If you have questions or are encountering any issue with the mod, please refer to this FAQ (Frequently Asked Questions)BEFORE posting said issue in the comment or bug section. I will know if you don't.
This mod MAY interfere with a CC quest because of an item added by it. I'm assuming this because JK's does the same4 but has a patch available. Just a heads up for anyone. I might see if I could make a patch as I like this one more but Idk much about creation kit.
No I'm making sure the CC content is compatible from the get go with my build (unless I'm missing one, but that should not be the case for this mod), so you can use it in AE or SE without the need for a patch. This one had a book on the counter which should appear properly when doing the corresponding quest.
Usually CC content does not need to be patched, I try to make my mods compatible with both AE and SE right off the bat. If you see anything I might have missed on that regard just let me know and I'll try to fix the original mod so it does not conflict with the CC content.
Thank you so much for your nice overhaul ! Incredible !
And, sorry that I am somebody really feeling scared by the most powerful living in severe cold Skyrim --- the overwhelming green moss ... : P How could I do in SSEdit to remove those things in front of the balcony ? Except this everything is perfect for me, thank you !
Immersive Citizen - AI Overhaul basically edits almost every cell in Whiterun - there are a few conflicts in xEdit I don't know if they can be used together?
When you say remove the reference what does that mean? I did notice in doing what is suggested here, when you run Dynolod you need to tick off your mod or there is an error that occurs because of the door that remains. For some reason it stalls the Dynolod process and flags and error.
I don't use Dynolod, so I have no clue what it does or how it works. But if you remove the references from the cell you'll end up with the door on the outside pointing to a null reference since it is linked to the door on the other side. The door should also be referenced in the Navmesh so it should be cleaned as well.
In the gog game arcadia's bed is glitched for some reason otherwise this looks great. Her bedframe base is there but the top is not, i think it maybe because i use Noble Bed - Replacer - Pfuscher though....i think..
Yes it's probably because of the model replacer, some object placements were created with vanilla assets in mind (or models that are usually close to the original) If the replacement model deviates too much from the original some things might look a bit weird unfortunately.
not a deal breaker! thanks for reply, a patch would be nice though i'm keeping this regardless. I'm testing this atm as well by uninstalling that then going to her shop. Edit: noble beds isn't the reason the beds glitching but i don't have any other mod effecting this shop? Anyone else have this issue? https://i.imgur.com/XxzvJbn.png
Looks like a conflict with another mod, something like immersive NPCs probably. You can use the more informative console to look it up and fix your load order.
I reinstalled Relighting skyrim & chose external lights only instead of interior & external. This fixed my issues with this mod for me i think. Sorry for late reply.
50 comments
FAQ (Frequently Asked Questions) BEFORE
posting said issue in the comment or bug section. I will know if you don't.
And, sorry that I am somebody really feeling scared by the most powerful living in severe cold Skyrim --- the overwhelming green moss ... : P How could I do in SSEdit to remove those things in front of the balcony ? Except this everything is perfect for me, thank you !
In xEdit you would just look for the Ivy01/02/03 references in the worldspace cell and remove those.
Edit: noble beds isn't the reason the beds glitching but i don't have any other mod effecting this shop? Anyone else have this issue?
https://i.imgur.com/XxzvJbn.png
Dawn of Skyrim (Director's Cut) SE,
JK cities?