Hi there, just finished doing everything in the house and found no key, nor on the body or anywhere else! how can i get the key? i really love everything on it and i like to keep it...
love this mod!! design is really unique and I can respect the effort put into it. my computer's a wet towel so I hope you don't mind if I tweak a few things in and around this place just to help with the frame rate, just for my personal use, as my game is apparently allergic to carrots
Hey everyone, sorry I've been MIA on this. I've been working on other mods and haven't found time to look at this.
The fact that he spelled ingredients wrong is probably WHY it's replacing all those meshes. It's looking in a different place than the vanilla meshes, so it probably made a copy of everything. I will look into this when I get a chance, but it shouldn't really be a problem unless you're replacing vanilla assets and you want it to replaces the ones IN THIS HOUSE as well. I will try to straighten out the meshes when I get a chance. If you have any other questions it might be more prudent to personal message me, as I don't get email notifications for forum posts (is that something I can turn on?) Anyway, the mod is not abandoned; just for all intents and purposes I had considered it "finished." I will try to help if I can!
Wonderful! I'm a Chinese player,and may I have the honour to translate this mod into Chinese and upload it to a Chinese website www.skycitizen.net with credits for you?
Yeah s#*! I know why. I added it as a quest alias, so it only appears on him if you do the actual quest. I fixed that on the steam workshop version but I forgot to update it here. Sorry! I'll fix that tonight.
So if I go to Calcelmo and get the quest by courier I don't need to wait for the update, right? I was about to install the mod right now but thought I'd check back here first, just in case.
I had a look at what's in the bsa. First thing I noticed is that you're replacing many Vanilla items. This provides potential for conflict with other mods, like SMIM for example. Second, you misspelled the folder "ingredients". Intentionally?
I see, well that is a problem. It wasnt supposed to replace those files but rather use them to make the static meshes you see thoughout the palace. perhaps araanim will be able to change the mesh directories so that they are seporate or properly use the base models in the game. the miss-spelling was just a typo.
I only helped with the overhaul. I do not own this mod and do not have permission to upload/edit it further without araanim's approval, so Its not my call if the mod is abandoned or not, As for me, im working on my own mods now a days and life always is finding ways to prevent me from working on them for other things.
I notified araanim about the issues with the mod such as the key is missing and the conflicting models in the bsa file back in february, behond that its not my mod to go and muck with, sorry =/
Hmmm, as much as I would love to give this a go, I fail to even get in. There seems to be a huge conflict with at least one other mod. Probably vegetation or something. The whole stair leading upwards to the loft is blocked by clipping rocks and rubble. Game starts to stutter due to all the clipping too, especially if I adjust camera to look up where the stairs should be. As of now, I have no idea how to figure out which mod might cause this. I'm only using a few rather famous vegetation mods, but none of them is supposed to do something to this mountain or rock layout etc.
Are you aware of any compatibility issues, by chance?
anything that edits the mountain its on such as a different house mod will conflict with Tundraloft. if enhanced landscapes edits that mountain then yes it would have conflicts. as for the stairs in the front they are not ment to be reachable as they have been broken due to the palaces age. your first time entering the place should take you through the Stables and into the Residence Wing. Once get though the place a fast travel point at the top of the stairs will be open to you.
OR you can try moving Enhanced Landscapes. Even if you have used it with DynDoLOD you can move it's Priority in Mod Organizer if that's the mod manager you're using. Enhanced Landscapes, SFO, Verdant, and other heavy additions should always be lowest in the left pane of mod organizer. You could simply put this above Enhanced Landscapes in Priority. That would work too (which is what makes MO is such a unique utility.)
IF you're using EL you can try generating your own LODs and Billboards too. I'm sure there are ways to patch it even using TES5Edit to do the job. What other landscape mods do you have? mod manager? I use EL with DynDoLOD, Enhanced Distant Terrain, HD Terrain among others, if you are having a clipping issue it is likely a navmesh - EL does offer many NEWER features but it is easy to prioritize differently and still use both modules.
Any issue which you might clear up should be moving any road mod you have, like Immersive Roads and determine if it is a problem there. I had troubles with SkyBE so it sounds somewhat similar. .
Hey sorry this might just be me since im an idiot but where is this, what area is it in cause the only thing i've gotten from the pictures is its near one of the big rivers but i cant make it out on the map
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The fact that he spelled ingredients wrong is probably WHY it's replacing all those meshes. It's looking in a different place than the vanilla meshes, so it probably made a copy of everything. I will look into this when I get a chance, but it shouldn't really be a problem unless you're replacing vanilla assets and you want it to replaces the ones IN THIS HOUSE as well. I will try to straighten out the meshes when I get a chance. If you have any other questions it might be more prudent to personal message me, as I don't get email notifications for forum posts (is that something I can turn on?) Anyway, the mod is not abandoned; just for all intents and purposes I had considered it "finished." I will try to help if I can!
I was about to install the mod right now but thought I'd check back here first, just in case.
Second, you misspelled the folder "ingredients". Intentionally?
I notified araanim about the issues with the mod such as the key is missing and the conflicting models in the bsa file back in february, behond that its not my mod to go and muck with, sorry =/
There seems to be a huge conflict with at least one other mod. Probably vegetation or something.
The whole stair leading upwards to the loft is blocked by clipping rocks and rubble. Game starts to stutter due to all the clipping too, especially if I adjust camera to look up where the stairs should be.
As of now, I have no idea how to figure out which mod might cause this.
I'm only using a few rather famous vegetation mods, but none of them is supposed to do something to this mountain or rock layout etc.
Are you aware of any compatibility issues, by chance?
Edit: I believe it's Enhanced Landscapes...
IF you're using EL you can try generating your own LODs and Billboards too. I'm sure there are ways to patch it even using TES5Edit to do the job. What other landscape mods do you have? mod manager? I use EL with DynDoLOD, Enhanced Distant Terrain, HD Terrain among others, if you are having a clipping issue it is likely a navmesh - EL does offer many NEWER features but it is easy to prioritize differently and still use both modules.
Any issue which you might clear up should be moving any road mod you have, like Immersive Roads and determine if it is a problem there. I had troubles with SkyBE so it sounds somewhat similar. .