Welcome to my Elgrims Elixirs shop overhaul. Now go explore,there's a little more to see than shown in the images! The ESP have been cleaned with the SSEEdit auto clean feature and flagged as an ESL, so it doesn't count towards the ESP limit. Big kudos to Teabag and DrMonops for the testing.
Regarding an All in one file There’s no plans at the moment for a merged all in one file. With the exception of The Blue Palace and The College of Winterhold all of the interior files are ESL flagged so don't count towards your mod limit. Being modular, you can pick and choose the interiors as you like.
Please understand that the additional workload involved would most likely kill off this series. Any patches, updates, bugfixes would need to be redone.
So please enjoy the flexibility of modular files to pick and choose what you want and any compatibility patches Janquel makes. If you want an AIO you can merge them all yourself, there’s good tutorials on Youtube about how to do it, I recommend the one made by GamerPoets, but please be aware that you won't even gain an esp slot in the process.
We understand that VR doesn't have the benefit of ESL support, but that none of us have headsets to test with so we can't officially support VR. So unfortunately, end user merging will be necessary in that case. I hope this information helps.
I absolutely love all of your mods!! Even better, they have such a small footprint and don't use a lot of space. Super happy the interior mods are esl flagged, as I use all of them :) But maybe someone can help me out, I know there is a way to merge them into one, how would I go about doing that? It's not a problem loading them individually, it's just there's so many of them lol. Either way, amazing work!!!
No, your model replacer has nothing to do with it. The puddle was misplaced a bit, it's fixed in the updated version (but, unfortunately, the puddle is a persistent reference, so you won't notice the change on the existing save).
The patch in the archives section (Bee and Barb + Elgrim's Elixirs) does not appear to be in the Janquel patch mod. Should this be included or is it discontinued?
Scanned for errors with xedit and found this. Not sure if it matters
[00:37] [REFR:51000B6D] (places RiftenRWDoorLoad01 "Door" [DOOR:0006F267] in GRUP Cell Persistent Children of RiftenRatway01 "The Ratway" [CELL:0003B698]) [00:37] REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000A3DBF] (in GRUP Cell Temporary Children of RiftenRatway01 "The Ratway" [CELL:0003B698])">
When you check for errors only check the mod in isolation. There are no errors in this mod. What you are seeing is a tri in the master nav record being overwritten by another patch further in your load order, which is fine. I am guessing you are using the JK's Bee & Barb patch which ties both doors to the navmesh in the Ratway.
Is the Bee and Barb patch on this page for vanilla Bee and Barb and thus not needed if you use JK's Bee and Barb, is it for the Bee and Barb mod only, or is it useful either way?
I use a full manually installed "The Phoenix Flavour", and all of JK's interiors, and the full JK's Skyrim, on top of that. However, if I as much as touch the door to Elgrim's, I CTD in a split second. No message, no nothing. Repeatable, tried several times in a row. All other JK interiors work just fine, and they are just beautiful. Is there any known conflict here or anything?
At the Bethesda logo, instead of loading your save, use the console command "coc riftenorigin". Try the door and see if you still crash. Let us know how you go?
Ok, that worked just fine...and, now my main save works too. So not sure what is up, but it seems to be alright. Thank you for you speedy reply, and your help.
No worries. Glad you got it sorted. Since you didn't CTD it's not a hard conflict. Skyrim just bugs out sometimes. Your save could be on the way out. Or you could have a quest that was stuck. Or you could have a rogue modded NPC with a bad (hair, armor, weapon) mesh that was in the store. Or none of the above. Oh the joys of Skyrim and modding. At least it's working fine for you now.
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Welcome to my Elgrims Elixirs shop overhaul. Now go explore,there's a little more to see than shown in the images!
The ESP have been cleaned with the SSEEdit auto clean feature and flagged as an ESL, so it doesn't count towards the ESP limit.
Big kudos to Teabag and DrMonops for the testing.
There’s no plans at the moment for a merged all in one file. With the exception of The Blue Palace and The College of Winterhold all of the interior files are ESL flagged so don't count towards your mod limit. Being modular, you can pick and choose the interiors as you like.
Please understand that the additional workload involved would most likely kill off this series. Any patches, updates, bugfixes would need to be redone.
So please enjoy the flexibility of modular files to pick and choose what you want and any compatibility patches Janquel makes. If you want an AIO you can merge them all yourself, there’s good tutorials on Youtube about how to do it, I recommend the one made by GamerPoets, but please be aware that you won't even gain an esp slot in the process.
We understand that VR doesn't have the benefit of ESL support, but that none of us have headsets to test with so we can't officially support VR. So unfortunately, end user merging will be necessary in that case. I hope this information helps.
I noticed one of the water puddles being offset from one of the buckets while the Nirnroot is not: https://imgur.com/a/GglUzGe
I guess this is caused by my bucket replacer?
[00:37] [REFR:51000B6D] (places RiftenRWDoorLoad01 "Door" [DOOR:0006F267] in GRUP Cell Persistent Children of RiftenRatway01 "The Ratway" [CELL:0003B698])
[00:37] REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000A3DBF] (in GRUP Cell Temporary Children of RiftenRatway01 "The Ratway" [CELL:0003B698])">