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mort

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mortimermcmire

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15 comments

  1. JosephRivers
    JosephRivers
    • member
    • 1 kudos
    Good day, all.
    mortimermcmire, thank you for the mod.
    Somehow, WH always felt 'unnatural'. Now it won't, I hope.
    Question: Is this compatible with BCoM?
    1. mortimermcmire
      mortimermcmire
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      • 135 kudos
      I think it's included in bcom
    2. JosephRivers
      JosephRivers
      • member
      • 1 kudos
      Noted, thanks. Less work assembling, fewer ESP's on the INI.
      Would you point it out on the description, so nobody bugs you with this question any more :)
  2. Strikker48
    Strikker48
    • member
    • 0 kudos
    I forgot to install a Wolverine Hall mod before the new game, i liked this one very much, but the exterior of the Hall is messed. Anyone knows a way to fix? Like a console command to refresh the world terrain or something like that?
  3. GTheGenerous
    GTheGenerous
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    • 332 kudos
    Amazing mod! The mage's guild could use some improvement though, my suggestion are:
    - Swap Tusamircil's position with the nearby chair, he was skulking into the corner too much.
    - The second floor is too cramped, it is better to remove a set of table to have some space. Also move Arielle outside of the space between the 2 beds as she was skulking too.
    - Fix Meeting with a Wise Woman quest by placing Minabibi nearby Skink-in-Tree instead of skulking in the storage lol.
  4. MaxzEightFive
    MaxzEightFive
    • member
    • 1 kudos
    it may be a strange question, but can it break mage guild quests that i already started in Wolverine Hall?
    Edit: Just checked it out, mod is really good, makes WH so convenient, but new Mage Guild layout broke NPC's position and one of them is under stairs with no way to fix them (resetactors command doesnt help).
    Edit 2: fixed it myself by using console
  5. mortimermcmire
    mortimermcmire
    • premium
    • 135 kudos
    let me know if you see anything wrong that I missed and i'll fix em all together, thanks
    1. C3pa
      C3pa
      • supporter
      • 25 kudos
      I think that the evidence chest should have a lock level 50. The chest in this mod doesn't have a lock, unfortunately :-(. Hope you fix it.

      And the torches - the guards are carrying them indoors.

      Aside from that your mod really makes is easy to navigate the fort. It was a real maze before. Thank you for your work man!
    2. C3pa
      C3pa
      • supporter
      • 25 kudos
      Thanks for the update man ;-).
    3. Zobator
      Zobator
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      • 52 kudos
      The tapestries on the exterior walls look a bit out of place IMO, but that's a matter of taste I guess. Apart from that, outstanding mod!
    4. Jadefang
      Jadefang
      • member
      • 0 kudos
      If you complete the arrange a meeting mage guild quest for Skink-In-Tree's-Shade, Minabibi Assardarainat will be awkwardly stuck behind the barrels and crates under the stairway, and speaking to her for the Ancestor's Ring is impossible without TCL because she can't see you and will say the "Who's there?"
    5. mortimermcmire
      mortimermcmire
      • premium
      • 135 kudos
      haha that rules i should change that, good find
  6. Denina
    Denina
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    • 28 kudos
    Excellent mod. I also recommend getting rid of the torches, maybe adding a couple more lights here and there, but otherwise, perfect. I'm adding this to my permanent installs.
  7. Pickysaurus
    Pickysaurus
    • Community Manager
    • 766 kudos
    Hello there!
     
    Thank you for sharing your excellent new mod with the Nexus Mods Community!
     
    We like it so much we're going to promote your mod on our Social Media.
     
    Look out for your mod appearing on our Facebook or Twitter over the next few days!
     
    Keep up the awesome work!
     
    - Nexus Mods Staff
  8. deleted3593260
    deleted3593260
    • account closed
    • 20 kudos
    The only thing that looks odd to me is the guard and Tragfalor in the Legion barracks, and the guard in the jail, are carrying torches indoors. Also the guard in the barracks seemed to have trouble with his pathing and got stuck behind Tragfalor. But the layout is very nice. It always bugged me that the MG in particular was just a bunch of people standing around waiting for the player to come get quests and buy things. I mean, all NPCs are only that, but the other guild halls hid it better.

    Might want to add a note that it should not be added to a game where you have already been to Wolverine Hall, or all kinds of wackiness ensues. Mainly doubled NPCs and people in walls. Experienced modders probably know that, but newbies (and people like me who forget everything they know about modding in the rush to try the new shiny thing) could use the hint. Fortunately I had another character who hadn't been there yet. That's when I saw the guards with the torches, not on the messed up one, just to be clear.