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Modding Case Study: Grroott's Solitude (Part 8 - Cleanup)


Before we move on to navmesh, we still have a few various items to clean up, mostly in the residential district of Solitude. Let's look at our punchlist and see what we still need to work.

 

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

Final Cleanup
Navmesh
Facegen

 

So looking this over, we have a couple of small alignment issues to address, and then we need to look at some possible landscape issues. 

 

Before we do this, however, there's another mod I need to install - About Roggvir. I'm starting to get fed up with having to sit through the beheading scene every time I come back to Solitude to verify changes, and this mod will address that issue. Fortunately that mod doesn't have any complex asset conflicts, but we will need to compact it for ESL, reindex its sound files, and regenerate its SEQ. If you've followed the modding diary series you should be familiar with this procedure already and I won't go into a lot of detail here.

 

The mod did require a lot of cleaning; in fact, about 25% of its records were ITMs. It also had a couple of deletions and a boatload of conflicts, including some issues where it was reverting the USSEP.

 

image.png.011b1e39869d2657b072987e4df0eea0.png

 

There's also a hidden script conflict with the USSEP that I'll need to investigate in more detail soon.

 

image.png.01cbf70d241418ea64b26915f35aa464.png

 

But I digress - this is an investigation for some other time. Let's get back to the punchlist. We'll start by moving that poor impaled Stormcloak we saw at the very start of the grand tour. There's a spot on the gate that doesn't have a civil war combatant spawn right behind it, so we'll put him there.

 

image.png.0e0ba6e6c5136181ae59bffcebad8748.png

 

ScreenShot1558.png.57e5d7b78660b90a027bd8baff09e079.pngScreenShot1557.png.972defe22983349c8d70c45b924181b4.pngScreenShot1556.png.026c527b3d085bad97ae8da4b213ea42.pngScreenShot1555.png.7bf619331bd23b15b518148d8912f84b.png

 

So this is a bit of a good news/bad news situation. The good news is that all the static-related punchlist items are now done. The bad news is that I found a few more statics I need to move. So we'll be diving in one more time!

 

ScreenShot1560.png.c7e0b5f065ad2998349dc5656fd8cf56.pngScreenShot1559.png.b69635fb99433151751711d5cc7e1649.png

 

Much better! That fixes the remaining punchlist items except for navmesh and landscape. Tomorrow, we'll loop back and repair some inadvertent damage that happened when we upgraded the underlying mod, then we'll start working the navmesh!

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