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Expanded Towns and Cities 0.7


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About This File

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Expands upon existing towns. So far includes: Darkwater Crossing, Dawnstar, Kynesgrove, Morthal, Riverwood and Rorikstead. Available in "Complete" - All the towns packed together; and, "Modular" - Individual towns à la carte versions. (Karthwasten and Morthal are currently in progress.)

Additional screenshots (slideshows for each town, and for some of the optional features) are available HERE.
File size was too large to post on the mod page. 

 

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Many thanks to the respective creators for making these translations possible. 

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(Click the images to be taken to their pages.) 

 

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Alright, so - What exactly are you getting?

While the new version is certainly in the spirit of its predecessor, it is NOT the same mod. So if you came here expecting identical towns, with identical people and identical layouts – Prepare yourself, because you’re about to be sorely disappointed lol. This was built from the ground up, taking into account everything I have learned in MY CONSIDERABLE EXPERIENCE AND/OR WISDOM (jokes, I clearly have neither of those things) to try and give you and me and everybody a much better mod overall. 

I made a lot of mistakes with the old ETaC. Things that, given the opportunity (and a time machine), I would never had done in the first place, things of which we shall never speak again. Mostly for my own sanity. As it turned out, I now HAVE that opportunity to build the mod I’d always wanted to build, so buckle up mod-friendos, we’re going to go on a little adventure together. Which brings me to…

List of changes!

As for specifics, I’ll be omitting the small "aesthetic" changes from these list (i.e. clutter, trees, wildlife, lanterns, blah blah) as identifying every single barrel I’ve moved and tree I’ve added would be a huge enormous pain in my arse. (Read: am lazy! HI!) Anyway. (Those things excluded) here's what you get...

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- Added 6 new houses.
- Added 9 new NPCs. 
- Added new custom dialogue for said NPCs
- Added various notes and journals and such and things.
- Added a general store.
- Added an inn/tavern for the sleeping and the consuming of the wines.
- Added a shrine and alchemy bench for the healing of your poor diseased self.
- Added a well for drinking water.
- Added exterior chimneys for houses because fireplaces.
- Added additional farms, farmers, fishermen, and hunters.
- Added additional woodcutters; And, NPCs will collect firewood for their houses daily.
- Added ownership data to all the random exterior items/barrels/etc.
- Added occlusion planes to houses / walls / etc. for better performance.
- Added smoke / light to forges and smelters. 
- Added armor bench and sharpening wheel to blacksmith area.
- Added horse marker for player horse.
- Added some vanilla options that were available in other towns, but not here for whatever reason...
- Like the gathering of wood and food for those of you who had fervently wished you'd been born into a life of farming.
- Gave vanilla homeless NPCs homes (Derkeethus, Sondas, Tormir and Hrefna.)
- Derkeethus Quest - People in Darkwater will now react to Derkeethus' absence/return.
- Derkeethus Quest - Added the ability for talking to the aforementioned people to start his quest.
- Derkeethus Quest - Derkeethus' house will reflect whether or not he's living in it.
- Changed Verner's house exterior mesh to match interior layout.
- Changes to guards' and other NPCs' patrol routes so they make more sense with the new town layouts.
- Made extensive changes to town layouts, landscape, navmesh and NPC AI *

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- Added 7 Houses
- Added 18 new NPCs.
- Added new custom dialogue for said NPCs.
- Added split-level miners' lodgings for Iron Breaker and Quicksilver miners so they aren't stuck living in the mines.
- Added Temple of Dibella (with a shrine for the healing of your poor diseased self).
- Added East Empire Warehouse at the docks.
- Added general store.
- Added fishery.
- Added stables (stores horses only; no purchasing).
- Added horse marker for player horse.
- Added seagulls and rats to dock area.
- Added various notes and journals and such and things.
- Added a well for drinking water.
- Added exterior chimneys for houses because fireplaces.
- Added additional farms, farmers, fishermen, and hunters.
- Added additional woodcutters; And, NPCs will collect firewood for their houses daily.
- Added ownership data to all the random exterior items/barrels/etc.
- Added occlusion planes to houses / walls / etc. for better performance.
- Added smoke / light to forges and smelters.
- Added -OPTIONAL- wall around the city. (Can be toggled on / off via MCM or the ETaC Config prompts.)
- Moved the Kahjiit caravan outside ETaC's added wall. (This also required some minor changes to their AI.)
- Fixed covered walkways not using the snow versions.
- Gave vanilla homeless NPCs homes (Abelone.)
- Changes to guards' and other NPCs' patrol routes so they make more sense with the new town layouts.
- Made extensive changes to town layouts, landscape, navmesh and NPC AI *

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- Added 5 new houses.
- Added 9 new NPCs.
- Added new custom dialogue for said NPCs.
- Added a general store.
- Added a blacksmith.
- Added an inn/tavern for the sleeping and the consuming of the wines.
- Added a shrine for the healing of your poor diseased self.
- Added a well for drinking water.
- Added exterior chimneys for houses because fireplaces.
- Added additional farms, farmers, fishermen, and hunters.
- Added additional woodcutters; And, NPCs will collect firewood for their houses daily.
- Added ownership data to all the random exterior items/barrels/etc.
- Added occlusion planes to houses / walls / etc. for better performance.
- Added smoke / light to forges and smelters.
- Added horse marker for player horse.
- Added some vanilla options that were available in other towns, but not here for whatever reason...
- Like the gathering of wood and food for those of you who had fervently wished you'd been born into a life of farming.
- Changes to guards' and other NPCs' patrol routes so they make more sense with the new town layouts.
- Made extensive changes to town layouts, landscape, navmesh and NPC AI *

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- Added 6 new houses.
- Added 8 new NPCs.
- Added new custom dialogue for said NPCs.
- Added a general store.
- Added a shrine for the healing of your poor diseased self (in Dravynea's House.)
- Added an enchanting table (in Dravynea's House.)
- Added a well for drinking water.
- Added exterior chimneys for houses because fireplaces.
- Added additional farms, farmers, fishermen, and hunters.
- Added additional woodcutters; And, NPCs will collect firewood for their houses daily.
- Added ownership data to all the random exterior items/barrels/etc.
- Added occlusion planes to houses / walls / etc. for better performance.
- Added smoke / light to forges and smelters.
- Added horse marker for player horse.
- Added some vanilla options that were available in other towns, but not here for whatever reason...
- Like the gathering of wood and food for those of you who had fervently wished you'd been born into a life of farming.
- Gave vanilla homeless NPCs homes (Dravynea, Roggi, Gemma and Ganna.)
- Dravynea is now marriage-able.
- Roggi is now marriage-able.
- Changes to guards' and other NPCs' patrol routes so they make more sense with the new town layouts.
- Made extensive changes to town layouts, landscape, navmesh and NPC AI *

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- Added 7 Houses
- Added 14 new NPCs.
- Added new custom dialogue for said NPCs.
- Added various notes and journals and such and things.
- Added Temple of Stendarr (with a shrine for the healing of your poor diseased self).
- Added general store.
- Added fletcher.
- Added fishery.
- Added butcher.
- Added winery.
- Added horse marker for player horse.
- Added hawks.
- Added various notes and journals and such and things.
- Added some fun new Carl-themed spells to Falion (by jknjb.)
- Added a well for drinking water.
- Added exterior chimneys for houses because fireplaces.
- Added additional farms, farmers, fishermen, and hunters.
- Added additional woodcutters; And, NPCs will collect firewood for their houses daily.
- Added ownership data to all the random exterior items/barrels/etc.
- Added occlusion planes to houses / walls / etc. for better performance.
- Added smoke / light to forges and smelters.
- Added -OPTIONAL- wall around the city. (Can be toggled on / off via MCM or the ETaC Config prompts.)
- Changes to guards' and other NPCs' patrol routes so they make more sense with the new town layouts.
- Made extensive changes to town layouts, landscape, navmesh and NPC AI *

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- Added 6 new houses.
- Added 9 new NPCs. 
- Added new custom dialogue for said NPCs.
- Added various notes and journals and such and things.
- Added an alchemist.
- Added a well for drinking water.
- Added exterior chimneys for houses because fireplaces.
- Added additional farms, farmers, fishermen, and hunters.
- Added additional woodcutters; And, NPCs will collect firewood for their houses daily.
- Added ownership data to all the random exterior items/barrels/etc.
- Added occlusion planes to houses / walls / etc. for better performance.
- Added smoke / light to forges and smelters. 
- Gave vanilla homeless NPCs homes (Embry.)
- Changes to guards' and other NPCs' patrol routes so they make more sense with the new town layouts.
- Made extensive changes to town layouts, landscape, navmesh and NPC AI *

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- Added 7 new houses. (This now includes a house for Lokir as he was supposedly from Rorikstead.)
- Added 11 new NPCs. 
- Added new custom dialogue for said NPCs.
- Added various notes and journals and such and things.
- Added a general store  (with a shrine for the healing of your poor diseased self).
- Added a blacksmith.
- Added an alchemist.
- Added stables (stores horses only; no purchasing).
- Added horse marker for player horse.
- Added a well for drinking water.
- Added exterior chimneys for houses because fireplaces.
- Added additional farms, farmers, fishermen, and hunters.
- Added additional woodcutters; And, NPCs will collect firewood for their houses daily.
- Added ownership data to all the random exterior items/barrels/etc.
- Added occlusion planes to houses / walls / etc. for better performance.
- Added smoke / light to forges and smelters. 
- Added some vanilla options that were available in other towns, but not here for whatever reason...
- Like the gathering of wood and food for those of you who had fervently wished you'd been born into a life of farming.
- Changes to guards' and other NPCs' patrol routes so they make more sense with the new town layouts.
- Made extensive changes to town layouts, landscape, navmesh and NPC AI *

* People now do a bunch of things beyond standing around and eating bread, om nom nom.)

 

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New ETaC will do what it should always have done, and that is towns and nothing else. There will be no changes to vanilla interiors (to maintain compatibility with any mods that make them, ELFX, and etc.) There will be no changes to vanilla NPCs’ actor records (to maintain compatibility with any character mods that make them), there will be no player houses, or new textures, no unnecessary item additions (no more having to patch leveled lists or for survival, food, weapon, or shop mods.) I won’t be “removing” any vanilla markers or intractable objects (to maintain compatibility with other NPC behavior and/or AI mods, 3DNPCs, Immersive Citizens, etc.). I will be *moving* vanilla objects, but NPCs will still be able to find them, and so I won’t have to patch for them. Woot.

One major change, however, is that New ETaC now requires you to have all the DLC installed. They've been out long enough that most people should have them by now and Hearthfires and Dragonborn in particular are packed with all kinds of useful assets for this kind of mod.

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New ETaC NPCs are going to have a little more depth to them. I’ve added more … “involved,” we’ll call it, AI packages, to make the towns and their inhabitants feel a little livelier. They’ll each have varying daily routines, new dialogue, some of them will have new side quests (which will conform with Skyrim’s side quests - no major quests.) They’ll have some more back story, and will react to your action in the rest of the world, to the weather, they’ll be a least a little bit more human, and slightly less like cardboard cutouts. Or at least that’s the goal lol. 

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I will still be offering Complete and Modular versions of the ETaC files. I will also include version with and without a MCM menu, and versions with and without the added quests in case you hate new things. Which is fine. No judgment.

And lastly, and maybe most importantly… 

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I’m still who I’ve always been and my particular aesthetic remains largely unchanged. So it’s likely the new ETaC towns will still have the same sort of visual as the old ETaC towns. But I am trying to build things in a slightly more streamlined way. Stuff that would make sense, is practical, and is slightly less of a resource hog than it was in previous versions. So think original ETaC just reigned in a little bit. Some towns will still have unique buildings (I do still plan on adding a bakery to Dragon Bridge – And hey! With Hearthfires, I don’t even need to add new bakery items. I have them already. Hooray! - but I wouldn’t expect to see Dragon Bridge South making a comeback.) although the goal overall is to give them more of a vanilla-feel than might have been in the case in the old mod. 

Yep. Ok. I’ve rambled on enough to that end, you get the general idea I think. SO. Moving on. 

 

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Everything you'll ever to need to know about compatibility can be found... right here. 
 

Spoiler

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Let me start by saying... I obviously haven't tested this with every single mod out there (as there are tens of hundreds of thousands.) So I can really only tell you how ETaC will behave with mods that I've already investigated. Hence, if you're unsure about a particular mod that you can't find on this list - feel free to ask. I'm happy to check it out.

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Ars Metallica - Smithing Enhancement by Arthmoor.
Ask the Way by Sagittarius22.
Atlas Map Markers - Updated with MCM by kryptopyr.
Atlas Map Markers for Skyrim by kronixx.
Blowing in the Wind by sialivi. (No patch needed. Make sure ETaC is loaded -After- Blowing in the Wind SSE.esp.)
Bring Your Own Dead by Arthmoor. (Make sure ETaC is loaded -BEFORE- Bring Out Your Dead.esp.)
Companions and Followers SE by Scrabbulor. (Make sure ETaC is loaded -AFTER- Immersive Followers.esp.)
Convenient Carriages by tarlazo. (Make sure ETaC is loaded -AFTER- Convenient Carriages.esp.)
Cutting Room Floor by Arthmoor.
ESO Skyshards by Arthmoor.
Falskaar by AlexanderJVelicky.
Flayer's Practical Home by TheFlayer.
Helarchen Creek by Arthmoor.
Helgen Reborn by Mike Hancho aka Balok.
Holidays by isoku.
Hunters Not Bandits by raccoondance.
Immersive Citizens - AI Overhaul by Shurah. (Make sure ETaC is loaded -AFTER- Immersive Citizens.esp.)
Immersive Patrols by Scrabbulor.
Inconsequential NPCs by Ripple.
Interesting NPCs by Kris Takahashi. (Make sure ETaC is loaded -AFTER- 3DNPCs.esp.)
Landscape Fixes For Grass Mods by code1k. (Make sure ETaC is loaded -AFTER- Landscape Fixes For Grass Mods.esp.)
Notice Board SE by MannyGT.
Oblivion Gates Remade by Pabulum.
Open Cities Skyrim by Arthmoor.
Populated Cities Towns Villages by Sands of Time Team. (Make sure ETaC is loaded -AFTER- Populated Cities Towns Villages.)
Qaxe's Questorium by Ahondara. (Make sure ETaC is loaded -AFTER- Qaxe's Questorium.)
Relighting Skyrim by JawZ and NovakDalton.
Simply Bigger Trees SE (formerly SkySight SBT) by fadingsignal.
SkyBirds - Airborne Perching Birds by Steve40.
Skyrim Better Roads (SkyBeRoads) by SilentResident.
Skyrim Bridges by BJS_336.
Skyrim Flora Overhaul by vurt.
Skyrim Souls - Unpaused Game Menus by Kassent. *
Touring Carriages by DayDreamer.
Unique Border Gates by Kelsenellenelvian.
Verdant - A Skyrim Grass Plugin by Preeum. (Make sure ETaC is loaded -AFTER- Verdant: A Skyrim Grass Plugin.esp.)
Veydosebrom - Grasses and Groundcover by Merkcy.
Winterhold Restored by Mannenyuki.

* Disable this mod's "Books" feature to avoid game freezing when picking up the book during The Collector Part 4 quest.

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Better Docks by zebra0. (Patch available in ETaC's Patches File.)
Better Dynamic Snow by SparrowPrince, TechAngel85 and Brumbek. (Patch available in ETaC's Patches File.)
Carriage and Ferry Travel Overhauls by Kinaga. (Patch available in ETaC's Patches File.)
CLARALUX SSE - Controllable Lights Everywhere by MyGoodEye and Scythe42. (Patch available in ETaC's Patches File.)
Hunter's Cabin of Riverwood by Okiir. (Patch available in ETaC's Patches File.)
JK's Skyrim by jkrojmal and Teabag86. (Use the "JK's Skyrim SE ETaC Compatible Replacer File" now available @ JK's Skyrim.)
Lanterns of Skyrim SE by MannyGT. (Patch available in ETaC's Patches File.)
Leaf Rest by Aukmat. (Patch available in ETaC's Patches File.)
Morskom Estate by Darkfox127 and Elianora. (LE ONLY --- Patch available in ETaC's Patches File.)
No Snow Under the Roof by PROMETHEUS_ts. (Patch available in ETaC's Patches File.)
Realistic Lighting Overhaul by The Realistic Lighting Team. (Patch available in ETaC's Patches File.)
Rigmor of Bruma by Rigmor. (Patch available in ETaC's Patches File.)
Rorikstead Wagons - Wagons Only by Th3 Duk3. (Patch available in ETaC's Patches File.)
RS Children Overhaul by Azrael WTF and Ranaline. (Patch available in ETaC's Patches File.) *
Skyrim 3D Landscapes by mathy79. (SE ONLY --- Patch available in ETaC's Patches File; Make sure ETaC is loaded -AFTER- S3D.)
The Kids Are Alright SE by The Care Taker. (Patch available on The Kids Are Alright's page.)
Unique Locations - Riverwood Forest by Cooleoj. (SE ONLY --- Patch available in ETaC's Patches File.)

* The RS patches by MichelleBrujah & Seoulcalibre available HERE are out of date at the moment and don't include the kids added to Dawnstar and Rorikstead. So, if you have those, uninstall them, and grab the ones out of ETaC's installer.

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ETaC will conflict with really any other town overhaul mods. (Things like Arthmoor's towns, or JK's Skyrim, or TPoS, etc.) That said, ETaC does, and will always, also offer a modular option (as do some of those mods), so you're free to pick and choose from whichever towns if you wanted to use. For example you could use ETaC's Riverwood with Arthmoor's Darkwater Crossing - That'd be fine. Just don't install a Darkwater with a Darkwater. Common sense and such lol.

Beginner's Shack in Riverwood by Elianora. (I'm working on a patch for this which should be out with the Morthal update.)
Hogor the Giant by Braiven. (Conflicts with ETaC Complete -and/or- Riverwood.)
Noble Warrior Cottage by smolbean69. (Conflicts with ETaC Complete -and/or- Riverwood.)
Rorikstead Wagons and Town Overhaul by Th3 Duk3. (Conflicts with ETaC Complete -and/or- Rorikstead.)

 

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ETaC is... mostly, compatible with Skyrim Souls - Unpaused Game Menus, but if you're using ETaC Complete or ETaC Riverwood, you'll want to disable this mod's "Books" feature as it causes the game to freeze when picking up the final book during The Collector Part 4 quest.

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The new version of ETaC is compatible with Blowing in the Wind -without- the need for patching. There will be a small conflict regarding one lonely Darkwater Crossing lantern, but that can be fixed by loading ETaC AFTER the Blowing in the Wind.esp. If you're not using an ETaC version with Darkwater Crossing, the load order doesn't matter at all, so do whatever grabs you. And-and-also-so...

NOTE: Blowing in the Wind's installer includes a mesh replacement for one of the old ETaC meshes, installing it won't hurt anything, but that folder "mjb_towns" doesn't exist anymore, meaning it also won't do anything, so I'd skip it to avoid ending up with crap in your data folder that you don't really need.

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ETaC is fully compatible with both Interesting NPCs and Immersive Citizens. (And, as of v0.4 - Immersive Citizens compatibility has been completely built-in. You no longer need the MCM "patch" option which is why it's no longer there. Hopefully this will avoid any future confusion over how all that is working.)

Please be mindful of your load order though, as ETaC's files must be going -AFTER- Interesting NPCs and Immersive Citizens in order for this all to work properly.

Seriously. I cannot stress enough how - This is REALLY IMPORTANT lol. (If your load order is incorrect your navmesh will be COMPLETELY broken preventing your NPCs from navigating the world, quests might not function as expected, your markers will be stuck in inaccessible locations which will cause AI packages to fail... I mean, it might actually kill you. You could just drop dead *SPLAT*

So again, ETaC AFTER Interesting NPCs and Immersive Citizens. Please and thankyouverymuch.

 

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Everything you'll ever to need to know about bugs / troubleshooting can be found... right here. 
 

Spoiler

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NOTE:  IF YOU ARE EXPERIENCING THE "FLOATING GRASS BUG" - This is NOT a problem with this mod specifically, and is instead an issue with grass textures not updating correctly. You can fix it by following these steps.

WELCOME! To my lovely little post on various things that can contribute to the perfect storm of stuff that might KILL your game. (Kill it dead.) (Splat.) aka "Most Commonly Addressed Issues for ETaC" aka "Stuff Jenna Says Entirely Too Often For Her Sanity." 

Let’s get to it…

 

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Let's start with some things you should know with regard to memory issues (Infinite Loading Screens - ILS; and/or Crash to Desktop - CTD) and how Skyrim handles them.

Beginning with - Skyrim's "Memory Cap" a/k/a the Large Address Aware Patch. I give you bben46:
No matter how much ram you have, Skyrim is still a 32 bit program and can only use a maximum of 4GB of that ram. This is not something that you can fix. Running a 64 bit system just allows the Windows and other background stuff to load outside of the 4GB maximum used by the game. Even with a 64 bit Windows, if you have 4GB of ram or less, you will not be able to use all of it for the game. If you have a 32 bit system then the system itself is limited to 4GB max, and part of that will be used by windows and background programs. - Again, nothing you can fix. Even if you have a million dollar supercomputer with 256 Gigs of ram - Skyrim is still limited to 4GB ram max. And when those 4GBs are used up - you will crash.

Essentially, when the RAM is used up, there is nowhere to put the new data. This is most often seen when you load a new area, go through a door, or autosave. As these actions temporarily take a lot more memory than you were using just before the crash. And yes, this memory ceiling can even be hit due to the textures you are using... (See "Textures" Section below.)

BUT worry not! There is help for you. (Per Arthmoor)... 
In March of 2013, Bethesda released their final patch for Skyrim. Version 1.9.32.0.8. It has since been found [that this patch] changed something about the way Skyrim allocates its initial pools of memory, likely due to trying to get the DLC to work on the PS3 and then not bothering to make sure the PC had, you know, PC specific code for that.

The end result is ILS/CTD issues. Fortunately, the community has devised a solution to this problem in the form of a pre-load memory patch. There are several options for these now, but the one I most strongly recommend is shipping as part of SKSE now beginning with SKSE 1.7. In order to configure SKSE 1.7 to resolve this problem, you simply need to make sure your skse.ini file in Data/SKSE contains at least the following lines:

[Memory]
DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256

This should resolve the problem on all but the heaviest of load orders. If you still have issues, then you can try either raising the 768 value to 1024, or install ENBoost which will help further reconfigure how RAM is used by the game. There are limits to this, so be careful. [As said above] Skyrim can [still] only have a maximum of 4GB even on a 64 bit system with boatloads of RAM. Allocate too much to either of the two SKSE settings and you'll be right back where you started with the ILS/CTD problem.

Also, per siuan, in re; crashes from Helgen to Riverwood (And Please Note --- This information is not limited to crashes in that specific area, and will help you if you are experiencing crashes in ANY area. Riverwood was just the area that was being discussed at the time)... 
The problem ... may have been finally figured out on the enbdev forums. Basically, as you go from Helgen to Riverwood, you are actually stepping on the borders of 3-4 cells in several places, which means that if Skyrim is not allocating memory properly (which it turns out not to be, in this instance), as you go from cell to cell so rapidly, you'll CTD. The reason you are seeing what you're seeing is that ETaC is fairly memory intensive (both VRAM and RAM), so naturally it might persist even when everything else is gone. To read more about it, you can look here.

HERE ARE YOUR LINKS
#1: SKSE by the SKSE Team;
#2: CTD and Memory Patch ENBoost by Boris Vorontsov; and,
#3:uGridsToLoad by Altimor. *

* Per the folks at S.T.E.P. Stable uGridsToLoad is no longer being recommend after the release of 2.2.9.2 due to concerns regarding a potential memory corruption issue that was never fixed.

STEP does not recommend changing the uGrids setting. With Dynamic Distant Objects LOD, there should be no need.

Lastly, an update from siuan with regard to SKSE/SSME:
SKSE has included Sheson's Memory Fix in a non-alpha version (though the alpha was perfectly stable) for a long time now, and people should be using the latest SKSE always. Many mods require it, as they added a lot of new scripting functionality. (I keep up with that thread most of the time.) If I think of anything else, I'll let you know, but as far as game stability goes, I think those are the new developments that took place in your absence. And I can say they work, since I am a screenshotter and never run anything in less than 2160p with a ludicrous amount of textures and mods.

Moving on...

 

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As mentioned above, HD textures, ENBs, or even your default graphics settings can also soak up your memory, and quick-like. I, personally, don't recommend using any textures above 1-2k (if you're on a lower end system, stick to 1k.) Especially when you're using A LOT of them. If you have 2039482084 things now loading 4k high-res textures it's going to make Skyrim's game engine weep, and crash and set fire to your living room. AND! As a general rule, (not just in relation to this mod), try to be careful about how many textures and of what kind you install. (Meaning beyond just armor, items and a few landscapes here or there.) Try not to grab up an insane and unreasonable amount of high res LOD, grasses, rocks, mountains etc. and so on - aka things that would start to pile up in an exterior cell.

What I'm trying to say is... If you come to me and say you're game is crashing, or your FPS is tanking, and I ask what kind of textures you've got installed and it's a million different 4k texture packs... I'm going to hurt you. With my teeth. So save yourself the headache and keep your super fancy high-res texture use to a minimum lol. You'll never be able to tell the difference in-game between a 2k potato and a 4k potato anyway, you crazy crazy lunatic, you.

Also. Grass. If someone is experiencing a big FPS drop in exterior cells, one of the first things I always recommend is to drop the "Grass Loading Distance" from far to medium. Grass isn't just "stuff" it's "moving stuff" and there is A LOT OF IT. All over Skyrim. This is especially problematic if you are using high-res grass textures. I shall now direct you again to siuan... 
Grass can be a huge culprit for low FPS. There are some ways to avoid the FPS drop and still have good grass. [In some cases] if you uncheck the .esp for certain texture mods, it just becomes a texture replacer. [This is true of both SFO and Lush Grass and Tress] -- I just use the meshes. My grass mod of choice is Dat Grass, WHICH SHOULD NOT BE YOURS IF YOU HAVE LOW FPS!

Also, with regard to Grass on Steriods and SFO (Skyrim Flora Overhaul) I first give you Nazenn...
I use a mod called Grass on Steriods which can help boost your FPS massively, and is one of the things which helps me avoid too much of an FPS drop in Falkreath while using ETaC and SFO. [It] even helped avoid running out of memory in such areas. Asa did a good comparison showing the boost, and I got an even bigger boost then asa did. (Please see: Asa's Ultimate Grass And Tree Overhaul Comparison And Performance FPS Test by Asa.)

BUT. I shall now also give you keithinhanoi, because...
It's important to note that the GoS (Grass on Steriods) plugins for SFO were updated a number of SFO versions ago, and due to changes that have happened with SFO, will not work fully and properly with anything more recent that SFO 1.79e.

And with that I end my 23042340824 paragraph dissection of Skyrim related grass stuff. Now on to ENBs...

ENBs also put added strain on processing, so my suggestion there is just to try and tweak the settings a bit, or Skyrim's default settings if you're not using one. (i.e. set load distances to medium vs. far; set ENB graphics to medium vs. high - in a lot of cases the difference in quality is barely noticeable while the difference in performance is huge.)

 

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Let's take a moment to talk about scripts. Beginning with script spamming, and for this I direct you to a quote from siuan... 
A lot of scripts can pile up, and this can be bad, but not all scripted mods are bad, either. Footprints is constant and I don't believe it's a huge problem by itself, but that on top of everything else can be a mess. I know for a fact that Enhanced Blood Textures has caused problems. However, a CTD after approximately the same amount of time can very well be a script spamming over and over, and, believe it or not, it can be a vanilla one, that is probably led astray by who knows what. (There is a notorious bard who is part of the DB questline who can cause CTDs if you don't "get rid" of him.) 

AND DO NOT DO ANYTHING WITH PAPYRUS EXCEPT LOGGING BECAUSE YOUR COMPUTER WILL EXPLODE, YOUR HOUSE WILL BURN DOWN, AND THEN THE EARTH WILL COLLAPSE INTO A SINGULARITY, CAUSING A GIANT VORTEX THAT SUCKS IN THE ENTIRE UNIVERSE. 

With script spamming - This is one case in which logging can help. If you end up with an enormous log file where one script goes over and over, that could be your culprit. (Which doesn't make it easy to solve, unfortunately.) You might also want to open your mod packages to see if there are scripts in there you don't know about, and bye-bye birdie, for sure.

It should also be noted that the SKSE.ini tweak (ClearInvalidRegistrations=1) is good, but it only clears up a certain kind of script. See Arthmoor's responses HERE

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Let's now take a minute to talk about script-overload, beginning with scripts and NPCs...

One thing you should note - When you use a mod that affixes scripts to NPCs, (i.e. Footprints, Enhance Blood, Run For Your Lives, etc.) it affixes them to ALL NPCs, even new ones added by things like ETaC. So when you walk into a large town, like let's say Dawnstar, you get an influx of tons of scripts running on tons of NPCs and sometimes HELLO! You're magically planted back at the desktop. (Additionally, if you then add on something like Interesting NPCs, or the Immersive NPCs packs, (even MORE people, even more scripts, so on.) 

Now I'm not saying you can't use all those mods together, you can, I'm just saying sometimes this makes things crashy. For more (and specific) information on this, we have Edeldios: 
So a number of you folks are talking about stuttering and fps loss while using ETaC. After seeing many, many load orders, I keep seeing the same issue: SCRIPT OVERLOAD!

Now most of you are doing the right thing and your mods are compatible, and your load orders are good. The sad thing is that Bethesda has set some limits on how much Skyrim can handle. People have modded Elder scrolls games in the past, but let's face it neither Morrowind or Oblivion have had quite the level and scale of the mods for Skyrim. When Bethesda created and programmed Skyrim they didn't anticipate the creative talents of the modding community to the scale it exists today. So as a result there is only so much the game can handle without performance issues. That's even with SKSE Memory patches, ini tweeks, and ENBoost. 

Sure you want to make the balloon bigger, but it's just going to burst if you keep pumping too much air into it! So here is some info about scripted mods, what they do and how you can keep your balloon from bursting.

Since we are here on the ETaC page, let's start with how scripts are going to have an effect ETaC. ETaC adds additional NPCs, and NPCs are one of the most intensive parts of Skyrim. Each time a script is added to an NPC it increases the amount of scripts your CPU and the skyrim engine needs to process. Now multiply that by the number of npc that are found in town and city locations. Push this even further by adding even more NPCs from mods, and you get the idea...

When it comes to scripted mods, for this advice there are 3 types; heavy, medium and light.

Heavy: These would be mods like SkyRe, PerMa and Requiem. These mods add scripts to each and every character as well as your character. These mods are more or less intended to be a complete combat overhaul for the vanilla game. If you use these mods, you are going to have to make a choice, either add a mod or two that is light on scripts or one that adds NPCs but not both types.

Medium: These would be mods like Sands of Time, ASIS, Frostfall and Wet & Cold. These mods add scripts to all the NPCs in the game but not nearly as many as the heavy category. You can use 2 or 3 of these together and with a light scripted mod or two and a mod or two that adds npcs, just don't go overboard.

Light: These would be mods like Dragon Combat Overhaul, Run For Your Lives and When Vampires attack. These either add a couple scripts to all NPCs or a few scripts to various sections of the game. Go nuts, they should work just fine with using several mods that add NPCs and increase spawns, but just remember the rules above.

On a side note: if you use a uGridstoload setting above the default, this will increase the area around your character that scripts are firing. Sure, it makes the game nicer to look at, but it also causes scripts to fire at a greater distance as well. This could cause game breaking issues since many times it will cause quest scripts to fire before you are in range of the characters involved.

In sum, just try and be selective about what you're installing and what it does. If you've got 10 different mods all adding NPCs to towns, and then 10 different mods all adding scripts to those NPCs, this could definitely become problematic for you.

And should your save be a hot-mess of scripty grossness...

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For this, I again give you siuan...
[Save Game Script Cleaner] is an actual save cleaner, go figure. Basically it will remove all orphaned scripts from a save, from when you uninstall a scripted mod and then save the game, and it's very easy to use. It will also get rid of renegade vanilla scripts, which is a good thing, since the Miraak boss battle script occasionally crashes my game. (Thank you, Dragonborn, for bugging out on me.) It has a lot of other features, but a lot of those are best left to people who Know More Stuff.

Here is your link: Save Game Script Cleaner by Hadoram.

 

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What the hell is it? WELL. Load order is, as the name implies, the order that your mods are loading in (lol) it essentially organizes all of your conflicts by giving them a hierarchy. Any overlapping changes in a mod, will be overwritten by the mod going after it. So let’s say you have...

} Mod A
} Mod B

Loaded, in that order. Let’s say they’re both trying to a move a barrel in Riverwood. Mod B’s changes would be the one you’d see in-game since Mod B is being loaded after (therefore overwriting) Mod A.

Make sense? Fantastic.

Back to it then - Things like BOSS or Loot are good (Is BOSS still a thing? I honestly don’t even know lol) - Great even. Particularly for people who are not well versed in the intricacies of "load order.” BUT! Sadly, sometimes human intervention is still necessary. If you've made the decision to run a thousand mods (like the rest of us) then YOU are the one responsible for policing it. AND YES! This is a giant pain in your ass. It's a giant pain my ass too. It's a giant pain in all asses everywhere... but it's important.

In sum, treat BOSS/Loot more as a guide - run it once to get all your mods into a loose order, and then go through and re-arrange.

What I personally do, along with, I’m sure, some others, and have been (somewhat) successful with so far (fingers crossed) is using a kindergarten approach to load order and trying and "group" my mods. Meaning that similar mods are all going together. (More on this shortly, but first...)

#01: Your ESM Files;
#02: Bug-Fix type Mods;
#03: Game Structure and/or UI Mods:
#04: Character Appearance Mods (For NPCs and Self);
#05: Mods that Add and/or Change Items;
#06: Mods that Add and/or Change NPCs;
#07: Mods that Add and/or Change Locations;
#08: Mods that Add and/or Change Navmesh;
#09: Texture Mods;
#10: Environmental Mods (things like Climates of Tamriel, Sounds of Skyrim, etc.);
#12: Mods with Gameplay Changes; Then,
#13: Reproccers, AV, and Bashed Patches.

ADDITIONAL NOTES
Generally speaking, all of your "fix" type mods (like HD texture pack fixes, or Unofficial patches) you want at the very tippy-top. Most other mods tend to fix things as they see them (this mod included), so you want these overwritten where necessary. Your load order is essentially just to determine which mods win out in conflicts. In the case of ETaC... well it adds a lot of "stuff" but it really doesn't make any script, quest, companion, environmental, etc. changes. So usually you'll want to load things making those sorts of changes AFTER, but things making other environment changes BEFORE. Since things going down the list are overwriting the things above it.

Some follower mods do add new locations. For example, the Arissa mod adds a new cave as part of her quest line. In cases like this, Arissa, and any follower mod that adds a new location, would be placed in your load order along with anything that adds or changes a location, and NOT with mods that add NPCs.

In a lot of cases, mods the add or change locations will also change navmesh. It's important that mods with major navmesh changes are loaded a bit lower on your list. So a mod that changes the porch outside an inn should be going before something like ETaC. It's better to have a single barrel not properly nav'd (and much easier to patch) than it would be to have all of the pathing in a town broken. (Your NPCs need it to move about in the world.)

If using it, very few mods should ever be loaded after your Bashed Patch. There are SOME exceptions, but those mods will likely tell you that upfront.

In closing... Even after following these guidelines you still need to make sure that you properly follow plugin placement rules as outlined by the mod author. So when in doubt – ASK THE MOD AUTHOR. They should know better than anybody else where their mod needs to be placed in relation to other mods to be able to function properly and with minimal conflicts.

 

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If you are experiencing any "odd" mesh behavior specifically things either appearing, or not appearing, or showing up in a giant pile blocking doors or roads or entire buildings... Fear not! It's at least probably fixable. 

The first thing I'd suggest trying is to load your save, get yourself to an interior cell (any interior cell will do, like Sleeping Giant Inn or the like.) Open the console and type "pcb". This purges cell buffers, which, as an added bonus frees up used memory occasionally resulting in increased fps, and more importantly in this case, purges cached cells. So any cells you visited in the recent past will reload completely when re-entered. 

If that doesn't solve your problem, try doing a "clean mod install", the process for which will differ slightly depending on which installer you're using, and is outlined below.

IF YOU ARE -NOT- USING MOD ORGANIZER
#1: Start by getting somewhere completely unedited (like Whiterun), save and exit;
#2: Uninstall ETaC COMPLETELY. Double check your data folder to make sure that everything is gone. 
All patches, main files, meshes/textures/sounds/etc., the .bsa, the .esm. So on and so forth.
#3: Load your save, go to [whatever town this is happening in], and confirm everything is gone,
back to normal, right with the world.
#4: Get yourself back to somewhere un-edited and create a NEW save.
#5: Then uninstall any of the following: SMIM, WATER, Better Dynamic Snow, and/or ELFX.
#6: Re-install ETaC (please be sure you are using the most recent version.)
#7: Then re-install the following: SMIM, WATER, Better Dynamic Snow, and/or ELFX.
#8: Then then then... Re-install any of the ETaC Patches you were using.
#9: Load, go to [whatever town this was happening in]. Report back to me.

IF YOU ARE USING MOD ORGANIZER
I give you Edeldios:
#1: Get to somewhere unedited (like Whiterun); save and exit.
#2: Uncheck the boxes for ETaC & ETaC patches in your mod list - NOT THE PLUGIN LIST. 
(This will disable all .esm, .bsa, .esp, meshes and textures from being accessed while in Skyrim.)
#3: Load your save, go to where the problem was happening and confirm things are back to normal.
#4: Get back to some unedited place, save, exit.
#5: Check the Boxes for ETaC and ETaC Patches and make sure that ETaC is above SMIM,
WATER, Better Dynamic Snow & ELFX in your mod list and the ETaC Patches are below.
(AGAIN THIS IS NOT THE PLUGIN LIST) It should be in this order:

} ETaC
} SMIM
} WATER
} Better Dynamic Snow
} ELFX
} ETaC Patches

It should also be noted that if you use No Snow Under the Roof, it needs to go above the ETaC Patches as well.

#6: Load save, go to where the problem was happening. Report Back to Jenna!

And, further from Eledios:
Mod Organizer is extremely user-friendly, but you also need to pay attention to any warnings it gives you. Most times it will tell you exactly which order mods need to be in order to function properly. If you see the warning triangle in the upper right corner go red it means you need to do some re-ordering. 

Although, it is not fool proof, sometimes there will be a mod you may run into that will scramble your proper load order a bit - So, if you add a mod that gives you a warning to move other mods above or below each other that were in the opposite order before you installed the mod, then it's for the best to simply not use that mod. Trust me, I know from personal experience! It will make your game explode unless you are an expert and know exactly what you are doing.

UPDATE: One of the new features added [to MO] is a virtual install order auto-fix. If anything shows up as a virtual install order issue in the warning tab, there will be a fix button that will correct the order for you. It's all automated now - That being said it is still important to DOUBLE CHECK proper order as listed in the mesh section above just in case!If it's STILL not working after - Let me know. And by "let me know" I mean PM me your load order along with a couple screenshots and any other relevant information. Happy to help if I can.

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If you are experiencing the "light flickering effect" while using ETaC (either with or without the ELFX) --- The issue actually stems from the way Skyrim handles light sources, and by "handles" I mean "limits" in that you can only have a set number (4) lights hiting a single surface at a time. If you have more than this set number they'll toggle on and off so as to make sure that only that set number are on at a given time. 

Obviously the problem is worsened when you're adding multiple mods that are adding lights, so if you've got ETaC with ELFX with LOS with Claralux with etc. etc. etc. You're going to get a lot of light flickering. Patching can reduce the number of lights, and ETaC *does* have patches for those mods, so if you're using any lighting mods, I'd suggest making sure you've also installed the patches.

NOTE: Your torch, and any NPC torches also count as light sources and there's really very little I can do about that on my end. I can't change how it handles or limits the light sources and I can't control whoall is running around with torches. I *can* try and reduce the number of exterior lights (which I have done in the new version, and will continue to do for added towns) but even if there is only ONE light if you run up with a torch and NPCs walk by with torches, you're still going to get the toggle. 

With regard to exterior cells, there is also this...

For those of you having this issue in exterior cells, you can attempt a fix by adding (or adjusting) the following line in your Skyrim.ini file:
Helps prevent lighting “pop-in” by pushing back the distance at which the lights begin to toggle. { Source }

[General]
fFlickeringLightDistance=8192[/i]As the i explains, this will tell Skyrim to push back the distance at which it beings with all the light flickering. 

SHADOW STRIPING
(The entirety of this has been hijacked from STEP. You can find the original here.)
One of the great things about ENBSeries is that it usually fixes shadow striping. Some users, however, will still experience this issue if they've edited their Skyrim INIs.

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^ This is shadow striping.

If this is preset, adjust the iBlurDeferredShadowMask parameter in the SkyrimPrefs.ini file (MO users will have to adjust it in the INI Editor in MO). It will be set to its default from when the INI files where created by the game launcher, unless users have manually adjusted it. Turning this parameter down to a lower usually results in sharper shadow detail; however, turning it down too low can result in striping. Users can adjust this setting from 0-7. If striping occurs while ENBSeries is enabled, increase this parameter's value by one, save the change, and test the new setting in-game. Continue to repeat this process until the shadow striping is gone. Usually between 3 and 5 are the best values.

If the above is not helping or making the shadows too blurry, adjusting the fShadowDistance parameter may also help. This is the distance at which shadows are drawn from the object. Decreasing this will make these shadows less elongated and help to eliminate striping at lower iBlurDeferredShadowMask values; however, adjusting this value too long can also result in unnatural looking shadows.

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If you are experiencing strange phantom banging sounds in most of your interior cells, this is not actually an issue with this mod, and is instead an issue with Skyrim's fragile-little-flower physics engine. It generally occurs when you've disabled your vsync or if you've got unnecessarily high FPS...The number one "fix" on this forum for Skyrim is to disable vSync through the "iPresentInterval = 0" tweak in the INI file. However over the last week or so it's come to many people's attention that disabling vSync this way causes all manner of bugs and glitches...

CRAZY PHYSICS
Allowing your FPS to go over 60fps causes the physics engine to go a bit out of control. The slightest touch, even opening a door, can send pots and pans 10 foot away flying all over the place. Whilst this may seem funny, it can have disastrous consequences if a really important item flies so fast it gltches out of the playable area.

This can however be solved by limiting your FPS to 60 or lower.The sounds are just a result of "the physics engine going a bit out of control" - You can read more about this here.

 

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There are (mercifully) a whole bunch of people now working on this giant unending monstrosity with me...

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Etienne • Ileji • jknjb • PurpleDerple • Undriel • winterlove

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xBeanyBabie • Colt Walker • CompleteTheCircuit • DeathCandy • Genny Sherard • Jim Belfiore • jknjb • KeeperOfMemories • TheLoreSeeker • NeverNotNinja • Severage • Storm Watters • talkingNsuch • Tasheni • Winterlove

Whether with writing (I do like zero of the writing for this thing now, thank God), voice acting, or testing (in addition to helping out on the comment thread and discord (speaking of which, many thanks also to Thallassa for doing nearly all of my discord crap for me, including, but not limited to, teaching me how to use the damn thing), providing patches, supplying me with wine, moral and psychological support, random information on bees and mead, and also on Skyrim (did you know there's like a whole game in there? I did not.) or donations of their awesome meshes (please see credits at the bottom for more info on mesh donations) - You guys are amazing, and wonderful, and also good looking, and I literally wouldn't be able to do this without you. 

And while I'm off on a thanking-people tangent... To Nazenn - I cannot possibly thank you enough for all the wonderful work you've done for me with ETaC (and other mods) (and everywhere else – you've got a lot on your plate, you're literally a machine) in my absence. You're the best ever,. A million trillion thanks to you for... everything. All of it lol. ♥
 

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01. Sclero's Farmhouse Kit by By Sclerocephalus
02. Building Kits and Other Items by jet4571and Elianora
03. Mr. Siika Seagulls by Mr. Siika and Tamira
04. Mr. Siika Ravens by Mr. Siika and Tamira
05. Squirrels by Mihail Romanov
06. House Cats by Mihail Romanov
07. Seadog Pirate Armor by hothtrooper44 *

* Actor use only. Not included as wearable armor.

AND! Things I don't have links to but remain awesome nonetheless...

08. "Brandy the Bard" Books by Brandy_123
09. "Hwaet Wegardena" Books and "Yashar's Journal" by jknjb
10. Custom No Snow Under the Roof meshes by winterlove.
11. A bunch of modified farmhouse meshes by winterlove.
12. Corrected ETaC-added farmhouse style meshes by Ambershore.

Thus concludes my mod description page. 

Should you have any other questions/concerns, please feel free to come find me --- Either here or on our Discord.

Thanks muchly <3


What's New in Version 0.7

Released

  • GLOBAL
    - Switched ETaC's Resources.esm to an esm'ified .esp file vs. actual .esm file. * (1)
    - Pulled all ETaC added quests from the main mod files. * (2)
    - Stream-lined the uninstall quests, remove the separate uninstall scripts, all done in one now. * (3)
    - Moved all misc. shared dialogue from the individual plugins to the Resources.esm.
    - Slightly decreased the squirrel sound volume.
    - Added ownership to all crops, alchemists' garden plants and chicken nests.
    - Removed vanilla merchant and favor jobs factions from all custom voiced NPCs.
    - Gave exterior wall meshes custom mesh paths to avoid conflicts with replacers.
    - Added all seq files to the .bsa.
    - Updated all FaceGenData for formID changes.
    - Updated all seq files for dialogue changes / additions.
    - {winterlove} Fixed mesh gap at roof on farmhouse03a, 03b, 04a and 04b.
    - {SE ONLY} Adding missing 02sign_n.dds to the .bsa; No more shiny butcher sign! Woo!

    DARKWATER CROSSING
    - Added squirrels.
    - Added dialogue and voice files for Gaelif.
    - Added dialogue and voice files for Meieran.
    - Cleaned up voice files for Isobel.
    - Cleaned up voice files for Varin.
    - Cleaned up voice files for Fasmund.
    - Temporarily pulled Agautr's voice files pending changes.
    - Minor changes to the way his Derkeethus dialogue is handled. * (4)

    DAWNSTAR
    - Fixed the rock seam showing outside Iron Breaker Mine.
    - Cleaned up the area by the East Empire Co. building;
    - Removed all the janky "support" rocks, switch to beach cliff static instead;
    - Removed the "covers ears" flag from Alday's hat mesh. (It doesn't cover his ears.)
    - This also fixes the remaining floaty posts.
    - Made navmesh adjustments for the above changes.
    - Fixed Therron's house key having wrong house name.
    - Cleaned up voice files for Randrus.
    - Cleaned up voice files for Frieda.
    - Cleaned up voice files for Candariel.
    - Cleaned up voice files for Alhildr.
    - Added some missing dialogue and voice files for Alhildr.
    - Added some missing dialogue and voice files for Oorlug.
    - Added dialogue and voice files for Merienne.
    - Added dialogue and voice files for Eirfa Four-Shoes.
    - Added dialogue and voice files for Therron.
    - Added new dialogue and voice files for Humexus.
    - Added new dialogue and voice files for Lenoril.

    KARTHWASTEN
    - Exists now! Hooray!

    KYNESGROVE
    - Set Erarik's chop wood package to weapons unequipped so no duplicate axe.
    - Added "FarmerGourd" keywords to Ilfhild so she'll also buy your gourds.
    - Added the abandoned mill down by the river as is referenced in Ganna Uriel's dialogue.
    - Added the Clean-Up quest for when you want to uninstall. * (5)
    - Added dialogue and voice files for Maliyah.
    - Added dialogue and voice files for Ilfhild.
    - Added dialogue and voice files for Erarik.

    MORTHAL
    - Fixed a missing script error. (A quest was looking for a script that had since been renamed.)
    - Fixed Marla being sunk into the bar top while writing in the winery ledger.
    - Fixed black plane not toggling with wall sewer grate.
    - Fixed some of the wall occlusion planes being tied to the wrong toggle marker.
    - Added Hadrik's wife, Ingjard, and all the AI packages and whatnot for her.
    - Made some minor changes to Hadrik's AI to work better with Ingjard's new stuff.
    - Added dialogue and voice files for Arathor.
    - Added dialogue and voice files for Marla.
    - Added dialogue and voice files for Thane Valund.
    - {SE ONLY} Fixed (moved) a couple clipping shrubs.

    RIVERWOOD
    - Minor changes to path behind alchemist's shop.
    - Removed gable from Odulf's house.
    - Moved tree and stump outside Odulf's house so branches not clipping.
    - Changes to rear bridge area leading to Odulf and Veekas' houses.
    - Specifically, removed the covered bridge;
    - Swapped to partial land-bridge / walkway bridge.
    - Added some trees and foliage and crap.
    - Modified some markers and AI packages to account for this change.
    - Modified some landscape and navmesh around this area for the same.
    - Added Basil's wife, Caminda, and all the AI packages and whatnot for her.
    - Changes to Brandulf's vendor dialogue; Makes it alchemist-specific.
    - Cleaned up voice files for Basil; Added line for after Delphine leaves Riverwood.
    - Cleaned up voice files for Isgerdr; Added line for after Delphine leaves Riverwood.
    - Added dialogue and voice files for Dynara.
    - Added dialogue and voice files for Odulf.
    - Added new dialogue and voice files for Rosalie.
    - Added new dialogue and voice files for Nesbjorn.
    - Added new dialogue and voice files for Veekas.

    RORIKSTEAD
    - Pulled all the RoriksteadQ01 data.
    - Removed Morgane, her interior cell, AI packages, dialogue, etc.
    - Moved alchemist's shop to old Morgane's house location.
    - Removed crops that were there and added alchemist's garden behind her new house.
    - Moved vanilla wolf spawn further away so they [hopefully] stop eating Yorda.
    - Moved Lokir's house to old alchemist's shop location.
    - Swapped Lokir's house interior meshes to match new exterior type.
    - Moved general store over a bit, moved path to farm to opposite side of that house.
    - Changed that farm's dirt texture to dirt01 to match the others.
    - Added some more trees around that area; felt kind of empty.
    - Updated the navmesh for all the exterior changes.
    - Lodin, Sigrun and Valgeir are now Lewin Savinie and Velian. * (6)
    - Cleaned up voice files for Bothilda.
    - Cleaned up voice files for Janus.
    - Cleaned up voice files for Veresa; Added her crop line.
    - Cleaned up voice files for Yorda; Added a couple missing lines.
    - Added dialogue and voice files for Eilram.
    - Added dialogue and voice files for Lewin.

    PATCHES
    - Fixed installer listing wrong plugin for Ancient Lands patch.
    - Changed the name of the AE Patch to CC Fish Patch to avoid (or add to?) confusion.
    - Removed installer file dependency for the same to avoid Vortex not wanting to install it.
    - Removed Unofficial Patch "Patch" option, no longer needed.
    - Added patches to remove the ETaC added lanterns from trees.
    - Updated SMIM patch for new Karthwasten sign mesh.
    - Updated Better Dynamic Snow patch for .esm change.
    - Updated AI Overhaul patches for .esm change.
    - Updated Ancient Lands patch for .esm / Riverwood changes.
    - Updated Beyond Skyrim: Wares of Tamriel patch for .esm / Dawnstar changes.
    - Updated Carriage and Ferry Travel Overhaul (CFTO) patches for .esm change.
    - Updated Claralux patches for .esm change and Karthwasten.
    - Updated ELFX Exterior patches for .esm change and Karthwasten.
    - Updated Hunter's Cabin of Riverwood patch for .esm / Riverwood changes.
    - Updated Lanterns of Skyrim patches for .esm change and Karthwasten.
    - Updated Leaf Rest patch for Riverwood changes.
    - Updated Realistic Lighting Overhaul patches for .esm change.
    - Updated Rigmor of Bruma patches for .esm change.
    - Updated Rigmor of Cyrodiil patch for Dawnstar changes.
    - Updated Riverwood Keep patch for .esm / Riverwood changes.
    - Updated RS Children patches for .esm / Riverwood changes and Karthwasten.
    - {LE ONLY} Updated Morskom Estate patch for .esm / Dawnstar changes.
    - {LE ONLY} Fixed No Snow patch not swapping Dawnstar stables stairs to No Snow mesh.
    - {SE ONLY} Added patches for CFTO Fixes and Winterhold by ViktoriaLanders.
    - {SE ONLY} Fixed incorrect water records in the Complete / Riverwood AI Overhaul patches.
    - {SE ONLY} Fixed incorrect water records in the Complete / Riverwood ELFX Exterior patches.
    - {SE ONLY} Fixed incorrect water records in the Riverwood Realistic Lighting Overhaul patch.
    - {SE ONLY} Updated 3D Landscapes patches for .esm change and Karthwasten.
    - {SE ONLY} Updated Medieval Lanterns patches for Karthwasten; Converted all files to .esl.
    - {SE ONLY} Updated Unique Locations: Riverwood Forest patches for .esm / Riverwood changes.
    - {SE ONLY} Converted No Snow Under the Roof patches to .esl.
    - {SE ONLY} Converted Rigmor of Bruma patches to .esl.

    * (1) So I don't have to keep converting it back and forth as I make changes to it.
    * (2) Going forward quests will be available as a separate add-on for the Complete.esp only.
    * (3) Can all be done in the main quest now that other quests don't have to be stopped as part of that process.
    * (4) For better responses based on whether or not you'd spoken to him about it previously.
    * (5) This should have been in from the get-go, apologies that it wasn't.
    * (6) The town was a little nord-heavy, so they are now Bretons.
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Hey missjennabee - so happy to see ETaC back up for download. It was one of my favorite content mods.

Just a curiosity - will you ever provide the compatibility mods that you did for Immersive Citizens again? There is no other fix out there for some of the navmesh issues.

EDIT - I actually see that you're making edits to NPC AI and navmeshes on your own! Awesome. I assume that if I put this below Immersive Citizens, it will override IC's behavior? That works just as well for me.

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@ linusaur: Compatibility for Immersive Citizens is actually built-in to this version of ETaC, no additional files needed (I planned around it.) :teehee: 

So, yes, make sure that ETaC is loaded AFTER Immersive Citizens and all will be right with the world.

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@ Luska99: Well that depends, if you're using an installer (Wrye, NMM, MO, Vortex and the like) just download the file and load it in to the installer of your choice. It will do the rest for you :) If you'd like to manually install, you can find manual install instructions... HERE

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5 hours ago, missjennabee said:

@ Luska99: Bem, isso depende, se você estiver usando um instalador (Wrye, NMM, MO, Vortex e similares), basta baixar o arquivo e carregá-lo no instalador de sua escolha. Ele fará o resto por você :)Se desejar instalar manualmente, você pode encontrar as instruções de instalação manual ...  AQUI

Thanks

 

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