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  1. Pushkatu
    Pushkatu
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    I am very optimistic and quite anxious to try all your mods. Actualy I just downloaded most of them and I can't wait to give them a try tomorrow. The ones that really got my attention are the school ones. This is one of the best ideas ever regarding children in this game and it seems to be working. The other one, like the milk shop are also much welcomed. The info I got reading the comments sections really turned on my apetite for your mods. My only fear is posible conflicts with other mods I'm using. Skyrim is way more wierd than Oblivion regarding compatibility and I finally managed to have a stable load order, so I experience a wave of fear every time I install a new mod. Anyway, I'll post my feedback once I properly test them in my game. If I won't, than please consider this post as my "Thank you very much for sharing" post, meaning I found no bugs worth mentioning and I'm enjoying your mod stress free. Best of luck with your other projects!


    Cheers and beers!
    1. igornecro
      igornecro
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      So, did you find any bugs or conflicts while loading this mod? It seems nice, but I'm a bit scared too. I just installed that excellent Interesting NPCs and wonder if they may work properly together. And what about the dialogues? Are them spoken or not?
  2. pootyloopz
    pootyloopz
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    Cant find the school in solitude i follow your directions but its not enough -turn left- -___-
  3. Jellieh
    Jellieh
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    Where is the Markarth school?
    Hmm, there's something wrong with my AI, the kids either don't go to the schools at all or they sleep in it.
  4. CaptainFox77
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    very nice mod! adds a certain level of immersion, I have a suggestion though. Why not add a school in Riften? The Honorhall Orphanage has plenty of children that the city should be supporting so they can have an education. Just a thought
  5. yourenotsupposedtobeinhere
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    @Pushkatu Thank you. the only compatibility issues I have been made aware of are mods that occupy same cells. (milk and whiterun school) Thanks for your support!
  6. Maverick669
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    i agree, there SHOULDN'T be any altered refferences (not quite sure what that exactly means :-). as there shouldn't be a guy in a thiefs guild master armor near Riverwood when you download the 7K Better Whiterun - City Under Construction mod by 7K. nontheless he's there (and kicks your ass right when you are fresh from Helgen).

    also i'm running 122 mods. maybe my game doesn't like the mix and the school is the one that suffers from it!

    but thanks for looking into the matter!!!
  7. yourenotsupposedtobeinhere
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    @Maverick669 at somepoint I will DL the Market mod and see if there any altered refferences in Solitude, Markarth and Rorikstead, there shouldn't be as it is a whiterun mod but I will post again to let you know. I don't want to teorize just yet. I should have some time this weekent to crack it open and hopefull I can let you know what the conflict is. Thanks for the heads up
  8. Maverick669
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    now THAT's interesting :-)

    while the school in Whiterun doesn't conflict with the Whiterun Outskirts Market, the schools in Solitude and Markarth do! everytime i run the mods together i have a ctd for no obvious reason (i have nothing else in Solitude and Markarth except for textures)
  9. yourenotsupposedtobeinhere
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    @algaeb I'm not really sure what your intentions are in asking this question, I do not use Wyre Bash, But I do us the Creation Kit. When someone creates a modification, they modify something from the vanilla game. Otherwise it wouldn't be called a mod. When you say "intentional" I see that as you asking if my mod is dirty or if I made mistakes. The easy answer to that, no. Nav meshes have to be recreated for new area's or "actor's" would not understand there is a new area(s), and subsequently not enter the new area(s). My mods are clean, If you have any bugs to report, please leave a comment in this thread.
  10. algaeb
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    Is everything on this list intentional?

    Wyre Bash's "Scan Mods" feature reports the following deleted references:

    • SolitudeSKY.esp:

    • UDR: 2

    • Skyrim.esm: 018A17 - NAVM attached to Exterior CELL (Skyrim.esm: 020EEA 'MarkarthKeep'), attached to WRLD (Skyrim.esm: 016D71 'MarkarthWorld') at (-44, 1)

    • Skyrim.esm: 0EE658 - REFR attached to Exterior CELL (Skyrim.esm: 037EE5 'SolitudeCastleDourDistrict01'), attached to WRLD (Skyrim.esm: 037EDF 'SolitudeWorld') at (-15, 26)