Modding Case Study: Grroott's Solitude (Part 6 - Town Square)
Welcome back everyone! Now that we've resolved both the conflicted buildings, it's time to start working down the rest of the punchlist. Let's look at what we've got left to do, and arrange it by location.
Major Conflicts
* Imperial Physician entrance
* Books of Skyrim
Town Square
EA02BB62 - Hex Floor needs different texture
3800806B - ZDD static needs to move
FE1DC863 - Shackles from "Public Executions" mod need to move
440089A2 - Unique sword "Justice" needs to be put on table
EA02BAAA - Rotate Cairn 90 degrees EA02BAAA
Executioner idle marker (sunk into ground against the city wall near chopping block)
Battlements invisible wall
Marketplace
C301A331 - Meat Farm pole, needs to move slightly
Wine Merchant Stall, Slave Merchant Stall - both need to move
Conflicts with XPO furniture including the X-Cross
Big tree seems to be occluding NPC idle markets - need to move them.
Big tree needs to be rescaled
Residential District
EA003036 - Hex Floor needs different texture
Move, disable, or resize 43F23 (small tree intruding through a wall)
Floating flowers including 10D2BB
Rotate EA078A14 to hide open part of mesh
Disable EA06433A?
SolitudeExterior
3800702C - ZDD Static that needs to move
Landscape Stuff
Landscape gaps in SolitudeExterior01
Landscape gaps at corner of town square
Partially buried window just to the right of the gate house
Landscape tear near EA078A14
Navmesh
Facegen
Today we'll do the town square conflicts, most of which are pretty straightforward. Let's start by making a working file with all the conflicted records. For the hex floor, we're actually going to copy every instance of the SERuinsRmFloor1 static in Groot's mod and do them all at once, not just the ones we captured on the first pass.
With the working file created, let's hop over the CK and take care of the elements we need to move (we'll come back and fix the floors after).



Before we move onto the xEdit work, let's visit this area in game and make sure everything lines up - especially the sword since I forgot to extract its nif from the BSA and therefore it was showing a placeholder.
Generally looking good! I captured some more precise coordinates for the sword in-game which we'll feed into xEdit to get it to lie in the right position on the table.
That just leaves the Snow Elf ruined floor pieces. A while back I took two different Winterhold retex mods and stitched them together, leaving a number of unused assets. One of them is this floor texture:
Let's try making a texture set and to override the default texture and then map it to this unused texture (and its associated normal map).

Now let's see how this looks in game (not shown in the screen shots, I updated the baseform entry for the Groot's Solitude uses of this floor part). As an aside, you might be wondering what happened to the cairn - it appears the author removed it in the new version of the mod.
OK, all things considered, not too bad. We just need to shift that one piece in the front so the textures line up. While we're at it, I also tidied up the residential district where it uses this same piece.

Not 100% perfect, but definitely good enough.
That just leaves some cleanup in xEdit. We're going to move all the changes into our conflict resolution patch, then deactivate the working file.
OK, that completes our work on the town square area! Tomorrow we'll move on to the marketplace and find some new locations for those two market stalls.
4 Comments
Recommended Comments