I really like the new architecture you have used! However would it be possible to make the huts look more like you could actually sleep in them? Because right now there's snow on the floor and the wind flies in, it doesn't look like someone could live in there. Some extra shelter and especially doors would make it more realistic, even a tent inside the hut, but this is just a suggestion. I live in the arctic so I feel really bad for those poor sods.
I'll get around to it at some point. Will require splitting the huts into 2 separate models to remove the snow shader from the floor due to how Skyrim works. No ETA atm due to work and stuff :)
Sorry i've literally just seen this comment! I'll take a look but can't promise anything. Depends on how well they blend and how much navmesh work would be needed :)
Love your mod! Everything works except a little probelm that need your help to fix it. Please see the pictures: https://imgur.com/a/AOax4gn
There is a "fake wall" inside the building, and you can just look at it one side. When you go to the other side it's invisibile. Any idea why and how to fix it?
I was using Schlitzohr Stonehills but I disable it and all of its patch before trying your mod, pretty sure I am not using anyother mod that change this location.
For patches, I am using your eFPS, Lux and LOTD patch, and eFPS go first, then LOTD, then Lux.
first i have problems with textures poping in and out, the new version make the game crash when i enter the house. this is in a new install of all my mods plus some new mods like yours. love the mod but for now i will wait. Possible relevant objects (7){ [ 38] hkpRigidBody(Node: `NiNode(Name: `NPC L Hand [LHnd]`)`) [ 41] BGSTextureSet(FormId: 4E001428, File: `OBIS SE.esp`) [ 154] TESNPC(Name: `Sirgar`, FormId: 00013607, File: `male npc overahul se.esp <- Unofficial Skyrim Special Edition Patch.esp <- Skyrim.esm`) [ 154] Character(FormId: 0001AA59, File: `Gonz - Stonehills Re-imagined.esp <- Unofficial Skyrim Special Edition Patch.esp`, BaseForm: TESNPC(Name: `Sirgar`, FormId: 00013607, File: `male npc overahul se.esp <- Unofficial Skyrim Special Edition Patch.esp <- Skyrim.esm`)) [ 246] BSDynamicTriShape(Name: `MaleMouthHumanoidDefault`) [ 328] TESNPC(Name: `Adventurer}`, FormId: 00000007, File: `Skyrim Unbound.esp <- Skyrim.esm`) [ 328] PlayerCharacter(FormId: 00000014, BaseForm: TESNPC(Name: `Adventurer}`, FormId: 00000007, File: `Skyrim Unbound.esp <- Skyrim.esm`))
That's an occlusion issue. Are you using eFPS? If you are you need my patch for it. If you have anything else in Stonehills messing with occlusion that will cause it too.
I really like your take on Stonehill's, i usually don't downloads mod that change building because i like the original building made by the game developer but this one is really good in my opinion, formidable! I wish to thank you for creating this mod and sharing it with us (:
I'll take a look at some point. Should of been ok but I need to double check a few terrain records between them both :)
EDIT: After checking CK with my grass mod enabled, the terrain changes currently in the mod work. For me I need to re-run grass cache to remove the grass as I installed the mod after having an old cache run (if you run grass cache, re-run it, if not i'll try and find a suitable texture).
I'm gonna have to do another run on the landscape. I removed the grass for Vanilla but then noticed on my main mod build with the grass mod I use it was coming back. You can't see the ground under the huts so i'll just throw a texture there that definitely has no grass assigned to it :)
Do you run No Grass in Objects? I just realised after checking my mod with my main modlist I need to re-run grass cache which is why I see the grass poking through with my grass mod.
It's not. I've had a look at various other overhauls of the area. The problem with CRF and Schlitzohr's Overhaul as stated below is they both change a LOT around Stonehills and take a different approach to the aesthetic I was going for.
A patch for either of them would require:
- Re-navmeshing - Finding suitable further models to replace the one from those overhauls to match my vision.
I'm not saying it won't EVER happen but currently I don't think i'll be sorting them. The only way i'd patch either of the mods is if people don't mind me simply removing the changes from those mods completely :) Sorry, don't mean to sound arsey, just trying to make sure everyone is aware of the extra work it takes to make big overhauls work together, especially when they have a completely different style between them :)
No no, I totally understand, I was just asking because I can't go in game until friday, usually I don't ask and just go check by myself. Thanks for answering! I'd totally be alright with removing CRF changes as the Schlitzohr's patch does, if you ever feel inclined in the future. Until them, endorsed anyway because it looks amazing
CRF is the sort of mod I would expect to patch for because it's a total overhaul of Skyrim. Individual Stonehills overhauls are a little less appealing to patch as all mod authors have their own take on areas.
Uploaded my CRF Patch. Think I managed to find everything and disable it. Load order: CRF, Stonehills Re-imagined, Gonz - Stonehills - CRF Patch.
I did a quick test and seems to be working ok, I don't personally use CRF in my main build so please can every test on their builds and report any issues.
53 comments
I also wanted to ask for a patch for lanterns LOS II.
by any chance is it possible to get a patch for this mod and Stonehills Reborn by Mminkjom to work together? Thank you for your wonderful mods!
Love your mod! Everything works except a little probelm that need your help to fix it.
Please see the pictures: https://imgur.com/a/AOax4gn
There is a "fake wall" inside the building, and you can just look at it one side. When you go to the other side it's invisibile. Any idea why and how to fix it?
Thanks!
I was using Schlitzohr Stonehills but I disable it and all of its patch before trying your mod, pretty sure I am not using anyother mod that change this location.
For patches, I am using your eFPS, Lux and LOTD patch, and eFPS go first, then LOTD, then Lux.
I simply just disable it but not sure why this happen.
Possible relevant objects (7){ [ 38] hkpRigidBody(Node: `NiNode(Name: `NPC L Hand [LHnd]`)`) [ 41] BGSTextureSet(FormId: 4E001428, File: `OBIS SE.esp`) [ 154] TESNPC(Name: `Sirgar`, FormId: 00013607, File: `male npc overahul se.esp <- Unofficial Skyrim Special Edition Patch.esp <- Skyrim.esm`) [ 154] Character(FormId: 0001AA59, File: `Gonz - Stonehills Re-imagined.esp <- Unofficial Skyrim Special Edition Patch.esp`, BaseForm: TESNPC(Name: `Sirgar`, FormId: 00013607, File: `male npc overahul se.esp <- Unofficial Skyrim Special Edition Patch.esp <- Skyrim.esm`)) [ 246] BSDynamicTriShape(Name: `MaleMouthHumanoidDefault`) [ 328] TESNPC(Name: `Adventurer}`, FormId: 00000007, File: `Skyrim Unbound.esp <- Skyrim.esm`) [ 328] PlayerCharacter(FormId: 00000014, BaseForm: TESNPC(Name: `Adventurer}`, FormId: 00000007, File: `Skyrim Unbound.esp <- Skyrim.esm`))
I wish to thank you for creating this mod and sharing it with us (:
EDIT: After checking CK with my grass mod enabled, the terrain changes currently in the mod work. For me I need to re-run grass cache to remove the grass as I installed the mod after having an old cache run (if you run grass cache, re-run it, if not i'll try and find a suitable texture).
What grass mod are you using? Just so I can make sure I choose a suitable landscape texture that I know has no grass assigned to it.
A patch for either of them would require:
- Re-navmeshing
- Finding suitable further models to replace the one from those overhauls to match my vision.
I'm not saying it won't EVER happen but currently I don't think i'll be sorting them. The only way i'd patch either of the mods is if people don't mind me simply removing the changes from those mods completely :) Sorry, don't mean to sound arsey, just trying to make sure everyone is aware of the extra work it takes to make big overhauls work together, especially when they have a completely different style between them :)
CRF is the sort of mod I would expect to patch for because it's a total overhaul of Skyrim. Individual Stonehills overhauls are a little less appealing to patch as all mod authors have their own take on areas.
Your support is very much appreciated :)
I did a quick test and seems to be working ok, I don't personally use CRF in my main build so please can every test on their builds and report any issues.