Riverwood because it has way too many problem reports. Sometimes, you just need to nuke the whole thing and start over.
Well, I'll be looking for them. And I can understand the novelty wearing off. I did about 100 weapons before I got tired of it and decided to take a break. So far, I'm on year two of the break.
Been tempted to add this as I didn't see any downsides, however, I had a query before I went ahead. You're editing the insides of the barracks a bit, how does this affect stuff like Lux?
The main goal of what I was doing, was to fit enough beds so everyone can sleep. I moved one light in the process. I would expect the change to be minimal, if even noticeable at all. There's dozens of other light sources in the room that I had no reason to so much as touch.
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But I did have a question. I know you state it may have issues with mods that alter building locations, etc. Do ClefJ's Morthal and the Morthal Overhaul II fit into that statement? ClefJ adds buildings, but I'm not sure which and how much that would affect this mod. I'm not really sure about Morthal Overhaul II. I think it is just cosmetic improvements but, again, I haven't been to that city in a while either. Being SSEEdit near-illiterate sucks.
Guard patrol paths, are over the vanilla streets. If another mod changed the street layout- I don't mean adding new streets, but in the sense of covering existing ones with buildings- then it may conflict.
There's a guard stationed in front of the Jarl's Longhouse. If a mod moved the longhouse, it will conflict.
Other than that, the Inn matters. As long as the Inn porch is largely unchanged, and the area beside/behind the Inn where I have them doing weapons training in the screenshot is still open, it should be fine.
Instead, right now I'm re-doing Riverwood because it has way too many problem reports. Sometimes, you just need to nuke the whole thing and start over.
I would expect the change to be minimal, if even noticeable at all. There's dozens of other light sources in the room that I had no reason to so much as touch.