I told Vera he can stay at the home and live there, but now he is acting like my follower and I can't dismiss him. Whenever I try to interact with him it just says "hm" or "do you need something" how can i dismiss him?
I've run into that problem too, I don't think it's my mod (hopefully) but is instead something else affecting NPCs in general. The only solution I've found is to load the game without the Eyrie plugin, save, then switch it back on, going through his miniature quest again much quicker since you cleared the ruins. Unfortunately this can be difficult if you've stored anything in the house, so make sure to double check if you try it.
this seems fantastic! i see the esm appears to be only for fixing the dark face of 1 npc? if so, could one simply use this trick to fix the face... http://www.creationkit.com/Dark_Face_Bug
Yes, this is true, my workaround uses an older, less efficient method from before the final CK patch was released. I would like to update it, but I'm afraid that after so long I would forget an integral piece and end up breaking something. I may still try to work with it in the future, but for now I have a few irons in the fire taking precedence. Hope you still give it a shot, thanks for your interest!
This is still one of my favourite dwemer themed homes. I just fired it up again for a new playthrough with a Dwemer character; it's so well crafted, and imho one of the best medium sized player homes going, even 2 years later. Just wanted to say thanks again, it still rocks!
I really like this house and it's location. There is one thing that I need to ask. Is it compatible with InterestingNPCs mod? I ask, because that mod adds one argonian NPC in the vanilla tower. Thanks in advance!
I haven't tried that mod myself, but if the Argonian is just spawned in the tower and has no accessories like furniture or bedding, the mods should play fine together, you'll only have a stray lizard person to take care of. If in doubt, I'd recommend loading it before the Eyrie. Thanks for your interest!
Okay, because that mod looks awesome I gave it a try, and there is in fact a rather, ah, special Argonian staying in the Eyrie. He doesn't seem to have any furniture there, and likely won't venture into the lower chambers, so I suppose he's just more of a persuasive house guest than anything else. I haven't found any dire conflicts though, so I'd say the two mods work together fairly well, if disjointedly. Hope this helps!
I've had this one line-up to check out a few months ago, before I found Character Manager. I've been so busy futzing around with different characters, I forgot about Reachwind.
really nice...though I've never cared for dwemer styling, this one is tastefully done.
So I went to Nchuand-Zel for the expedtition, got the journal of Staubin (left Vera to watch Reachwind) and now I cannot get the quest completed for some reason.
Down, down, into the hideous darkness of Nchuand-Zel, beyond the soulless clockwork manifestations which wander the halls as spectres of a long-dead race, into the heart of the great machine humming in rhythm with the mountain iteslf. (i.e. quite near the "end" of the ruins)
I've been looking for some lore-friendly small to medium sized tower for my mage for quite some time. This hits the spot exactly. Tried Caranthir's tower but it was too much of an immersion breaker to me having something ten times bigger than all the hold palaces combined. So thank you very much for your effort. This mod definitely deserves more endorsments.
Not a problem. About the only thing that I can think of that would improve this mod is adding a voice to the khajiit guy. I would honestly offer to do it myself but I also don't have any recording gear. But all the same it's great, I love the Dwemer, and I love this mod.
Yes, there was an effort to voice Vera at one point, but as often happens with volunteers (however well-intentioned), it eventually dissolved before anything could be done. And I'm in the same boat as you, no recording equipment, plus it would be annoying to hear my own voice talking to me whenever I took Vera anywhere.
Perhaps someday it'll happen, and if anyone thinks they have a good Khajiit voice and can commit to the effort, I have typed up script-like pages of dialogue to make the process easier. Send me a message if interested.
Actually there is ONE thing, I missed it before. Every time I return to the home the door traps and mannequins reset. The door traps not so big a deal, but the mannequins deciding to get naked while I'm gone is a tad annoying. By the way it's still me (formerly thtdutchfellow), due to me only just realizing a fatal spelling error, I had to start over. Re-endorsed and everything, by the way your roadside ruins mod is pretty sweet as well.
Interesting, I haven't heard of the traps resetting for anyone, or myself. The interior cells are set to "no respawn", theoretically the only thing in the house that will is the Trash Barrel (as intended). Do you have any other mods that change reset times or any other aspect of traps? There may be a script embedded in your game which is conflicting, but I can't think of anything that would do that. Let me know if you have any leads and I'll do my best from there.
The glitchy mannequins are a game bug, with a partial fix found here - http://skyrim.nexusmods.com/mods/10652//? I still see them move positions a little each time the cell loads, but they won't walk around and undress like they do with the vanilla system. I'll put this link under Recommended Mods for future reference.
Hmm.. the only mod I have that affects traps is SkyRe but that's only bear traps, so that couldn't be it. And as far as respawn mods go, the only mods that cover that are all geared towards NPCs. The issue seems to be that the game isn't reading the traps as a non respawn element. All the containers work fine, I haven't lost anything. And the mannequins only remove the outfit I put on them, it's still in the inventory but just not shown... it's puzzling indeed. There is one that I suspect MAY be responsible, but I can't see how it would create a conflict. It's the "Markarth the White City" mod, it changes Markarth (obviously) and all Dwemer ruins to have a paler shade of stone. It's the only thing I can think of, and I'm not even sure that it could cause an issue (As it's only a texture mod), but it's the only other mod I have that affects the Eerie. I'll try and move the mod around in load order and see if that works at all as well.
Edit: Also thanks for pointing me to that mannequin mod!
Well, none of that sounds like it should be affecting the traps, which makes me think the problem will be something more difficult to find. I've tried one of the white stone replacers for Dwemer ruins and experienced no ill effects, so I don't think that's it, but someone a while ago had trouble when using a vampirism mod together with the Eyrie. To them the interior cells counted as trespassing, causing some kind of damage to their stats. I believe the mod was called Belua Sanguinare Revisited. Do you have something like that which may change your character's reaction to different interior spaces? That's the only thing I can think of now, but the more information you have the better.
120 comments
http://www.creationkit.com/Dark_Face_Bug
and then the esm would not be needed?
really nice...though I've never cared for dwemer styling, this one is tastefully done.
Perhaps someday it'll happen, and if anyone thinks they have a good Khajiit voice and can commit to the effort, I have typed up script-like pages of dialogue to make the process easier. Send me a message if interested.
The glitchy mannequins are a game bug, with a partial fix found here - http://skyrim.nexusmods.com/mods/10652//?
I still see them move positions a little each time the cell loads, but they won't walk around and undress like they do with the vanilla system. I'll put this link under Recommended Mods for future reference.
Edit: Also thanks for pointing me to that mannequin mod!