The latest update is a new combination of my recently updated individual interiors. Read the changelog for full details and the new description when it comes to compatibilty and potential issues.
Hopefully the Open Cities teleports problems are sorted so any problems let me know and i'll fix them as quickly as I can.
Thanks to everybody that has answered queries in the comments as I have been busy working on other projects and slacked off a bit on checking in on all my mods.
Remember to read the description as many problems will be answered there. Generally though the answer will be remove these cells from what ever mod is causing the conflict. It takes about 30 seconds to do and is well worth learning, there is an instructional gif in the description. If your query is answered in the description I won't be answering it here.
Can you also make sure to tell me what version (standard, OCS, ICAIO etc) you are using please as this will make troubleshooting so much easier.
Beautiful work--thank you! I am using the OC version, and can't use any of the other patches (Holidays, etc.) since the plain version is set as master. Am I missing something? Thanks for your time.
You'll need to change the name of the OCS version of mine to whats required by the patch. This just saves me having to do/upload individual patches. I'm juggling enough files as it is and adding all those extra files in would only make things even more confusing for me and you guys. So I thought it would just be easier if you change the name of the esp yourselves. This is also the reason I stopped sticking the assets in a BSA.
I'm pretty sure I mentioned it in the compatibilty and potential issues section in the description (in red).
This also has to be done for any of the other patches as well.
This mod has been essential to my load order for a long time. There is, however, a fire in Arcadia's Cauldron that sets in the middle of her bridge and it kills everyone who walks over it. I do have Fires Hurt. I get around this by deleting the bridge with Jaxonz Enhanced Grab so no one can walk over the flame. I've tried many different ways to delete the flame, but it can't be selected in the console. I went into SSEEdit to find it and deleted every fire reference in the cell in every light mod. It is still there. Nothing is listed as Persistent that I've found. Has anyone else had this issue?
After messing around with Asset Doctor all day I discovered that there are about 20 incorrect paths in the meshes. Since this hasn't been updated in 6 years and EEK doesn't seem to be active anymore, I fixed them and finally published my first mod after over a decade of modding haha. You can find it here.
Just a Heads up for anyone wanting to use this mod (Fantastic mod btw), currently cannot be used together with Skyrim Project Optimization - Causes Invisible walls... Hopefully this can be resolved
(The only fix I have found for this is too remove the entry's from SPO using SSEEdit)
To Use EEK and SPO together remove these entry's from the Project Optimized ESP or you have flickering meshes Warmaidens - Cell, Block 8, sub-block 7 Belethors - Cell, Block 1, Sub-Block 7 Arcadias - Cell, Block 4, sub-block 7 Bannered Mare - Cell, Block 6, Sub-Block 0
How do you locate the blocks? I can go into the CK, find Warmaidens Cell, but I have no idea how to find the Block 8, Sub Block 7 etc in order to delete.
I know it's late but for anyone else wondering about this, this is easy to do using SSEEdit. Open it up and select SPO, then remove the Warmaiden's, Belethors, Arcadias and the Bannered Mare records as listed above. Save and that's it, but back up the plugin just in case
It is easy to do, just as Rolno529 says and the cells are all listed on the description page so you don't have to wade through the rest of the mod to find them.
For anybody having issues generating behavior or updating the Engine in Nemesis, if you have this mod installed this is one of the possible culprits. The mod works though, so if you want to generate behavior/update the engine, just disable this mod, run Nemesis, and re-enable.
TL;DR: Disable this mod when running Nemesis, then re-enable afterwards.
So having a face bug with coldsuns Arcadia (which is in pack 8 or 9) due to this mod (whiterun interiors) changing her navmesh for immersive citizens patch for WRI Arcadia Cauldron, just load CS Arcadia plugin as a late loader and it corrects it back to her overhaul face.. In case anyone had problems, and started cussing at the game....lol
I love this mod, but I discovered that it is incompatible with the "relighting skyrim SE" mod, in particular inside the "bannered mare" inn, practically "black planes" appear in some points, in particular in the upper passage that leads to the rooms where these "planes" only appear when looked at in one direction, do you know if there is a patch? :)
I have dearly tried to follow the suggestion in red to rename the esp to EEKs interiors.esp and not EEKs interiors - ICIAO.esp. I understand the patch for RLO requires the correct name for the master. Regretfully, I do not know how to do this in Vortex. The only thing I can think of is to unpack and repack the files in the format required which would also require the creation kit to make an archive file. i.e. bsa files (unless there is a way that I am not aware of). This is too much for me. I was looking forward to using EEKs interiors but like all city overhauls, there seems to be a major drama associated with them. I have about 150 mods which includes RLO and immersive citizens. Unfortunately, they generally don't play nice with city mods.
483 comments
The latest update is a new combination of my recently updated individual interiors. Read the changelog for full details and the new description when it comes to compatibilty and potential issues.
Hopefully the Open Cities teleports problems are sorted so any problems let me know and i'll fix them as quickly as I can.
Thanks to everybody that has answered queries in the comments as I have been busy working on other projects and slacked off a bit on checking in on all my mods.
Remember to read the description as many problems will be answered there. Generally though the answer will be remove these cells from what ever mod is causing the conflict. It takes about 30 seconds to do and is well worth learning, there is an instructional gif in the description. If your query is answered in the description I won't be answering it here.
Can you also make sure to tell me what version (standard, OCS, ICAIO etc) you are using please as this will make troubleshooting so much easier.
I'm pretty sure I mentioned it in the compatibilty and potential issues section in the description (in red).
This also has to be done for any of the other patches as well.
There is, however, a fire in Arcadia's Cauldron that sets in the middle of her bridge and it kills everyone who walks over it. I do have Fires Hurt.
I get around this by deleting the bridge with Jaxonz Enhanced Grab so no one can walk over the flame. I've tried many different ways to delete the flame, but it can't be selected in the console. I went into SSEEdit to find it and deleted every fire reference in the cell in every light mod. It is still there. Nothing is listed as Persistent that I've found.
Has anyone else had this issue?
Just a Heads up for anyone wanting to use this mod (Fantastic mod btw), currently cannot be used together with Skyrim Project Optimization - Causes Invisible walls... Hopefully this can be resolved
(The only fix I have found for this is too remove the entry's from SPO using SSEEdit)
To Use EEK and SPO together remove these entry's from the Project Optimized ESP or you have flickering meshes
Warmaidens - Cell, Block 8, sub-block 7
Belethors - Cell, Block 1, Sub-Block 7
Arcadias - Cell, Block 4, sub-block 7
Bannered Mare - Cell, Block 6, Sub-Block 0
I hope this helps
I found issue with Colorful Magic mod. Models are clipping on each storey:
stones
I can't continue to moving here. Only disabling with console is helping.
chests
Just clipping. Also, can be stolen by my character (it's buyable items, btw)
alchemy lab
This red lab in air near me. Samely, need to be fixed.
Pls, somebody make a patch later. Thanks.
TL;DR: Disable this mod when running Nemesis, then re-enable afterwards.
Love this mod, so much more utilized space!