i love what this mod does in the base but the lack of any npcs really killed it for me, this mod looks and feels amazing honnestly it pretty much everything i wanted for the thieves den but the lack of any npcs makes it feel sort of lifeless. all in all its an amazing mod if your looking to upgrade the ascetics but without any npcs one woalk thru and u can see it feels like a castle with no guards. and i do want to make it clear that this mod is amazing by for and still deserves an endorsement but i figured i let the next person know whos looking for something like this that this is it and if you know how to script and make npcs this mod is the complete package but without any it does take away from the immersion. all in all great work brother i can see that u put alot of love into this mod and its honestly deserves more recognition
Sorry for late response. You need this Thieves Den DLC thing but it only adds pirate flags really. Svivering islas are more needed since they add nice flying sparkles in this old castle hall with the garden
It's me again with another potentially dumb question. I am stacking up too many esps, so I was wondering whether this mod still requires the two unofficial patches that the original DLC needed or whether your mod already addresses those same bugs, meaning that I can remove the extra patches. Please let me know. Thanks in advance!
Ohh OK. No problem. Also Its not my work. I just uploaded it for a freind. He still plans to expand it a little and add few CM partners in it as well. Im here just to help with some information and tell him if someone notices any bugs. Thnak you for help
Never mind: I am being an idiot. I used this to replace a previous "Thieves Den Upgrade" by someone else that had people in it. The problem is the other mod had 2 files. One replaced the original DLC file, and the other went afterwards, and was called DunbarrowUpgrade.esp. I had left that one there when I replaced the DLC replacer with yours. Now that I removed it, I see that your mod has no NPCs running around and therefore does not ruin the story of the undead pirates in the original quest. Sorry for the confusion! Great work, anyway!
??? Strange. I dint change this. There should not be any people there unless you hire them after skeletons are gone. Well it isnt Lakword bug Im sure. This one was part of official mod and he dint touch those scripts. But no worries. NPC in cave are esential and skeletons are not. NPC take care of them. Also soon Lakword may add another improvment. like those sparkiling spirits from chapel also to be in Garden and portal room with like 10 extra oblivion gates to close if you like oblivion dungeons. Gates will be activated after Kevatch quest. Lakword also wanted me to ask do you people have any sugestions. Like anyone got wish for a special room? If yes please describie it
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I just did.