Just posted V1.8 with a few fixes: Moved some benches in Taverns that were against a wall but the type of bench that is exited backwards causing NPCs to fall through or get stuck in the wall. Btw, those benches I kept because they are actually linked to certain NPC events that I did not want to break, it was a dumb oversight to place them along a wall; navmesh is fixed to accommodate the new locations as best as possible. Thanks to Eferas for pointing this out. Turned a couple deer pelt piles around to help with their collision sticking into the room.
V-1.8.1 Changes:
Turned the doors in most Inns to open into the room instead of outward, also turned vanilla doors (not placed by me i.o.w) guest room of the Bannered Mare because they opened into the face of the Innkeeper, and turned the door at the Frozen hearth in Winterhold leading to Mages shop, it now faces the wall instead of blocking the enchanter. Many thanks to Skkragggh for pointing this out. I will do my best to fix any other issues as they are reported, and post change-logs here.
I ran loot and got this message: SSEEdit v4.0.3 found 2 deleted navmeshes. It is strongly recommended not to use mods that contain Deleted navmeshes as they're known to cause crashes. Deleted navmeshes must be corrected manually(A complex process that should be done by the mod author). More information on Deleted navmeshes is provided here.
what do you make of this? Edit: Posted this in the other page xD
I've been enjoying this addition to the game for a long time now. A big improvement. If you ever decide to revisit it, you might consider adding something to stand on in front of the cooking pot at the Skeever. As it stands, anyone using it floats off the floor noticeably.
I don't know if this is still being watched, i really love the changeds, after loading into a game though, the tables in river wood have floating plates with candles on them, about a foot away from the top of the table.
Yes sorry to say but that is your issue. I do not have time to work on a patch and if I were I would only invest the time into the full version of the mod with the barns if I ever find the time. You could use Jaxons positioner to move any floating stuff as you find it.
I'm really enjoying this, thanks for a great mod Kursan! A question though - would it be possible to have the added guest room doors swing *into* the rooms instead of outward? They way they are now, the innkeeper gets a faceful of door each time he/she shows me to my room for the night!
Hi I am glad you enjoy my mod and that is a good suggestion; It has been awhile but I thought that I had payed attention to that but perhaps not or they are not all opening the same, I will look into this and post an update soon. Have you observed this in all Inns or one in particular? Thanks for the input
Hi, here's the list. All affected inns are of the same generic design, but only one of that design - the Sleeping Giant Inn in Riverwood - has the doors tweaked to open inward.
Braidwood Inn, Kynesgrove - 2 rooms open outward Candlehearth Hall, Windhelm - OK New Gnisis Cornerclub, Windhelm - OK Dead Man's Drink, Falkreath - 2 rooms open outward Four Shields Tavern, Dragon Bridge - 2 rooms open outward The Winking Skeever, Solitude - OK Moorside Inn, Morthal - 2 rooms open outward Nightgate Inn, The Pale - 2 rooms open outward The Stumbling Sabrecat, Fort Dunstad - OK Windpeak Inn, Dawnstar - 2 rooms open outward Silver-Blood Inn, Markarth - OK Old Hroldan Inn, The Reach - 2 rooms open outward The Bee and Barb, Riften - OK Vilemyr Inn, Ivarstead - 2 rooms open outward The Retching Netch, Raven Rock - OK Frostfruit Inn, Rorikstead - 2 rooms open outward Sleeping Giant Inn, Riverwood - OK The Bannered Mare, Whiterun - vanilla doors open outward. No need to change The Frozen Hearth, Winterhold - 2 rooms open outward
Something else I noticed while gathering this info - the door frames around the guest room doors in the affected inns sometimes don't react to torchlight properly - they stay darkened much longer until you walk right up close. Not sure if this is an effect of your mod or not, but I'm not using any other inn mods or texture mods. http://imgur.com/a/X7AhF
Thank you for that research that is immensely helpful! I will get on this today but please be patient. Not sure about the door frames not reacting properly to torches, those are all vanilla assets and my mod does not change the default lighting at all. I have noticed some weirdness in lighting in ported mods and I think that is just a SE thing that can occur because it handles lighting differently from classic. Thanks again for your support.
This comment thread convinced me to download. Attention to detail like this is a very good sign
I'll also be tracking in case you still plan to add more idle markers in the future. That would really help for those of us who use mods like Interesting NPCs and multiple companions. Thanks for putting so much detail into the taverns already though
Is this compatible with Immersive Citizens? The other version of this adds bath and stuff says those 2 are not compatible, but I don't see any word on this version.
Hi sorry for the late reply; to be perfectly honest that is based on reports I received and have not tried the two mods together myself. IC places many more idle markers based on the vanilla navmesh and my mod has altered the navmesh slightly since most tables are turned around, so in all the main halls of Inns there could be conflicts if IC markers appear under a table for example, but those conflicts may not even be noticeable, only way to find out is to test the two together. This applies to any of my Tevern versions.
It is not compatible with more Tavern Idles as far as I know, you could try loading MTI after my mod and see if that works, but probably there would be conflict as MTI either also edits the navmesh or brings back the vanilla navmesh, either way could cause issues. I am not planning on making a patch or adding idle markers, as frankly I do not see the need for it or that there is a huge demand to warrant the work it would take. There are mods that add allot of life to Taverns that DO work perfectly well with my mod such as Interesting NPCs.
The point of having more idle markers is to fix the problem with mods that adds more NPCs in the game, since most of them will go in the inns at night (not having at home to return to) and with many NPCs and few idle markers they just stand there teleporting themself one way to another inside the inn... Which is very bad and immersion breaking. Having more idle markers fixes it, since they will find stuff to do and places to stay.
50 comments
Thanks to Eferas for pointing this out.
Turned a couple deer pelt piles around to help with their collision sticking into the room.
V-1.8.1 Changes:
Turned the doors in most Inns to open into the room instead of outward, also turned vanilla doors (not placed by me i.o.w) guest room of the Bannered Mare because they opened into the face of the Innkeeper, and turned the door at the Frozen hearth in Winterhold leading to Mages shop, it now faces the wall instead of blocking the enchanter.
Many thanks to Skkragggh for pointing this out.
I will do my best to fix any other issues as they are reported, and post change-logs here.
Enjoy the mod!
what do you make of this?
Edit: Posted this in the other page xD
https://www.nexusmods.com/skyrimspecialedition/mods/1399
Thanks for the input
Braidwood Inn, Kynesgrove - 2 rooms open outward
Candlehearth Hall, Windhelm - OK
New Gnisis Cornerclub, Windhelm - OK
Dead Man's Drink, Falkreath - 2 rooms open outward
Four Shields Tavern, Dragon Bridge - 2 rooms open outward
The Winking Skeever, Solitude - OK
Moorside Inn, Morthal - 2 rooms open outward
Nightgate Inn, The Pale - 2 rooms open outward
The Stumbling Sabrecat, Fort Dunstad - OK
Windpeak Inn, Dawnstar - 2 rooms open outward
Silver-Blood Inn, Markarth - OK
Old Hroldan Inn, The Reach - 2 rooms open outward
The Bee and Barb, Riften - OK
Vilemyr Inn, Ivarstead - 2 rooms open outward
The Retching Netch, Raven Rock - OK
Frostfruit Inn, Rorikstead - 2 rooms open outward
Sleeping Giant Inn, Riverwood - OK
The Bannered Mare, Whiterun - vanilla doors open outward. No need to change
The Frozen Hearth, Winterhold - 2 rooms open outward
Something else I noticed while gathering this info - the door frames around the guest room doors in the affected inns sometimes don't react to torchlight properly - they stay darkened much longer until you walk right up close. Not sure if this is an effect of your mod or not, but I'm not using any other inn mods or texture mods. http://imgur.com/a/X7AhF
Not sure about the door frames not reacting properly to torches, those are all vanilla assets and my mod does not change the default lighting at all. I have noticed some weirdness in lighting in ported mods and I think that is just a SE thing that can occur because it handles lighting differently from classic.
Thanks again for your support.
I'll also be tracking in case you still plan to add more idle markers in the future. That would really help for those of us who use mods like Interesting NPCs and multiple companions. Thanks for putting so much detail into the taverns already though
IC places many more idle markers based on the vanilla navmesh and my mod has altered the navmesh slightly since most tables are turned around, so in all the main halls of Inns there could be conflicts if IC markers appear under a table for example, but those conflicts may not even be noticeable, only way to find out is to test the two together. This applies to any of my Tevern versions.
Think you could make a patch, or possibly do your own take on it? Maybe even adding new markers to the inn not covered in that mod?
I am not planning on making a patch or adding idle markers, as frankly I do not see the need for it or that there is a huge demand to warrant the work it would take.
There are mods that add allot of life to Taverns that DO work perfectly well with my mod such as Interesting NPCs.