38 comments

  1. MisterB1969
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    This is the first Beta release for Small-Town Merchants. This version includes the Rorikstead Alchemist option. I have loved this mod from the moment I found this mod, because it added just what was needed and nothing more. Missing shops, that should have been there from the beginning.

    There might be some minor clipping issues with the landscape, as there are some minor changes between SSE and Oldrim.
  2. twisterX
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    The water in Riverwood is mismatched since you added the alchemist shack next to hods mill, the chargen for a few merchants werent exported, idk how to correct the water
  3. IIAriochII
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    Will this work with Arthmoores Town overhauls?
    1. MisterB1969
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      I tried this with Arthmoore's town overhaul, and works just fine. Though I haven't been able to check every town yet.. but most of them work just fine.
    2. dom77us
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      The tavern added to Shor's Stone and the merchant camped North of town, both try to occupy the same space (see image).
      The smithy added to Karthwasten and house added by Arthmoor's mod again trying to occupy the same space (see images).

      The Speech perk Investor, added by Ordinator - perks of Skyrim, works with Arthmoor's mod but not with Small-Town Merchants.

      Arthmoor's mod added a smithy to Kynesgrove.
      The smithy added by Small-Town Merchants isn't needed and it's being in a small (really small) dugout seems somehow wrong to me.

      I liked the general merchant's placement in Ivarstead.

      I didn't like the combining of shops with smithies.
      I thought that if you had an apothecary and a smith sharing the tower in Dragon's Bridge, the smithy should have the ground floor.

      I'd like to see compatibility with Ordinator's perk mod, the real estate conflicts/duplication with Arthmoor's mod resolved and unique smithies/general goods/apothecary shops.

      The mod in general is a good idea and I look forward to it coming out of  ßeta.


    3. MisterB1969
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      Alrighty thanks. Like I said, I hadn't gotten a chance to test all the locations myself. But I also stopped using the arthmoore town overhauls in favor of this mod in the end. I could make a patch for Ordinator probably, but the I'm afraid I would mess things up if I tried re-organizing things for compatibility. I've tried constructing and moving things in CK before quite a few times. but I never seem to get it right and usually make things worse :/ .

      And I am unsure Jokerine will want to make changes to this mod.
    4. deleted10449430
      deleted10449430
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      Great work and a most welcome addition to the game! Thanks.
      But do make it compatible with Arthmoor's towns if you can, I think most people would want them both installed. Or perhaps make it modular? So that people who want both could just skip the conflicting modules.
    5. redprincess79
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      You could just message her about her mod and the changes you want to make- she probably would be okay with it. I personally would love to see compatibility with all cities for Arthmoor because they really go well together.
    6. Tufnel
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      Yes please
    7. MadManCK
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      Compatibility with Arthmoor's Town expansions and Ordinator are badly needed.

    8. capella6707
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      "Compatibility with Arthmoor's Town expansions and Ordinator are badly needed. "

      All three of these mods are great! I love the mods that expand the smaller towns - and expand the major ones, too. And Ordinator is just essential!
    9. Jokerine
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      I think I mentioned this in the original mod page, but you can use SSEEDIT to remove the worldspace edits of the areas that you want to remove my merchants from.
    10. skyr1mn3xus
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      Hi to anyone still reading these comments. I notice Jokerine's account is closed and this is over 3 years ago this question RE: Arthmoor's town mods.

      I'm wondering, is there any possibility of someone making a patch to help address the issues that @dom77us noted at that time? I also see that @MisterB1969 replied that he stopped using this mod at that time.

      Finally, Jokerine themselves mentioned about editing the Worldspace to remove the merchants. Perhaps someone could provide a little more instruction? I'd be happy to make changes, but alas I have zero modding capabilities (other than opening SSEEdit and poking around... and probably breaking things).

      Here's hoping!
  4. davidwalshireland
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    Just want say thanks for porting this excellent mod
    1. MisterB1969
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      Thanks
  5. midnightfury67
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    I really like this mod. I wish it was modular though. Still, I found it to be compatible with all of Arthmoor's town mods except for Shor's Stone. Even then I simply opened the console and disabled the objects that were clipping with the Inn added by Arthmoor.
  6. idefelipe
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    Hello.

    Is this compatible with JK Skyrim?
  7. keyah111
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    So I take it this mod will not work with Holds the City Overhaul because it totally changes Falkreath, Dawnstar and Riverwood...I'll download it for future use and I genuinely like the idea, thanks for the Mod.
  8. Santala
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    Strange problem I had with this mod. It worked perfectly for awhile, until suddenly every shopkeeper added by this mod vanished somewhere. All the new shops are empty, except the dogs and other animals. I wonder if it had something to do with me installing that richer merchants mod mid game.
    1. Santala
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      Well, just as suddenly the shopkeepers have returned. No idea where they all went, but I'm glad they are back.
    2. Santala
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      Just started a new game and the mod NPCs were gone again. I don't know why, but it's a shame it's not working reliably for me. This mod would have been just what I wanted.
  9. caralampio
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    I found a huge bug with your mod. In Ivarstead, your new shop seems to have displaced the rock on the 7000 steps so it covers the road and causes companions, animals and NPCs to be unable to pass.
    http://steamcommunity.com/sharedfiles/filedetails/?id=1174368501
    After removing your mod- immediately Lydia, the goats and the spider came running at me, the rock gone
    http://steamcommunity.com/sharedfiles/filedetails/?id=1174368053
    I know it seems strange, but it's your mod for sure.
  10. redprincess79
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    It would be great if we could pick and choose which towns to use, for maximum compatibility. Are you still working on this?
    1. MisterB1969
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      I just posted the mod here for the author. Because I loved this mod the way it was. Hopefully Jokerine will be able to give you an answer about that.
    2. Jokerine
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      Nope.
    3. redprincess79
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      Yeah, I see you are only working on Fallout.
    4. Jokerine
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      Most belated response ever, but you could probably use SSEEDIT to open the esp and remove the Worldspace edits of the areas you don't want
    5. redprincess79
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      I thought about that, but I'm afraid of borking the mod. I guess I could give it a go.
  11. swordsman1425
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    The kahjit merchants in Shor's Stone attacked me on sight for some reason as soon as I rode in on my horse... and even when I resurrected them using console commands after killing them in self-defense, they were still hostile. However, it was fixed when I reloaded a save and then fast-traveled there again. Just something I think you should be aware of.