here is more:
1
the well you placed near the door when player finished taken order and come outside is at the same place NOM3 taken.
so, if player run your mod with nom3, he/she will see 2 wells at the same place.
I suggest remove that well and the small rock you placed near it for better compatible with NOM3.
2
suggest use AA's sit and eat animation resource to make the npcs in the 2 bar sit down for better look. and the evil crab bar 's bard play his music tool.
3
rise the cloak up a bit for the smith's head not clip with it.
4
more dialouges and misc quests.
1. It will not be compatible with NOM since I'm not currently working with my modular town expansions (I might do a quick update for Seyda Neen though). This TC will conflict with a rather huge amount of mods.. sorry.
2. Good idea, I'll see what I can do.
3. Fixed!
4. My skills are limited to exterior/interior work only, scripting/dialog ain't my thing really.
Please tell me if you find anything else.
- Trance