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Posted

Awesome interiors, really like this mod.

 

I play with Sunhelm and always get cold when I enter a dibella's garden. I know it's way outside the scope of this mod and I don't expect any support, but if anyone has any tips on how to flag these locations as warm interiors in xedit I would appreciate it!

Posted
9 hours ago, WeldingMan said:

Any update here?

 

I haven't touched the mod since the last release really. I have the feeling Riften bunkhouse will have more additions since it's new and feels super empty so I prefer to do other things in the meanwhile and wait for a new version.

  • 5 months later...
  • 2 months later...
Posted

I have a couple of suggested fixes for you as I'm testing out some newer additions to TAP.

  1. The navmesh outside the door for the Windhelm brothel needs to be refinalized. I had an NPC who couldn't follow me into the brothel because the door marker wasn't connected to the navmesh.
  2. Because you moved the brothel into Windhelm itself the parent location for TAPWindhelmDibellasGardenLocation should be changed from EastmarchHoldLocation to WindhelmLocation. Characters in the brothel aren't considered to be "in Windhelm" because of this. In the base mod, this makes sense, because the brothel is well outside the town walls, but with the brothel at the docks it doesn't.

 

Posted (edited)

Thanks for passing by

 

1. The navmesh is the vanilla one that I didn't want to touch. I made some modifications now so hopefully that works better.

2. So that might be why a Sunhelm user complained the location wasn't recognized as interior. Well, changed that too now.

 

 

 

Edited by xtrange988
Posted (edited)

New in Version 1.5.1

- Riften Brothel Overhaul.

  B-but it's too dark! Yes it's meant to be that way. Riften is a dark and gloomy place so should be the brothel. Bring a lantern!

  Time ago someone proposed to add content to a DLC location, the Redwater Den. It was a good idea and I like that place. So that's where the Brothel theme comes from.

  The exterior changes are cosmetic. Instead of rocks there's a wall platform with a deck behind.

  There is no bath ;C Girls have to wash themselves in the lake like Vex does. 

 

- Vanikseth Workroom.

  A little complete makeover of the place. I initially went for a full dungeon expansion but later realized how silly and time consuming it was, it served no purpose. So instead is a big glacial with what appears to be the outskirts of Sarthaal.

  Vanikseth now has it's own tent and a collection of necromancy books. A few from ESO (the books there are super poorly written) and others from past Elder Scrolls and a new one that explains how he made that big hole in the ice.

 

- Notes, books, letters...

  They are dispersed along the rooms and tables in the different brothels. I tried to not create a back story for the characters. Anything written inside is pure fiction and might change if Ruddy decides to go in another direction with that npc. 

  Besides the new books there are poems, songs, letter from admirers, complains and proposals. 

 

- Uploaded two ESL files: one for the customers disappearing and the other to add more customers around the ports cities.

  The disappearing bug was haunting me so I made the few characters affected Persistent. There's a persistent limit in Skyrim of 1048576. I doubt a little more can cause some issue. I read somewhere the bug occurs because I'm modifying a cell created by an ESP file and the CK wants that cell to be from a ESM. So if I touch a NPC inside the cell, that NPC is prone to disappear randomly.

  The more customers file adds 4-5 NPCs per city. But it's just Windhelm and Solitude. They travel to the brothel, spend the evening and leave at night. I figured out those cities needed more customers due to their size and importance. Will I add more in the future? Probably but I really want to add a random encounter system when I have the time to learn how...

 

 

BenjenBrothelIntCK.png

BenjenBrothelExtCK.png

VaniksethWorkroom01CK.png

VaniksethWorkroom02CK.png

Edited by xtrange988
Posted
2 hours ago, xtrange988 said:

 

- Uploaded two ESL files: one for the customers disappearing and the other to add more customers around the ports cities.

  The disappearing bug was haunting me so I made the few characters affected Persistent. There's a persistent limit in Skyrim of 1048576. I doubt a little more can cause some issue. I read somewhere the bug occurs because I'm modifying a cell created by an ESP file and the CK wants that cell to be from a ESM. So if I touch a NPC inside the cell, that NPC is prone to disappear randomly.

  The more customers file adds 4-5 NPCs per city. But it's just Windhelm and Solitude. They travel to the brothel, spend the evening and leave at night. I figured out those cities needed more customers due to their size and importance. Will I add more in the future? Probably but I really want to add a random encounter system when I have the time to learn how...

 

 

Just for information, in the next release all of the brothel NPCs will have persist locations set, as well. I'm hoping that will help with some of this kind of thing, too.

  • 4 weeks later...
Posted

Hello, I just wanted to let you know that it doesn't look like 1.52 is forwarding the necessary change from the door in Dibella's Garden. The One Bad Apple quest will not start even with the latest update installed.

Posted
25 minutes ago, ruddycray said:

Hello, I just wanted to let you know that it doesn't look like 1.52 is forwarding the necessary change from the door in Dibella's Garden. The One Bad Apple quest will not start even with the latest update installed.

 

Just checked if it was forwarded and it was.

TAPRefExteriorDoor.jpg

Posted
6 minutes ago, xtrange988 said:

 

Just checked if it was forwarded and it was.

TAPRefExteriorDoor.jpg

 

I don't believe that's the correct door. The doors in the Tamriel worldspace don't need the location ref type. It's the ones inside the brothel that lead to the outside. I just checked that, and you've actually added a location ref type to the door where it doesn't have one in TAP.

 

The correct reference ID for the door that needs the forwarded change is 064a7c27.

Posted (edited)

So it's the interior main door, in the messages you said it was the exterior one so I followed that instead of the ref. I will fix it asap.

 

Done, sorry for the inconvenient.  Now to upload the esp again.

 

 

 

Edited by xtrange988
Posted
42 minutes ago, xtrange988 said:

So it's the interior main door, in the messages you said it was the exterior one so I followed that instead of the ref. I will fix it asap.

 

Done, sorry for the inconvenient.  Now to upload the esp again.

 

 

 

 

Sorry for the confusion. I meant the doors leading to the exterior, but they are on the interior side.

Posted (edited)

I will try to not get confused again and follow the reference instead. Also apparently xEdit doesn't allow forwarding location references, or it's an issue with my version.

 

Just did a tests and the quest now triggers as it should, perhaps the only minor issue is: if the player triggers the quests inside the brothel, upon exiting they spawn in front of the player out of thin air. Maybe you could move the marker a bit far down the road towards the bridge, so it would look like they come to close the brothel and not teleporting.

Edited by xtrange988
Posted
On 4/27/2023 at 1:13 AM, xtrange988 said:

I will try to not get confused again and follow the reference instead. Also apparently xEdit doesn't allow forwarding location references, or it's an issue with my version.

 

Just did a tests and the quest now triggers as it should, perhaps the only minor issue is: if the player triggers the quests inside the brothel, upon exiting they spawn in front of the player out of thin air. Maybe you could move the marker a bit far down the road towards the bridge, so it would look like they come to close the brothel and not teleporting.

 

I might just check if the old location was the brothel interior before allowing the quest to start. It's a little weird for you to not know what happened if you were just inside, anyway.

  • 2 weeks later...
Posted
18 hours ago, 43deadwood said:

Love this mod! I play on LE so needed to run CAO to get rid of a few glitches - like the inclusion of internal bathing facilities.

 

 

So it works alright in LE? Then I might use CAO to backport it and release a version, but that's next update when I get the optimization right.

 

No hope about the baths, Dziet mod relies in SE exclusive mods and the undressing and storing gear system seems too complicated and I'm terrible at scripting, I can only make useless activators and dialogue fragments :(.

  • 1 month later...
Posted

First of all, thanks very much for your effort and sharing :)

 

Now, I'm having an issue most likely caused by a botched MO2 installation, but I wanted to make sure by asking: when I use this mod, the Solitude brothel is been recreated into a maze, with stairs leading into walls and the like.  I know from earlier versions that this never happened.

 

If this never happened to anyone, it must be my setup. Question is, how can a mod, that's not overwriting or being overwritten, cause such a strange bug? Like the modded game isn't able to work properly with the mods... so strange. Anyways, this bugged cell the most obvious lead in finding the problem. Any help would be appreciated.

Posted
9 hours ago, Swiftstep said:

First of all, thanks very much for your effort and sharing :)

 

Now, I'm having an issue most likely caused by a botched MO2 installation, but I wanted to make sure by asking: when I use this mod, the Solitude brothel is been recreated into a maze, with stairs leading into walls and the like.  I know from earlier versions that this never happened.

 

If this never happened to anyone, it must be my setup. Question is, how can a mod, that's not overwriting or being overwritten, cause such a strange bug? Like the modded game isn't able to work properly with the mods... so strange. Anyways, this bugged cell the most obvious lead in finding the problem. Any help would be appreciated.

 

Everything is fine on my end in that place. Both in game and in the creation kit. I don't think there's other mod but a load order issue. This mod needs to load after TAP, otherwise the old walls will still be in the old place. You can try reinstalling the mod or double checking if you didn't go over the 255 plugin limit by accident.

 

 

  • 3 weeks later...
Posted (edited)

Hi, I need a little help, I updated TAP interriors from 1.5.3 to the latest 1.5.4 and TAP  0.13 to 0.14, but now my bed (Brothel in Windhelm the new one in the docks) is not in the room and when I select the option  "let's go to my bed" I appear out of the cell in the bed that is supposed to be in the room, I tried to move the bed to the room with |prid (refid bed) moveto player but command says "it cant be move" so I tried to place another bed with the same id and the ownership and disable the old bed but teleports me where the old bed used to be.

 

Is there a way to select to new created bed to be the default bed or to move the old?? is not the much of a deal I can keep using the option "follow me" and stant on a bed, but I would prefer to fix this misplacement (that is obviously in my end)

 

 

Nevermind I decided to load an old save that I'd not enter the brothel in Windhelm (Not to much progress loss luckly I had just enter the brothel  yesterday before 2 daedric quest and revert my vampirism)

Edited by Jack005
revert to old save, no problem now
  • 5 weeks later...
Posted (edited)

Patch for "The Ancient Profession - Interiors" and "JK's Whiterun Outskirts"!

 

Moves the Whiterun Dibellan Gardens about one hundred feet down the road, now opposite Battleborn Farm. Lots of tidying, with attention to landscape and grass.

 

ESL, compacted and cleaned, no navmesh adjustments. Should have no errors. Load after both ESPs and after any grass fixes (set LOOT metadata to "Late Loader"), since this makes edits to the grass around Battleborn Farm near Whiterun. This patch requires a new save to work without errors.

 

This is my first time making one of these, so if people could check it out and make sure it all looks good I'd appreciate it.@ruddycray and @xtrange988, I've made particular effort to keep to what you both designed, but brought up the attention to object placement, static joining, and Navcut exclusion to match JK's quality so it blends in opposite the new exterior buildings. Could you check it out and tell me what you think? Happy to take feedback and adjust to please you both.

TAP Interiors Whiterun Outskirts Patch.esp

Edited by anonpersona
Posted
32 minutes ago, anonpersona said:

Patch for "The Ancient Profession - Interiors" and "JK's Whiterun Outskirts"!

 

Moves the Whiterun Dibellan Gardens about one hundred feet down the road, now opposite Battleborn Farm. Lots of tidying, with attention to landscape and grass.

 

ESL, compacted and cleaned, no navmesh adjustments. Should have no errors. Load after both ESPs and after any grass fixes (set LOOT metadata to "Late Loader"), since this makes edits to the grass around Battleborn Farm near Whiterun.

 

This is my first time making one of these, so if people could check it out and make sure it all looks good I'd appreciate it.@ruddycray and @xtrange988, I've made particular effort to keep to what you both designed, but brought up the attention to object placement, static joining, and Navcut exclusion to match JK's quality so it blends in opposite the new exterior buildings. Could you check it out and tell me what you think? Happy to take feedback and adjust to please you both.

TAP Interiors Whiterun Outskirts Patch.esp 112.27 kB · 0 downloads

 

I will check it tomorrow or sunday. I don't use JK myself but I know a lot of people do. 

I everything is fine I will add a comment link on the main page to let people know and upload a new version bc there's a problem with the strip add-on in Windhelm, zfighting and a hole on the floor inside Whuterun's garden and also replaced the linen textures with new ones.
Thanks

Posted (edited)

Patch for "The Ancient Profession - Interiors" and "JK's Riften Outskirts"!

 

Tidies up the exterior around the Riften Brothel. Environmental objects repositioned, landscape resculpted and repainted, hopefully the end result is a cohesive whole.

 

ESL, compacted and cleaned, no navmesh adjustments. Should have no errors. Load after both ESPs and after any grass fixes (set LOOT metadata to "Late Loader"), since this makes edits to the grass around the area. This patch requires a new save to work without errors.

 

Also, for anyone wondering, no objects have been deleted - I moved the unneeded elements below the landscape, and I reworked the Navcut boxes to hopefully enable better pathing by the AI to interaction points.

 

Once again, if people could check it out and make sure it all looks good I'd appreciate it.@ruddycray and @xtrange988, I've made particular effort to keep to what you both designed. Check this one out too and tell me what you think? Still happy to take feedback and adjust to please you both.

TAP Interiors Riften Outskirts Patch.esp

Edited by anonpersona
Posted (edited)

While I'm here: I can confirm that the Windhelm garden has no conflicts with JK's mods and fits in beautifully, really good job with that. The Solitude garden also currently has no conflicts... but we'll see when JK releases the inevitable Solitude outskirts.

 

Two errors I have found in TAP Interiors:

 

1. The interior doors in all TAP locations need their black backgrounds adjusted to be further back and larger, to avoid doors clipping into them when opening and to cover the void space. This is particularly apparent in same-cell transition doors in I think Windhelm, where the void is currently very noticeable.

 

2. I can't remember which garden has the golden statute of dibella in the middle of its foyer (I think it's Solitude?), but there needs to be a navcut added around it to prevent NPCs attempting to path through it. I've not looked at the navmesh to see how workable this is, and it may require navmesh adjustment if the floor has big vertices in that area. To save time in case you're not familiar, where navcut boxes intersect a navmesh they deactivate all the vertices they touch for the purposes of AI pathing, which means if the navmesh in the area is made of a few big vertices and a navcut touches one or more of them, a large section will be routed around by the AI. I haven't touched any navmeshes, so if you need to redo the interior navmeshes it shouldn't break compatibility. On the other hand, if you've inherited a navmesh from TAP and can't edit it, you can get around this by moving the navmesh away from all geometry and building a new one - NPCs should path based on the nearest navmesh, and so long as the old navmesh is preserved it shouldn't cause crashes.

 

Hope these help!

 

 

Edited by anonpersona
  • 1 month later...
Posted

Hello, the interior redesign is amazing! However I have noticed that "Benjen wants to have sex with the player" quest is not triggering anymore.

I have double checked the papyrus log and it looks like the quest isn't being called at all.

Is there anything that could be causing it to not trigger with this mod? Hope this can be fixed! Love the mod too!

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