Skyrim Special Edition

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gg77

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gg77

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19 comments

  1. copticprincess
    copticprincess
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    Wow this is impressive. Are you going to add Kaifeng in the future? My only personal gripe is the bmx bikes. Wish I could swap them out for horses, but other than that this mod is pretty good. Are the Grey Boars suppose to aggro you? They didn't attack me but were running up to me grunting.
    1. gg77
      gg77
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      Kaifeng is empty in its "accessible" version on the net... Couldn't get the more complete version... if you search well you will find 2 horses... the Grey Boars may attack you, it depends on quite a bit of things ...
    2. gg77
      gg77
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      Kaifeng coming soon !
  2. RestitutorOrbix
    RestitutorOrbix
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    I ran this plugin through SSEEdit and got the following error message:
    <Warning: Plugin contains 3 deleted NavMeshes which can not be undeleted>
    1. gg77
      gg77
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      This is not a problem !!! (no CTD etc ...)... To place the animals, it is sometimes necessary to modify the navmeshes (remove some and put new ones). Have you ever tried ?
    2. theskyisgreat4u
      theskyisgreat4u
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      What you do is go to the NavMesh that is deleted using TESEdit, Undo the DELETE, then once it refills itself, you just make it IGNORED instead.
    3. gg77
      gg77
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      Thanks for the advice (I hadn't specifically looked for it, since deleted navmeshes are never a problem!)
    4. godescalcus
      godescalcus
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      Deleted navmesh are both unnecessary and a potential problem, it's not trivial that xEdit gives you a stark warning every time it encounters one. You can replace original navmesh records with new ones and it can all be fine and dandy with NPC navigation, but when you have other mods that reference those original navmesh records by their formid, it can crash the game. If a door, portal, marker etc is referencing a deleted record, once it gets loaded, the game will crash. Naturally, the game doesn't automatically "look for another valid navmesh record". Sometimes deleted records can even crash the CK. Other times, they are "benign" because they're unreferenced.

      It's completely avoidable to delete navmesh, or cause it to be deleted. The two most common causes for this are:
      - when you remove triangles and cause one triangle or a group of triangles to become a new island (the CK will instantly create two new records and mark the original one deleted).
      - when you create a triangle connecting two previously unconnected navmesh records - the CK will transfer all triangles to one of the records, and mark the other one deleted.

      You can avoid this by carefully respecting existing records. Every contiguous groups of triangles with a single cell is one record. Extend existing navmesh if you can. Delete triangles if you need to, but be very careful to always delete from the outside, never cause a triangle or group of triangles to become isolated. Never merge two independent navmesh islands - if you need to extend an existing navmesh to a place that's previously covered by an island, don't connect them - the best trick I know is to remove all triangles from the island except one, then lower that triangle (z hotkey) by a good distance so it doesn't bother you while editing. The practical effect of this is that the game will ignore that triangle, which is completely disconnected from anything else (you have to make sure you finalize navmesh in that cell to remove any links it might have had with doors or neighbouring cells). But the record will still exist, and if a mod still references it that hasn't been patched, there's a remote chance it may not be able to do what it's supposed to do, but it won't crash as it would if the record were deleted.

      To fix deleted navmesh - sometimes you can get away with easy fixes, like when a record was simply renumbered and you can get it back almost intact by just renumbering the new record with the formid of the deleted one. But this is by no means always the case. Most of the times you'll simply have to delete the new record, restore the original navmesh, and manually recreate it yourself for your mod. No way around it, but done carefully, there will be no deleted navmesh records anymore.
  3. thenewkid20
    thenewkid20
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    thank you it's really cute 
    Is the map a work in progress or is it just a map resource for others to make quests for? And for some reason I cannot make a saved game while there :(
    1. gg77
      gg77
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      "Is the map a work in progress or is it just a map resource for others to make quests for? "

      just a map resource for others to make quests for (it is an ESM)

      "And for some reason I cannot make a saved game while there"

      ???? !
    2. thenewkid20
      thenewkid20
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      i think i will ask my friend to test saving too it might be somethign wrong with my mods
      on my game it saves but no new save appears
    3. RestitutorOrbix
      RestitutorOrbix
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      If the name of a cell has an underscore (_) in it anywhere, then you may have this problem saving games.
  4. Brendan62
    Brendan62
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    What is the use of linking to a mod that this requires that 90 percent of people cannot get . In the very least put up a link that people can actually get the file from
    1. Nhozoni
      Nhozoni
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      There's a link in the requirements, also generally speaking, some mods(usually from 9dm, baidu, and LL) can't be directly linked.
    2. Brendan62
      Brendan62
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      I know thats my point. You cant download mod without baidu code which is not too be found.
    3. Hietanen
      Hietanen
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      You can download the mod in a direct link here (it was linked too when pressing "download" this file):

      https://www.mediafire.com/file/1apsw1217z0ilsc/Hangzhou+and+Liuzhuang+in+Skyrim+SE.7z/file
  5. GLAssassin
    GLAssassin
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    Nice
  6. Dartonyan
    Dartonyan
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    what does the original mod do?
    1. DikaWolf
      DikaWolf
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      • 3 kudos
      Mostly just a place to take screenshots. It does have a player home, so you could also think of it as that with a really large yard.