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This is a port of the original Jaggarsfeld mod which I have been maintaining for some time now. If anyone finds any bugs, please report them on the bug tracker.
Love the mod, the only tiny nitpick I have is that the displays for the ebony blade and boethiah's armor dont seem to work, they just kinda fall on the floor. everything else is awesome though, definitely one of if not my favorite house mods.
I keep running into a bit of a problem with this mod, have tried starting new games a couple of times and keep encountering it. When I first discover Jaggarsfeld and enter through the cave, Van does not show up ever. I can wait in the area outside the cabin for whatever period of time and he never appears and attacks me. If I go to the cabin, I have to pick the lock to gain entrance. Once inside Van appears and initial does the vanilla game dialogue of "You're not supposed to be here." and then calls for Guards to help him. After that then the custom voice plays and the dialogue tree appears, culminating in him starting to fight me and having to kill him. I loot him and get the Hunter's Will note and everything. However when I try to use items like the bed in the cabin it tells me I can't use this items when trespassing, even though I now technically own the cabin having killed Van. I've travelled away from Jaggarsfeld, done several quests, passed several days in game, waited for several in game days in other cells, come back to Jaggarsfeld and still the cabin considers me as trespassing.
I also notice something a bit weird with some of the containers, when I've auto sorted my gear and loot to them, some of the items disappear and don't appear in any containers. Take for example Ingots, it seems to put some of them in the Ingots Container and the others appear to be hidden, they don't get accessed from the crafting menus and I can't use them. However should I open the Ingots Chest and remove some ingots, the hidden ones then populate to fill the gap. It's like some weird cap limit on the items that are available in chests at one time. I also notice the Firewood Container, when placing Firewood into it, that too disappears regardless of how many units I put in. I have then tracked it down that the Firewood after getting put in the Firewood Container and exiting the menu is teleported to the Misc Chest in the Cabin Basement.
This all sounds like script overload. Jaggarsfeld will be fairly heavy with scripts when you're around, though most are not running unless you're interacting with something. The Firewood container should not even be connected to the sorting system, if I remember correctly. It also sounds like the quest is not starting.
If you don't use it, run BethINI to sort out your INIs. Don't make any extra tweaks to script related INI parameters.
If you still have this problem or someone else who has this same problem, there is an easy fix if you are on pc. If he doesn't spawn even after waiting open up console and use the Prid command: Prid 06055e2b followed by moveto player this should move to NPC infront of you with out bugging the cabin cell make sure to not have entered the cabin before doing this. Or the way i did it: save in front of cabin door, pick the lock, enter the house and open console, click von to get his ID, exit out of the console and load the save where you stand in front of the door then just open your console the id should still be there and enter the command: moveto player. this again will port the npc in front of you.
Van is on a schedule. If he's in the cabin, it's because it is within a specific time frame. He should roam about the house and eventually go to sleep. In the morning he will exit the house and roam about doing things until he notices you, at which point he'll run up to you to greet you. This is assuming you traveled to Jaggarsfeld normally by entering through the cave, as that is what starts the quest.
Different user, similar issue. Van was hostile when I first saw him, but I ran up to him to speak to him and finished the quest that way, so my game doesn't see me as trespassing. However, I did have the firewood issue. My load order is kind of script heavy; lots of extra flora, bird/insect/fish spawners, etc. so I put the cause down to that.
Downloaded BethINI anyway to see if it would help and followed the instructions of the mod page (including the recommended tweaks part, not sure if I was supposed to do that or not, I have the recovery part if I wasn't) and unfortunately the firewood issue still persists, except now after using the auto-sort to see if it fixed itself, all of my food items are gone - which was a lot of meat I was using with the Skyrim Bestiary my poor hunter has to go out and catch again lol
UPDATE: Turns out the food error was a different bug - all food goes into my inventory when crafting but doesn't return afterwards.
I'm a bit of a novice when it comes to scripts and file management. I've been letting vortex do it all for me. Anyone have any advice??
I mean, I'm packing my loose files for each mod and the MO packer wont even recognize that folder. I've managed to put in inside a BSA with BSArch, but not really sure if it will work that way.
I reckon the ESP have a functionality to load those xml files that are inside the DialogueViews, but why the separation and the custom name?
"Dialogue Views are for easier editing in the Creation Kit. They are in no way needed to play, and not even required to edit. They just make it a bit easier."
So it seems to be a left over folder from the CK creating process. I will still keep it on the BSA tho, wont hurt.
Gosh this is a great house mod! I've been playing a hunter-werewolf build lately, and this place totally fits the aesthetic. Not to mention the armory and display area is incredibly well put together, and has spaces for everything. Plenty of alchemy ingredients lying around in the beautiful field around the house, with animals running around all over the place. Plus I was searching around and found a couple of secrets. Thanks for this mod!
WOndering if you could add more unique stands, Like for unique mics. Would really like that. Like stands for the stuff you get from the thieves guild like crown of barenziah, the falmer eye. golden ship model and bust of the gray fox statue.
An amazing player home that goes very well with a nice grass and tree mod, the trophy room and the area it's in both fit very well together and most of all the way you get the key is very immersive. The way that Van speaks about the Great Hunt feels mysterious, but not too in-depth as to be detrimental to the house itself.
First time I have checked this mod out and I like it a ton. The area it is in is nice and secluded and it has all the trophy storage that I wanted in a player home and all fits together very well. Thank You for this.
140 comments
This post section remains open for the purpose of user-to-user support. This means users are feel to post comments, feedback, and questions; however, do not expect replies from the authors.
This is a port of the original Jaggarsfeld mod which I have been maintaining for some time now. If anyone finds any bugs, please report them on the bug tracker.
Development Document: https://docs.google.com/document/d/1Z7Ze2H_K0HFm9dKFyjS1dTU_yOsup3py0IqVUPBY02Y
I also notice something a bit weird with some of the containers, when I've auto sorted my gear and loot to them, some of the items disappear and don't appear in any containers. Take for example Ingots, it seems to put some of them in the Ingots Container and the others appear to be hidden, they don't get accessed from the crafting menus and I can't use them. However should I open the Ingots Chest and remove some ingots, the hidden ones then populate to fill the gap. It's like some weird cap limit on the items that are available in chests at one time. I also notice the Firewood Container, when placing Firewood into it, that too disappears regardless of how many units I put in. I have then tracked it down that the Firewood after getting put in the Firewood Container and exiting the menu is teleported to the Misc Chest in the Cabin Basement.
If you don't use it, run BethINI to sort out your INIs. Don't make any extra tweaks to script related INI parameters.
If he doesn't spawn even after waiting open up console and use the Prid command: Prid 06055e2b followed by moveto player this should move to NPC infront of you with out bugging the cabin cell make sure to not have entered the cabin before doing this. Or the way i did it: save in front of cabin door, pick the lock, enter the house and open console, click von to get his ID, exit out of the console and load the save where you stand in front of the door then just open your console the id should still be there and enter the command: moveto player. this again will port the npc in front of you.
Downloaded BethINI anyway to see if it would help and followed the instructions of the mod page (including the recommended tweaks part, not sure if I was supposed to do that or not, I have the recovery part if I wasn't) and unfortunately the firewood issue still persists, except now after using the auto-sort to see if it fixed itself, all of my food items are gone - which was a lot of meat I was using with the Skyrim Bestiary my poor hunter has to go out and catch again lol
UPDATE: Turns out the food error was a different bug - all food goes into my inventory when crafting but doesn't return afterwards.
I'm a bit of a novice when it comes to scripts and file management. I've been letting vortex do it all for me. Anyone have any advice??
I mean, I'm packing my loose files for each mod and the MO packer wont even recognize that folder.
I've managed to put in inside a BSA with BSArch, but not really sure if it will work that way.
I reckon the ESP have a functionality to load those xml files that are inside the DialogueViews, but why the separation and the custom name?
"Dialogue Views are for easier editing in the Creation Kit. They are in no way needed to play, and not even required to edit. They just make
it a bit easier."
So it seems to be a left over folder from the CK creating process. I will still keep it on the BSA tho, wont hurt.
Thank you so much for this :)
Thank You for this.