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Posted

Dealing with Daedra Redesigned


Another location overhaul

 

Redecorates and sometimes rebuilds DwD's locations, reverts some landscape changes, adds exterior navmesh. My intent is to blend everything together nicely and provide a little more usefulness to several hubs.

 

For now includes changes to:

Julianos School, Eastmarch Gentlemen Club, Yogrim Overlook, Witch Hunter Guild, Vampire Lair, Syndicate Distribution Center, The Nook, North-Jerall Coven, Riften Bank and Mineral Exchange, Hunting Lodge, Exiles Cave, Oblivion, Conjuring Cave, Illegal Brothel, The Ratway, The High Tide, Dragon Cult, Hidden Cellar, Carius Estate.

 

Don't install in the middle a of playthrough, this add-on requires a new game to work properly.

Safe to update from 1.1x to 2.0.

Safe to update from 2.0 to 3.0. If you visited the cell recently there will be issues with moveable items, those get resolved when the cell resets.

 

Please report any issue you see. I've tested it to the best of my abilities and available time. 

Any ideas and feedback welcome. 

 

In more detail:

Spoiler

While Dealing with Daedra is an awesome mod with so many interesting additions, multiple people were reeing and complaining about the design choices. I was already playing around with the Gentlemen Club so I decided to do more locations.

- The locations are finished, navmeshes, cluttered. The plugin has been cleaned and has no deleted navmeshes.

- Some terrain changes were reversed to vanilla and the building relocated to a more convenient place. But you will be perfectly able to find them following the original directions.

- Some NPCs have been given proper names and a simple new facegen

- Some NPCs were given AI packages so they will interact with the world around them.

- Julianos School: Extensive rework interior and exterior. Lighting, clutter and furniture. Replaced some teleport markers as it was not possible to climb down the ladder in it's original state. New tower with training and studying facilities. Enchanting and alchemy stations. Exterior has a garden and the custom crafting stations are easily accessed. 4 New students with custom schedules and housing. Hidden room for perverts. There's an empty house outside. I have to yet decide if it will be a groundskeeper house or guardhouse (if you are using Demonic Creatures, there's a falmer patrol that spawns at night so I'm leaning into adding guards).

- Yogrim Overlook: is has only been modified lightly. There are more storage stations, visual FX, sound markers, lighting and the navmesh was redone by hand. The creatures now perform a short patrol movement instead of staying in a fixed place forever. New faces for the resident cultists to go along the mood. 

Eastmarch Gentlemen Club: Extensive changes, names, faces, location moved slightly north alongside the road. So now doesn't interferes with the Mammoth herd nor you will spawn into a road encounter zone. Now houses a medium size bathhouse and sauna. Ai packages and girl will not work 24/7 anymore. 3 new patrons to add more flavor (They don't work like the other patrons to not compromise the mod functionality). New face for Carsten.

- Witch Hunter Guild: Extensive changes too. Exterior navmesh added so now you can travel inside with followers. If you have mods like Extended Encounters, the tavern will spawn travelers and other visitants. 5 New random NPCs that train and add the sense of Guild to the place. Some NPCs have more detailed schedules, like training sessions. All the crafting stations were moved inside and the outside was redone to be more unique. There's plenty of beds and markers to house a medium follower party if using a framework like Nether's.

- Vampire Lair: Interior layout overhaul but preserving most of the design like spawn points and points of interest. Reworked the cave with DLC assets. Added enchanting & alchemy crafting stations. Mannequins and displays. Pay attention when you come back from a mission as items like keys and other things will start appearing while you progress.

Syndicate Distribution Center: Cluttered to look like a small busy place. Works as mini hub with some crafting stations and basic storage accessible after performing basic work and services. 

- The Nook: Minimal changes, lighting, clutter and ambient stuff.

- North-Jerall Coven: Lighting, FX, flora and minor changes inside. No markers were moved. On the exterior cell the missing piece of mountain was restored among the clutter on the ground. The place is a spawn point for Immersive Creatures so I had to revert the terrain to ensure compatibility, luckily it wasn't that much.

- Riften Bank and Mineral Exchange: Location moved slightly towards the mountain side as other Dwemer locations. Extensive changes to the outside and navmesh redone. Reverted changes to the pervious location, including a mining site. Changes to the reception cell, redesigned the entrance. Added clutter and furniture. Some guards now perform patrols but the place is still locked tight. Now you can watch some pieces of the collection behind the curator. Gaps and zfighting resolved. The owner room remain the same, as it's pretty nice already. Added a couple miners that hang around the place.

- Hunting Lodge: Completely exterior redone, remains in the same exterior cell but the building now matches the hold style and the main mod description. It still can function as temporal house. The basement has been reduced to match the house above but no markers were changed. This interior cell is not navmeshed to prevent followers from entering. The basement entrance is "minimal use" door to also prevent npcs from using it.

- Exiles Cave: Lighing, flora, some clutter and interior navmesh redone to blend better with the outside.

- Oblivion: Changes the location to be a small labyrinth, adds some buildings and trigger boxes. Still no navmesh for the same reasons as the Hunting Lodge.

- Conjuring Cave: Clutter and lighting changes. Fixed a floating piece of mountain outside. Navmesh remains the same to prevent issues with the summon.

- Illegal Brothel: Now it uses DLC assets and changes the place without interfering with the functionality. Instead of Riften sets it uses Dunmer assets to better reflect where you are.

- Ratway Vaults: Minor changes, some light sources to highlight npcs and objectives. Blacksmith now has a very basic workshop. Deleted npcs in the Ratway vault have been disabled properly and replaced with non hostile variants. Minor navmesh adjustements to allow the vanilla battle with the Thalmor to work smoothly.

- Sadren's Sarethi House: Changed the house lower floor distribution, new clutter for every room, with proper lighting and vanilla sound markers that were missing. Added more containers, with two custom containers for alchemy ingredients and enchanting supplies. New face for Sadren Sarethi, he's no longer Drevis' twin. House clutter and items now change depending of what needs to be done, both in the house exterior and interior. Exterior and interior navmesh completed.

- Carius Estate: Interior realigned and gaps/zfighting eliminated.  Additional mannequin and other decoration will become visible when the place starts running again. Exterior patio redone to look like the cursed mansion it says in the notes. Location moved a little bit inside the same exterior cell. Restoring the vanilla landscape to hopefully be more compatible with other mods.

- Cult of the Return: Flora restoration. Exterior is almost the same, just placed navcuts where the ruins are interfering with the navmesh. The interior entrance has been modified to match the outside. The place is vastly bigger with more rubble and blocked segments. The leader was using the basic nord face so I have him a new unique one. Added more beggars with custom Ai. Merchants now have schedules. Made some custom crafting stations. Added a few planters and containers.

- Hidden Cellar: New exterior entrance a bit concealed behind the trees. The interior is no longer a copy of Anise cellar preserving the crafting station with a usable "bed". The terrain outside has been restored to be compatible with The Ancient Profession, previously the Night Cave entrance was hidden under the ground making difficult to find it. All trees were restored.

- The High Tide: New interior decoration with a few changes in the distribution. Now features a kitchen and a captain room. Previously all doors to the sides were blocked, now every ship-inn resident has his own cabin. There are new containers for the player in the room and in the kitchen. Every resident but the captain has a sleep package, so they do not stay up all night. 

- Flesh Cave: New interior, kept part of the original design. The second part of the cell includes more dramatic changes but the functionality is the same. 

 

 


Requirements & Recommended Mods

 

Dealing with Daedra 0.9 or 9.03.

Dealing with Sexual Daedra (Optional as it was made with it in mind).

Diziet's Player Home Bath (For optional patch.)

SexLab Compatible Noble Bed Double 02 LE/SE 1.1 (Not mandatory but you will get trapped inside some bed frames without it.)

 

 

Compatibility

 

- The changes in the Ratway don't interfere with Vigilant or house mods.

- Compatible with CC Tilted Scales (Studded Dragonscale Armor).

 

Known Issues

 

The bookshelves and weapon holders in the Carius Estate are bugged for some reason I ignore. In theory there's nothing wrong with them as I have done them before with the old CK but now with the Anniversary CK they refuse to work properly even when copied or duplicated from existing ones. Try not to use them for now.

 

Q&A

 

- LE? Use Cathedral Assets Optimizer on the mod meshes and textures.

 

Credits

Flinch147

Youbetterwork

Lolicept

Liam

Jokerine

Diziet

LorSakyamuni

Tamira

Tsak1243

Tcz

Insanity Sorrow & Nerf of Prey

 

Permissions

Do what thou wilt. Change, port it, merge, fix, patch it etc.


  • Submitter
  • Submitted
    11/25/2023
  • Category
  • Requirements
    Dealing With Daedra
  • Regular Edition Compatible
    Not Applicable
  • Install Instructions

 

Posted (edited)

Looks great

 

EDIT: One issue I encountered in the school of julianos is that the upstairs bed is owned by the keeper who sits downstairs behind the locked door. This causes the upstairs keeper to use your bed and trigger the message.

 

ScreenShot496.png

Edited by wareware
Posted (edited)
12 hours ago, wareware said:

Looks great

 

EDIT: One issue I encountered in the school of julianos is that the upstairs bed is owned by the keeper who sits downstairs behind the locked door. This causes the upstairs keeper to use your bed and trigger the message.

 

ScreenShot496.png

 

 

Now the beds have the correct ownership.

Fixes other ownership inconsistences in the Witchhunter guild.

 

 

Edited by xtrange988
Already updated
Posted

I tried the temple of Julianos, it looks a lot better than before. I couldn't acces the goldbeating bench outside though. The other unique crafting furniture there worked.

I also noticed that the compatibility notes said it might conflict with Cutting Room Floor. I have that mod and didn't see a problem at first glance. What part might give a problem?

Posted (edited)

The issue with CTRF might be due to navmesh since both my mod and CTRF have at least one exterior cell in common. I don't know which triangles Arthmoor modified but apparently there's no issue.

 

I going to check that workbench and see what happened. Might have reverted it's location by accident. 

Also, noticed two missing facegens that didn't generate. I will upload a new version with those missing files.

 

Edit: Found the workbench, it's called dealsarmorerstablestat. It's a static and doesn't have an activator like the tanning rack beside it. So it's just a left over decoration or something that will be put to use in the next version. There's also a working bench with no recipes hidden underground. I just left them where they were in the original mod.

Edited by xtrange988
Posted
50 minutes ago, xtrange988 said:

Edit: Found the workbench, it's called dealsarmorerstablestat. It's a static and doesn't have an activator like the tanning rack beside it. So it's just a left over decoration or something that will be put to use in the next version. There's also a working bench with no recipes hidden underground. I just left them where they were in the original mod.

looked into it further. It seems the original mod used an invisible furniture named dealshammergold for the crafting. It has only a single recipe: dealsilluminationcr, which takes 1 gold ingot and 1 clay to make 30 illumination kits 

Posted
18 minutes ago, a_random_user said:

looked into it further. It seems the original mod used an invisible furniture named dealshammergold for the crafting. It has only a single recipe: dealsilluminationcr, which takes 1 gold ingot and 1 clay to make 30 illumination kits 

 

It was removed, you probably had it on an old version of the mod. It still exists on the files but it has been apparently eliminated from the world. I found in the CK with no placements in the 8.02 version. xEdit shows no such object inside or on the outside cells.

Posted
1 hour ago, xtrange988 said:

It was removed, you probably had it on an old version of the mod. It still exists on the files but it has been apparently eliminated from the world. I found in the CK with no placements in the 8.02 version. xEdit shows no such object inside or on the outside cells.

Thanks for the rapid response.

I downloaded it for the first time today, tested it, then I downloaded your replacement and tested on a fresh save. I downloaded the 8.02 version, and have never had an earlier version.

I also just tried making a new save without the redesign, and when I look at the bench, I get the prompt "Use Goldbeating Bench". If I try a new save with the redesign, I get no prompt.

 

In xEdit, I found the Placed object 055c3402 (05 being the number of DealingswithDaedra.esp in the load order) where the original mod places the dealshammersgold furniture. The redesign esp changes it to dealshuntersbenchfurn3 and shifts its z-position. Could this have something to do with it?

Posted (edited)

I have no idea how the hell that happened, I have two DealingwithDaedra.esp and I checked the one I had to convert into master file. Might be some CK magic replacing an object with another so something weird like that. I will place the marker over the bench and upload the .esp here so you can replace it, it should work just fine as it's just a invisible activator marker.

 

Edit: Now it's back to where it should.

dealsRedesigned.esp

Edited by xtrange988
Posted (edited)

The bunk beds in gentlemen club are owned by dealsMWSyndicateGirlsFaction but from what I can tell no working girl belongs to this faction.

 

The normal beds are owned by Patrons which causes the girls to just stand besides them when sleeping.

Edited by wareware
Posted (edited)
13 hours ago, wareware said:

The bunk beds in gentlemen club are owned by dealsMWSyndicateGirlsFaction but from what I can tell no working girl belongs to this faction.

 

The normal beds are owned by Patrons which causes the girls to just stand besides them when sleeping.

 

I'm on it. Something is preventing them from adding them to the new factions. Once I figure out how to solve it I will post the new esp here.

 

Thank for reporting bugs guys.

 

Edit: Alright, reworked the Ai packages and made new ones with specific targets (sit at instead of sandbox). I think the problems steams from the npcs being clones, I can't even change the facegen directly, because it refuses to generate. Instead I had to reference a newly created NPC as base, for face, faction and Ai Data. For some reason the patrons seems to take the new faction immediately but not the girls. The game doesn't seem to like this kind of changes on the fly without scripts. So to avoid having to start over you can add them with console command addtofaction

dealsRedesigned.esp

Edited by xtrange988
.esp replacer
  • 2 weeks later...
Posted

I found a potential wild edit. In the worldspace, Block -1,0 subblock -3,0 <-20,5> the water level was changed from -2147483648.000000 to 0.000000. 

 

This location is a bit north of Rorikstead, and it looks like a black square in the sky when seen from a distance. When you walk under the square, you start swimming.

 

There wasn't any other change made at this location, and the Dealing With Deadra mod makes no changes there either, so I think the CK did something weird here.

 

Deleting the change from the esp fixed this. I've added it to this post, it is based on the replacer @xtrange988 added a few comments up, so it also contains those fixes.

dealsRedesigned.esp

Posted
3 hours ago, a_random_user said:

I found a potential wild edit. In the worldspace, Block -1,0 subblock -3,0 <-20,5> the water level was changed from -2147483648.000000 to 0.000000. 

 

This location is a bit north of Rorikstead, and it looks like a black square in the sky when seen from a distance. When you walk under the square, you start swimming.

 

There wasn't any other change made at this location, and the Dealing With Deadra mod makes no changes there either, so I think the CK did something weird here.

 

Deleting the change from the esp fixed this. I've added it to this post, it is based on the replacer @xtrange988 added a few comments up, so it also contains those fixes.

dealsRedesigned.esp 1.42 MB · 0 downloads

 

Thanks! I was trying to track that but my CK is broken with the new update, so no modding for the time beign.

  • 3 weeks later...
Posted (edited)

For some reason Carsten, the club owner, runs around at night asking NPCs to leave the area. I am wondering if it happens for anyone else.

 

EDIT: I think its because his sleeping package is set to lock and warn before locking.

Edited by wareware
Posted (edited)
3 hours ago, wareware said:

For some reason Carsten, the club owner, runs around at night asking NPCs to leave the area. I am wondering if it happens for anyone else.

 

EDIT: I think its because his sleeping package is set to lock and warn before locking.

 

It's because the sleep package he's using is a default one, so it warns you before going to sleep if he detects the player. It's harmless and will not call the guards on you, but he needs a custom sleep package without that flag. I got my CK back in order so I will be able to fix that and ship another small update (Sadrin Sarethi's cottage).

Edited by xtrange988
Posted

I was trying this mod, I could not understand what the directions were as the speech is very fast, low volume, and you have to take note. I turned on closed caption & was trying to write down the directions given but was still too fast.

My question is ....   do you plan on adding map markers, so one knows where they are going and have quests show up or on paper notes?

Thank You

Posted (edited)
22 hours ago, Sir Bron said:

I was trying this mod, I could not understand what the directions were as the speech is very fast, low volume, and you have to take note. I turned on closed caption & was trying to write down the directions given but was still too fast.

My question is ....   do you plan on adding map markers, so one knows where they are going and have quests show up or on paper notes?

Thank You

 

When a NPC sends you to a new place there's always a note with written directions or you can ask them to repeat themselves (maybe the only exception is the Club owner because he's just that special). I think all the major locations have map markers already.

 

I will not edit the quests to add quest markers as it's against the philosophy of the mod and out of scope for me to do, you can read about it here

 

However, I could add lamp posts or other small indicators to help players find the locations more easily since I struggled with some of them at first or found them by pure luck. 

 

Edited by xtrange988
typo
Posted
10 minutes ago, xtrange988 said:

 

When an NPC sends you to a new place there's always a note with written directions or you can ask them to repeat themselves (maybe the only exception is the Club owner because he's just that special). I think all the major locations have map markers already.

 

I will not edit the quests to add quest markers as it's against the philosophy of the mod and out of scope for me to do, you can read about it here

 

However, I could add lamp posts or other small indicators to help players find the locations more easily since I struggled with some of them at first or found them by pure luck. 

 

Thank You for your work & the use of your work and Talent.

Thank you for your response! 

I understand you do not want to change the idea of note taking, I do know about the notes in the inventory, & have read the original authors idea behind this.

The language used in the mod, (I speak English) is accented heavily, and runs so fast, even with displayed dialogue I could not keep up writing it down. I don't mind writing things down, I do it all the time anyway, my issue is the dialogue does not stay up long enough.

Indicators would be nice, I also don't mind the treasure hunt aspect.

Thank You & Happy New Year!

Posted

chef's kiss. Thank you for making this!

 

I am doing the school of Julianos. on 2.0 I am treated as if I'm trespassing inside the actual school and the tower; i'm locked out of the student rooms.

replaced with 1.1 and no longer having this issue. 

Posted
20 hours ago, nuri49711 said:

chef's kiss. Thank you for making this!

 

I am doing the school of Julianos. on 2.0 I am treated as if I'm trespassing inside the actual school and the tower; i'm locked out of the student rooms.

replaced with 1.1 and no longer having this issue. 

 

It was related to the cell ownership. But to be clear, the player room is in the attic of the main building, the student rooms have no vacancy at the moment. I will add some dialogue to some npcs to help the player navigate the place, but that in the next update.

dealsRedesigned.esp

Posted
On 1/7/2024 at 1:43 PM, xtrange988 said:

 

It was related to the cell ownership. But to be clear, the player room is in the attic of the main building, the student rooms have no vacancy at the moment. I will add some dialogue to some npcs to help the player navigate the place, but that in the next update.

dealsRedesigned.esp 1.87 MB · 1 download

 

Thank you so much! No more trespassing :) I've done this questline a few times now, the last few having my own minor area edits, but your design is so good I stopped midway to install ? I brought up the student rooms because I saw in 1.1 that they were accessible but locked in 2.0; wasn't sure if that had something to do with the ownership edits. Thank you, again!

Posted

Two things.

One, the Carius Manor area also directly overlaps a shrine of Sheogorath added by, I think, Daedric Shrines AIO. I assume the planned move of the mansion will rectify that.

Two, and perhaps more important, the vanilla chest in Yorgrim Overlook is used by a CC content to distribute one of its armors (Dragonscale, if memory serves). It would be nice if that chest could be moved outside of the locked gate that the door to Yorgrim Overlook covers so I can reach it without console commands. Unless I grotesquely missed something since last time I used DwD and the door has been relocated...

 

Other than that, amazing work so far!

Posted (edited)
3 hours ago, Lucifeller said:

Two things.

One, the Carius Manor area also directly overlaps a shrine of Sheogorath added by, I think, Daedric Shrines AIO. I assume the planned move of the mansion will rectify that.

Two, and perhaps more important, the vanilla chest in Yorgrim Overlook is used by a CC content to distribute one of its armors (Dragonscale, if memory serves). It would be nice if that chest could be moved outside of the locked gate that the door to Yorgrim Overlook covers so I can reach it without console commands. Unless I grotesquely missed something since last time I used DwD and the door has been relocated...

 

Other than that, amazing work so far!

 

The Carius Manor will be moved in the next version, it remains in the same exterior cell but I think it will clear the area near arch base enough to not conflict both with Daedric Shrines AIO and Gods & Worship. The work outside it's already done.

 

CariusCKa.png.bb39384571eec73c7f3a997fdf5ffb57.png

 

About Yorgrim Overlook, I was not planning to do anything but I think I will have to this time just because it only needs to return to it's original state. This doesn't mean I will patch more CC content because I will never buy that stuff. Here's the idea, so it will not interfere with anything. Interesting NPCS uses the are and maybe another mod I cannot remember atm.

 

YorgrimCKa.png.7cf2ce4f4ba5b664341c79156d5f3e22.png

 

Edited by xtrange988
Yorgrim

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