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Ported by - Pritster5 - Originally created by - rgabriel15

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  1. Drake0713
    Drake0713
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    REMINDER:
    If you use JK's Interiors, they have patches to play nice with this
    1. pritster5
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      Thanks for the heads up!

      I think this should be stickied because that's quite a popular mod.

      LINK TO JK's Interiors Patch Files: https://www.nexusmods.com/skyrimspecialedition/mods/35910?tab=files

      Scroll down to "JK's Sleeping Giant Inn - SPO Patch" to find it.
  2. pritster5
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    Hey Guys! Thanks to RumblestrutCovey we now have a "No Homes" version of the mod for all users who have custom player homes to avoid incompatibilities. Check the optional downloads section to get the files.
  3. Tetrol88
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    Realise that when you are choosing the version - that pretty much every patch (all of the JK's Interiors, Immersive Fort Dawnguard etc) all use the "Skyrim Project Optimization - Full Version.esm" as master - so unless you want a lot of work in SSEEdit doing a lot of work, use that version
  4. Popeye12
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    Is it possible to ESLify the ESM or ESMify the ESL? Cause i´d like to have both. W/o ESM i´ve got to many references
  5. Czasior
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    Snazzy Interiors patches are obsolete - gutmaw made his mods compatible with yours by default (you only need to ensure that SPO is loaded BEFORE Snazzy Interiors). Not to mention that patches provided here require cleaning - they contain ITMs and deleted references.
  6. darkdiablo88
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    whats the difference between the main mod an the no home version? sorry the description is a little confusing to me, an when an why should the no home version be used?
    1. DavidMaurus
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      It's there for people who use player home mods that change the house's shape and layout. If you don't use home mods that change layout the main version is perfectly fine! If you DO use mods that change house layouts you'll want the no homes version to avoid conflicts. Hope this helps
    2. kzht95
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      Do I install both file of main and the no home version?
    3. skillmaster9
      skillmaster9
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      @kzht95 judging from the file size of both the main and nohome ver. I would download one or the other, not both at once.
  7. Gyero54321
    Gyero54321
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    You guys definitely know T'SCHALOCMIONOYITYVV
  8. totallynotmg
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    Does this affect light sources? Occasionally when I turn away from a light source, the light will disappear and it's REALLY immersion breaking, plus it makes it hard to see in some areas.
    1. pritster5
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      It can if the light sources are placed very close to the occlusion culling planes. The vanilla game shouldn't have such issues but you may have a mod that moves the light sources close to where this mod moved an occlusion culling plane.
    2. totallynotmg
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      Thanks!
  9. Shadownetone
    Shadownetone
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    Can I please have permission to port this to ps4 my friend LuxD.Rice gonna port it for me?
    1. pritster5
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      Sure. Just make sure to credit the OG mod authors
  10. pndragon65
    pndragon65
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    Is this compatible with 1170? I recently finally got around to updating from 640 and now this mod seems to be adding the graphics glitches back into Immersive Fort Dawnguard while removing it seems to fix the problem.

    To verify that it is this mod, I removed all of the mods except this mod (checked both full versions), IFD and LAL (to get to the fort without playing a whole new game) and the problem persists.

    edit: My eyes must have skipped by ChickenMike's patches. All better now!
    1. mudclique
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      Yes, 9/10 if a mod worked on 640 it will work on 1170 (or even gogs version)
      only exception in my experience being UI mods, things get really weird between these versions sometimes.
  11. ben43210
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    Is there any form of compatability patch for the legacy of the dragonborn interiors and Dungeons? I'm getting very bad FPS drops (30+) in all interiors added in LOTD and this mod doesn't seem to be doing anything in these areas.
    1. ThoughtfulHuman
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      I'm also looking for a patch for LOTD. I'm not sure if its possible to make, I might try to find out how for myself if no ones ever made one.
  12. glittertind
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    I'm testing this mod up against my own mod that changes the interiors of the Drunken huntsman. With this mod installed several walls and roofs are invisible.

    So I have to make a patch.

    I'm not sure how. If I delete the whole drunken huntsman cell from the Skyrim Project Optimization - Full ESL Version.esp,
    then my mod will work.

    If I try creating an overwrite of the three plane markers inside the drunken huntsman cell and either set them to "deleted" or "intially disabled", then the patch don't work. The walls are still invisible.

    So I'm wondering what exactly I need to do to get this patch working?
    1. soupdragon1234
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      Make sure the patch requires this mod as a master. Mark everything as deleted then run the mod through SSEedit Quick Auto Clean (QAC) to tidy things up. Alternatively simply delete those same refs from the original SPO master and save
  13. cKanfos
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    Sorry if not the correct place, but it seem the issue I am experiencing has to do with your mod.
    I use the no Homes ESL version.
    I just installed Bathing Beauties and Beefcake, and used a mod to move the Tundra Homestead a little to the side, to avoid the buildings being encroached. The mod in question is Tundra Homestead has been moved for BBLS at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com).

    As I approach the previous location of the homestead, parts of the background seem to disappear, making me think that it could be occlusion planes placed by your mod.
    If that is the case, would it be possible for you to provide a patch to remove the occlusion planes on the Tundra Homestead?

    Thanks for your time.