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Skyrim Modding Diary - 16 March 2022 - Part 2


gregaaz

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Welcome back folks! With spring sunshine suddenly part of the picture (and my computer station right next to a west-facing window), my 'hobby time' has slid a little later in the evening. As you might have noticed on the way here, I just wrapped up the Groot's Solitude case study, and I found myself with a little bit of spare time. Let's hop back into general modding and see if we can get one or two more mods added.

 

Preparing for City Trees

I mentioned earlier that I'm interested in installing City Trees. This is a very modular title, which means that if I run into major conflicts with one part or another I can probably just turn off the relevant plugin and move on. However, this mod also has a lot of patch-ins, especially for some of the better-known Whiterun enhancement mods. Before I attack the main mod, I need to get at least some of those add-ons installed. Today I was planning to take on Fortified Whiterun. This mod is kind of the spiritual successor to the now-out-of-print Walls of Whiterun, and I'm looking forward to seeing how it looks in my game world. However, FW itself has a few mods that it patches into, some of which may be a pain in the neck to patch in later. 

 

The two big FW precursor mods at Dark's Whiterun Market and Bells of Skyrim. I'm not sure I'll get either one installed tonight, but we can do some preliminary work and evaluation.

 

Scouting the Market

Dark's Whiterun Market is a pretty complex mod and it has a number of patches of its own. I don't have any expectations that I'll get this installed in the next 15 or 20 minutes, but I'd like to walk through the area and look for conflicts so I understand what I'll need to deal with in the future.

 

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Not a market issue, but that slave in the background was stuck on this gate. I suspect, like the gate we saw a few days ago from the same mod, that this one isn't navmeshed. We'll need to address this soon (there's also a gate in Winterhold that has a similar issue). There's also a damaged tower behind the Ambient Slaves building that I think is almost certainly not navmeshed. I'm undecided if I want to fix it or just disable it. 

 

The new additions on the east side of town seem to be fine, but as I move west we have a lot of conflicts - there are two very noticeable ones with Ambient Slaves and with Civil War Refugees. 

 

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So this one is going to take some work, but its good to have a general idea of what it'll entail!

 

Time's Up On The Bells... For Now

Well, I was too busy taking screen shots of Whiterun and didn't get to this one tonight. However, I can see just from the Nexus page that there's at least one major conflict I'll need to address, so it's probably just as well. 

 

We'll continue our modding work tomorrow. For tonight, we're ending with 1,507 mods installed, 1,514 plugins active, and a final load order index of EB.

 

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