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Expanded Towns and Cities SSE 0.4.4


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

Please note this version is currently a WIP and is about to undergo some pretty substantial changes. I'm uploading it now really just so that I can start the process of moving the beast off the Nexus, but my advice to you would actually be to wait to download until the next update. More towns! More better things and stuff! Less other crappy stuff! It will probably be out by the end of the month? Which for me is like LIGHTNING FAST! PRACTICALLY IMMEDIATE, by Jenna standards, really. 

Thanks so much for your patience while I'm sorting my life and my mod out.

 

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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 new quest (misc): Riften Delivery.  
- Added new quest (misc): Isobel's Family Ring.

- 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 and woodcutting.
- 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' 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 Houses
- Added 18 new NPCs.
- 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 new quest (side): The Burning Queen. 
- Added new quest (side): Blessing the Temple. 

- Added -OPTIONAL- wall around the city. (Can be toggled on / off via MCM or the ETaC Config prompts.)
- 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.
- Fixed covered walkways not using the snow versions.
- Gave vanilla homeless NPCs homes (Abelone.)
- 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 new quest (side): A Potion in Time.  
- Added new quest (side): The Collector Pt. 1.  
- Added new quest (side): The Collector Pt. 2.  
- Added new quest (side): The Collector Pt. 3.  
- Added new quest (side): The Collector Pt. 4.  

- Added various notes and journals and such and things.
- Added an alchemist store.
- 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.)
- Made extensive changes to town layouts, landscape, navmesh and NPC AI *

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- Added 7 new houses.
- Added 12 new NPCs. 
- Added new custom dialogue for said NPCs
- Added new quest (side): Unnatural Bounty.
- Added new quest (misc): Alms for the Poor.

- 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 store.
- 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 and woodcutting.
- Changes to guards' patrol routes so they make more sense with the new town layouts.
- Changes to Rorik's patrol route so it makes 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." 

At the moment, this here contains a lot less info than it's LE counterpart, as I’m so far not entirely sure whatall problems from LE will have carried over and continue to be problems for SSE. (Memory issues? Hopefully not. Script issues? Maybe. Light flickering? Could be! Let’s all just wait and see how this plays out lol.) SO. This is mostly just generic stuff for now, until I get a handle on all that. 

Here is one thing I will talk about though, as I’m confident it’s still an issue, has been an issue, for pretty much ever, so I feel safe in making that assumption and that is...


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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 - LOOT is awesome, 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 LOOT as a guide - Run it once to get all your mods into a loose order, and then go through and re-arrange where needed.

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; <-- This would be where ETaC goes.
#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. 

Some follower mods 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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Disabling and Enabling ETaC's Dynamic Lighting
If you disable ETaC's "dynamic lighting" via the MCM menu, and then later re-enable it you'll have to leave the edited area for the change to take effect. Meaning if you re-enable it while standing in Riverwood, you'll have to leave and re-enter Riverwood (or any ETaC edited town) for the lighting to kick back in. 

The Collector Quests
Note: If you have Dragonborn installed (which you do, since this is SE lol) it is possible (although rare) for the books to spawn in Soltheim dungeon boss chests. If you are in Skyrim, you will not see the quest marker pointing you to the chest's location until you travel to Solstheim. (This also happens with vanilla quests and has nothing to do with the mod. It's just how Skyrim handles the quest markers between worlds.) 

So if you have a Collector quest ticked active and are NOT seeing the quest marker on your map, this is probably why. 

Other Note - ETaC is... mostly, compatible with Skyrim Souls - Unpaused Game Menus, but 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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So, as it turns out, there are some issues  with the way Skyrim SE is handling the editing of large references which causes LOD to show incorrectly resulting in texture flicker and also, sometimes, in those references to not show up in your game at all... fun! ETaC, as you might expect, edits a lot of large references. (Large references include - Houses, walkways, various landmasses, ... really all of the things and stuff you see making up your exteriors lol.) What I'm saying is... this is a problem. For me, personally, and also for you, and also for other people who makes mods. (You can read more about it HERE.)

Luckily, there's a way around it! Sort of! Per sheson... 

Currently, the only option to mitigate all bugs is to turn large references off as the system is pretty much fubar - like most of the new and "improved" features in Skyrim Special Edition.

Further luckily, someone already tested this for me (and also you guys) because they are awesome, and for that I give you vidalia...

Generating Dynamic LOD with large references disabled seems to have fixed the issue for me.


(Setting uLargeRefLODGridSize = 5 in SkyrimPrefs.ini)

So. If you're using ETaC with DynDOLOD - Do that. Set Large References Disabled (setting uLargeRefLODGridSize = 5 in SkyrimPrefs.ini) And you should be fine. Hooray?

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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 a couple 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

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. In the screenshots below it's hard to tell from their reduced size in the gallery, but notice the fuzziness along the edges of the shadows and the lines across some of the textures like the post and rock; this is shadow striping.

Example #1
Example #2

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.

As the quote explains, this will tell Skyrim to push back the distance at which it beings with all the light flickering. 

 

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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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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, the reigning Queen of the Internet, 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. 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...

06. "Brandy the Bard" Books by Brandy_123
07. "Hwaet Wegardena" Books by jknjb
08. Custom No Snow Under the Roof meshes by winterlove.
09. Corrected ETaC-added farmhouse style meshes by Ambershore.

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Spoiler

VERSION 0.4.4
GLOBAL
- Cleaned all files with newest version of xEdit to remove ITMs old version missed.
- Fixed ETaC-added farmhouse meshes looking sort of flat and meh * (1)
- Moved some stuff around for Holidays compatibility without the need for patching.
- Updated No Snow Under the Roof patches for Holidays changes.
- Updated Rorikstead Wagons patches for Holidays changes.
- Removed unnecessary vendor and favor job factions from custom voiced NPCs * (2)
- Removed separate favor jobs dialogue quest; added favor jobs dialogue to ETaC's town dialogue quest.
- Set most of the misc. dialogue for NPCs to 0.5 so they're not repeated every time you engage them.
- Set ETaC added gates to auto-close after 10 seconds so they're not sitting there open all the time allowing livestock to escape.

DARKWATER CROSSING
- Added missing sell crops line(s) for Isobel.
- Changes to Jyta's dialogue; Had dialogue re-recorded.
- Re-edited and made minor changes to Agautr's dialogue. * (3)
- Re-edited and made minor changes to Fasmund's dialogue. * (3)
- Pulled Gaelif's custom dialogue for now; Gave vanilla voice.
- Pulled Meieran's custom dialogue for now; Gave vanilla voice.
- Pulled Yrsa's custom dialogue for now; Gave vanilla voice.

DAWNSTAR
- Fixed door placement Temple of Dibella basement.
- Fixed door placement EECo. basement.
- Fixed torches not being properly aligned to new EECo. building.
- Changes to Temple of Dibella quest (Lisella now follows you instead of you following her.)
- Changes to Alday's dialogue; Had dialogue re-recorded.
- Changes to Lenoril's dialogue; Had dialogue re-recorded.
- Re-edited and made minor changes to Alhildr's dialogue. * (3)
- Re-edited and made minor changes to Bowen's dialogue. * (3)
- Re-edited and made minor changes to Candariel's dialogue. * (3)
- Re-edited and made minor changes to Humexus' dialogue. * (3)
- Re-edited and made minor changes to Oorlug's dialogue. * (3)
- Re-edited and made minor changes to Randrus' dialogue. * (3)
- Pulled Hjorik's custom dialogue for now; Gave vanilla voice.
- Pulled Hradi's custom dialogue for now; Gave vanilla voice.
- Pulled Merrienne's custom dialogue for now; Gave vanilla voice.

RIVERWOOD
- Fixed light toggling outside Alvor's house.
- Changes to Basil's dialogue; Had dialogue re-recorded.
- Changes to Isgurdr's dialogue; Had dialogue re-recorded.
- Changes to Nesbjorn's dialogue; Had dialogue re-recorded.
- Re-edited and made minor changes to Brandulf's dialogue. * (3)
- Re-edited and made minor changes to Odulf's dialogue. * (3)
- Re-edited and made minor changes to Veekas' dialogue. * (3)
- Re-edited and made minor changes to Fenrig's dialogue. * (3)
- Re-edited and made minor changes to Rosalie's dialogue. * (3)
- Moved ferns by Odulf's house so NPCs aren't standing in them when using the WallLeanMarker.
- Made some changes to the Niklaus / Silverdrift Lair stuff as part of the Collector quest.
- Created new refs for the campfire and spit so they don't get mysteriously lost in the ether if you install ETaC after talking to the Jarl about the dragon attack.

RORIKSTEAD
- Fixed minor landscape / walkway issue outside Lemkil's farmhouse.
- Added some ivy to exteriors of buildings.
- Added missing sell crops line(s) for Kadlin.
- Added new dialogue for Eilram.
- Removed night-eye enchantment from Morgane's Necklace to stop it randomly apply itself to the player for no reason whatsoever.

* (1) Thanks so much to Ambershore for doing this! <3
* (2) Should stop non-voiced vanilla dialogue from appearing.
* (3) Cleaned up background noise; Normalized for volume; Etc. Should sounds a little more vanilla-ish now.

VERSION 0.4.3
GLOBAL
- Fixed ETaC added SMIM signs and lantern meshes.
- Changes to the way MCM and Non-MCM .esms are handled *

RIVERWOOD
- Update Rigmor patch for ETaC Riverwood navmesh changes.

* MCM no longer has does anything with the config quest, and Non-MCM config quest message box no longer appears on its own. If you are using the Non-MCM version of the .esm and want to disable the exterior walls added to Dawnstar, open your console and type "SetStage MJB_00GlobalConfig 1" (without quotes.) NOTE: This is NOT the permanent solution; This is just a quick-fix for people who are tired of being pestered by the message box.
Version 0.4.2
GLOBAL
- Updated Better Dynamic Snow Patch for Dawnstar changes. (Removed now-unnecessary statics.)

RORIKSTEAD
- Added patch for Rorikstead Wagons. (This works for the Wagons Only version; NOT the Town Overhaul version.)
Version 0.4.1
GLOBAL
- Added missing snow-less plank to the .esm file for No Snow patch users.
- Added missing Dawnstar Temple interior meshes to the .bsa file.

DARKWATER CROSSING
- Updated Claralux patch for rogue lantern on Verner and Annekke's house. (SSE Only) *

* Not needed for LE users as that particular lantern only exists in Claralux SSE.

VERSION 0.4
GLOBAL
- Added "patch" for Luxor's Farmhouse Textures.
- Added optional store hours sign to outside of shops (via MCM).
- The "Dynamic Lighting" is now toggle-able for both exteriors and interiors separately (via MCM).
- Changes to the way MCM / Config Quest are handled in .esm file.
- Changes for ICAIO built in so no more "patch" needed.
- Fixed ETaC added farmhouse chimney mesh. * (1)
- Fixed seagulls defaulting to chicken voice type.
- Fixed incorrect master order on ELFX Patches.
- Updated the SMIM "Patch" for sign changes.
- Updated No Snow Patches for Dawnstar changes.
- Updated Rigmor Patches for Dawnstar changes.
- Updated Morskom Patches for Dawnstar changes.
- Updated RLO Patches for Rorikstead.
- Updated Lanterns of Skyrim Patches for Rorikstead.
- Updated ELFX Patches for Rorikstead.
- Updated Claralux Patches for Rorikstead.
- Updated RS Children Patches for Rorikstead.

DARKWATER CROSSING
- Added new misc. quest.
- Added exception for supplies quest so it won't start if Bersi is dead.
- Added new misc. dialogue for Fasmund.
- Added new dialogue for Varin.
- Added new dialogue for Isobel.
- Added missing sell crops line for Meieran.
- Fixed slightly-floating boat.
- Changed Fasmund's Derkeethus lines to "Say Once" * (2)

DAWNSTAR
- Sign changes for compatibility with Blowing in the Wind. * (3)
- Changes to boat-camp area for updated ICAIO compatibility.
- Changes to East Empire Warehouse interior and exterior.
- Changes to Temple of Dibella interior and exterior.
- Changes to gate area steps behind barracks for better NPC pathing.
- Changes to temple quest creature spawns.
- Changed Ulla's outfit to non-Hearthfires outfit. * (4)
- Fixed incorrect guards spawning at exterior wall.
- Fixed a missing script error on Lisella's escort package.

RIVERWOOD
- Fixed landscape issue by log outside Veekas' house.
- Changed rock pile outside Veekas' house to match surrounding landscape texture.
- Changes to Dynara's dialogue (includes adding her missing gather crops line.)

RORIKSTEAD
- Exists now. Hooray!

* (1) Thanks to Drell (a/k/a Ambershore) for the mesh fix!
* (2) So he doesn't repeat them past the point of being necessary.
* (3) Removed custom alchemist and inn signs; Reverted back to vanilla.
* (4) For compatibility with RS Children.

VERSION 0.3.6
GLOBAL
- Fixed LoS Patches masters being out of order.
- Fixed incorrect version sub-record in Rigmor Riverwood patch.
- Fixed water flow records in Rigmor Riverwood patch.
- Fixed water flow records in Rigmor Complete patch.
- Fixed 2 incorrect water flow records in ETaC - Complete.esp.
- Fixed 2 incorrect water flow records in ETaC - Riverwood.esp.
Version 0.3.5
GLOBAL
- Added Patch for Better Dynamic Snow by SparrowPrince, TechAngel85 and Brumbek.

DAWNSTAR
- Teeny tiny landscape change for Notice Boards compatibility.
- Moved a couple markers around for compatibility with Bigger Trees.
- Got rid of a couple rogue plants I missed in SSE version. (SSE Only. Obviously.)

RIVERWOOD
- Removed one of the torches near the entry gate to stop "light flickering" at Sven & Hilde's house.

VERSION 0.3.4
GLOBAL
- Added texture support for HQ Towns and Villages by Anarin.
- Added Patch for Better Docks SSE. (No patch needed for LE version.)
- Added Patch for Unique Locations - Riverwood Forest (SSE ONLY).
- Added Patch for Morskom Estate by Elianora and DarkFox127 (LE ONLY).
- Added Patch for Carriage and Ferry Travel Overhaul by Kinaga.
- Added No Snow Under the Roof Patch (SSE).
- Updated No Snow Under the Roof Patch (LE).
- Updated Rigmor of Bruma Patches for LE and SSE.

DAWNSTAR
- Added stables (stores horses only; doesn't sell.)
- Moved Fruki's house and associated crap back to original location.
- Moved Irgnir's house and associated crap back to original location.
- Moved blacksmith and associated crap back to original location.
- Moved alchemist and associated crap back to original location.
- Moved Alday to new house location.
- Moved Hjorki and company to new house location.
- Moved Alhildr and company to new house location.
- Removed general store building; moved to Alday's old house.
- Removed Alhildr's house building; moved to Hjorik's house.
- Removed crop farm behind Fruki's house.
- Moved goats and chickens to previous cow farm location.
- Moved cows to previous goat farm location.
- Minor changes to Abelone's AI packages.
- Minor changes to Alday's AI packages.
- Minor changes to Alhildr's AI packages.
- Minor changes to Hjorik's AI packages.
- Minor changes to Hradi's AI packages.
- Minor changes to Oorlug's AI packages.
- Minor changes to Sa'ara's AI packages.
- Fixed Alday's sword not properly aligning to plaque.
- Made some navmesh changes for compatibility with Helarchen Creek.

VERSION 0.3.3
GLOBAL
- Updated Skyrim 3D Landscapes Patches for some missed foliage (SSE Only).

RIVERWOOD
- Some minor changes to trees for compatibility with Skyrim Flora Overhaul.
- Fixed mesh-gap on stone wall at town entry.

VERSION 0.3.2
GLOBAL
- Removed custom smelter mesh; Switched back to vanilla mesh. * (1)
- Fixed error in "farmoverhangtile.nif" mesh (SSE Only). * (2)
- Fixed water records in Claralux Patches (SSE Only).
- Fixed water records in Lanterns of Skyrim Patches (SSE Only).
- Fixed possible version error in Rigmor Patch (SSE Only).

DARKWATER CROSSING
- Moved some rocks and made minor landscape edits for compatibility with Bring Out Your Dead by Arthmoor.

DAWNSTAR
- Removed a couple navmesh ITMs.
- (Sorry about that!)
- (I swear I check these things before I upload them.)
- (I don't really.)
- Added player level 20 requirement to start the temple quest. * (3)
- Updated RS Children Patch.

RIVERWOOD
- Fixed landscape seam at cell break (SSE Only).

* (1) Patches for SMIM Smelters and Ars Metallica no longer needed.
* (2) If using ETaC Corrupted NIF Patch - You no longer need it.
* (3) So you guys don't get... you know, totally murderized. As easily.

VERSION 0.3
GLOBAL
- Added patch for ELFX Exteriors.esp.
- Added patch for Hunter's Cabin of Riverwood.

DARKWATER CROSSING
- Added master quest to clean-up / stop all other quests for uninstall * (1)
- Minor landscape fixes / changes for SSE version.
- Changed mooring to different (one piece) mesh.
- Fixed floating mystery square in Sondas' house.

* (1) Can be run by opening the console and typing "SetStage MJBDarkwaterCrossingSetup 1"

DAWNSTAR
- Exists now. Enjoy.

RIVERWOOD
- Added master quest to clean-up / stop all other quests for uninstall * (1)
- Re-Added Isgerdr's post-quest dialogue.
- Changed "A Potion in Time" quest to start after completing "The Way of the Voice" * (2)
- Changed "A Potion in Time" deadline to ten days. * (3)
- Changed "A Potion in Time" final scene / how player controls are handled.
- Changed two of the pine tree meshes for Bigger Trees compatibility * (4)
- Fixed grass clipping near Odulf's house.
- Fixed missing railing on Basil's house.

* (1) Can be run by opening the console and typing "SetStage MJBRiverwoodSetup 1"
* (2) Previously started after "Before the Storm"
* (3) Previously was seven days.
* (4) Make sure ETaC is loaded -AFTER- Bigger Trees for this to work properly.

VERSION 0.2.9
DARKWATER CROSSING
- Fixed Bjorsi's house faction breaking his vendor faction.
- This is my last update before Dawnstar. I promise lol.

VERSION 0.2.8
DARKWATER CROSSING
- Fixed Agautr's dialogue to set the proper quest stage for the end of the supplies quest.

VERSION 0.2.6
GLOBAL
- Added Patch by MichelleBrujah and Seoulcalibre for RS Children.
- Fixed Non-MCM Config message showing twice.

DARKWATER CROSSING
- Fixed Adrian's should-have-been-deleted AI package.

VERSION 0.2.5
GLOBAL
- Changes to how landscape textures are handled in town areas * (1)
- Fixed version error on SSE patches.
- Fixed Claralux SSE patch having the LE master file.
- Fixed water records again. * (2)
- Fixed lighting script not recognizing weather changes.
- Added some additional SMIM installer options.
- Added Noble Textures option to patches * (3)
- Added a config quest for people not using MCM * (4)
- Updated Leaf Rest Patch.
- Updated Rigmor Patch.

* (1) For better compatibility with grass mods.
* (2) I'll keep forgetting to do this, so expect to see this note a lot lol.
* (3) Will swap to Noble compatible textures for ETaC added farmhouse stuff.
* (4) So you can get the MCM options without extra .esps or SKSE.

DARKWATER CROSSING
- Changes to vanilla NPC added sleep packages *
- Some pretty extensive exterior changes; And so...
- Some pretty extensive navmesh changes.
- Minor changes to the ICAIO "patch" stuff.
- Minor changes to some of the dialogue.
- Added horse marker for player horse on fast travel.

RIVERWOOD
- Added a house for Embry.
- Changes to vanilla NPC added sleep packages *
- Some pretty extensive exterior changes; And so...
- Some pretty extensive navmesh changes.
- Fixed some ivy clipping through walkway roof.
- Fixed floating bird's nest behind inn.
- Fixed Veekas' house torch being on all the time.
- Fixed "mjbglobalshowmsgonactivate" script error.
- Moved some stuff around for Notice Boards - No longer need the MCM patch.

* So they sleep in their new houses vs. their default locations.

VERSION 0.2.2
GLOBAL
- Changes to the way interior and exterior lights are handled.
- Changes to MCM marker states to make a little less confusing.
- Added "Toggle Smelters" option to MCM (on by default) *
- Added Patch for CLARALUX.
- Added Patch for Lanters of Skyrim.
- Added Patch for Notice Boards.
- Added Patch for Realistic Lighting Overhaul.
- Updated Leaf Rest Patch.
- Updated Rigmor Patch.
- Put the main mod and patches in the same installer.

* Will toggle optional smelters for non-smelter-having towns.

DARKWATER CROSSING
- Minor navmesh adjustments / changes / fixes.
- Rebuilt relevant patches for navmesh changes.

RIVERWOOD
- Minor navmesh adjustments / changes / fixes.
- Rebuilt relevant patches for navmesh changes.
- Fixed floating walkway gate piece at entrance.
- Fixed Odulf sometimes getting stuck on his steps.
- Fixed Isgerdr's flower basket patrol AI pack.
- Fixed Sabir's morning AI pack.
- Removed edits to Sleeping Giant Inn sign reference *

* For compatibility with mods that change the sign mesh via worldspace.

VERSION 0.2
GLOBAL
- Added ICAIO "Patch" file for people not using MCM.
- Added Lighting "Patch" file for people not using MCM.
- Added Static Mesh Improvement Mod (SMIM) "Patch" for people using SMIM.

RIVERWOOD
- Exists now. Enjoy.

DARKWATER CROSSING
- Changes to interior lighting *
- Changed general store sign to vanilla model.
- Added missing water data for exterior cells.
- Added ownership info to livestock.
- Added Jyta's missing bard dialogue voice file.
- Fixed Jyta's bard dialogue not using it's topic.
- Fixed one of Fasmund's lines pointing to wrong file.
- Fixed Bersi quest objective marker not showing up.
- Fixed Bjorsi, Tormir and Copper Cask north markers.
- Fixed Yrsa's sweep package not working properly.
- Fixed some more grass clipping around things and places.
- Fixed fireplace in Bjorsi's being a little off center.
- Fixed Bjorsi's bottom door poking up through top floor.
- Fixed roof seam in Gaelif's house.
- Fixed wood post clipping in Copper Cask Inn.
- Fixed floating tree by goat pen.
- Fixed floating ferns by goat pen.
- Made Fasmund a proper vendor w/dialogue.
- Made a few minor changes to navmesh pref pathing.
- Made a few minor adjustments to exterior lighting.
- Made a few minor other exterior-ey type changes.
- Removed interior banners because loud. Much loud **

* Thanks to skepmanmods for his help with this! <3
** Replaced them with pelts. Noticeably less loud.

VERSION 0.1.4
GLOBAL
- Added exclusion for guards, followers and people in combat to nakked script.
- So they don't, you know, just randomly disrobe in the middle of Darkwater.
- #FockPants #VivaLaRevolucion.

DARKWATER CROSSING
- Added the missing LocTypeHabitationHasInn reference to Darkwater Location.

VERSION 0.1.3
PATCHES
- Added Immersive Citizens patch to the ETaC MCM Menu (EXPERIMENTAL).

VERSION 0.1.2
DARKWATER CROSSING
- Added the rest of the missing voice files. Hooray!
- Update only needed if using the dialogue-having version.

VERSION 0.1.1
DARKWATER CROSSING
- Added most of the missing voice files.
- Update only needed if using the dialogue-having version.

VERSION 0.1
AND WE'RE OFF!

 

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

 


User Feedback

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Nice to see your work here!

 

There is a problem with the Dynamic Snow patch in Vortex. It searchs for Better Dynamic Snow.esp, but the plugin is Better Dynamic Snow SE.esp (EDIT: It will be solved in the next update, just do not install patch, thanks Discord team!)

Edited by asensio87
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I am excited to see you work on this. I have been a fan of your mods for quite some time because I like your style and I trust your mods. I was going through my load order(we won't talk about how long I've been doing it) and noticed that I wanted more done to Dawnstar, Morthal, Winterhold and Rorikstead. More because despite being small*, they are hold capitals and should at least have some defensive structures, even if they don't have the almost obligatory blacksmith that is needed to make a town. Even if it's abandoned(was that a hint?) However, changing too much can take away from the overall vibe. In addition I also wanted to see more from two towns, Dragonbridge and Rorikstead in particular. I know there are more, and possibly better candidates for being expanded upon, but these are the ones that jump out at me. I was in the middle of changing out the JK's Skyrim for The Great Cities when I saw this... and you throwing monkey wrenches into my load order. Hopefully your laughing, as intended. I would like to humbly request a list of city/towns you plan on covering in this mod so I can fill in the gaps with other mods, but I sincerely hope that you are planning on touching up the aforementioned ones.

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