128 comments

  1. Dynochus
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    The location flat out doesn't appear in-game. Perhaps it conflicts with the unique landscapes mods, but you'd think that it would at least appear in some shape or form. I'll assume that it's something about my installation since other mods have issues, too, but it's disappointing; this mod looks superb.
  2. Darklocq
    Darklocq
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    Minor glitch: The chair coding in some places isn't right. E.g., in the fighting room, NPCs will sit IN rather than on some benches (screeshot: https://cdn1.imggmi.com/uploads/2018/5/7/76dc9706a9639b6da994ef7135610b5c-full.jpg), and they also often wander around crouching to sit on something that isn't there. I'm only seeing that in the fighting room so far.

    On the up side, NPCs will share larger beds, which is cute. I often find two of them snuggled up together at night.
  3. evenstargw
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    Overall very nice work! =) The moveable walls in the player's bedroom area have a few problems. When you hit the swithches they don't close, or at least in my game. They are always open. You can see that they are suppose to open and close, but it would appear the animations aren't working correctly. Regardles, nice job!


    By the way, Detazdvl, the doors are, in fact, supposed to do that in this version simply because the npcs in the place try to walk through the areas sealed by the doors and they lack the sense to push the little white button.


    Indeed as grandmaster says, it is.
    Thanks for you comment though, really appreciate it <img class="emoticon" src="https://forums.nexusmods.com/public/style_emoticons/dark/smile.gif" />



    First one to endorse, i see. Surprising. I woulda thought that with this many people praising it, there'd be at least...4-5

    Anyway, very nicely done. I didnt catch if the whole thing about random nord attacks is still here, I rather like that feature. I mean whats the point of an army of powerful guards, some of which cant be made to follow you if they dont really have a reason to be there for anything other than ornamentation.

    Well, i guess theres only one way to find out.


    Sadly for you to say, there is no random attacks.
    You can however pick a fight with skellie's and goblins in the fighters room <img class="emoticon" src="https://forums.nexusmods.com/public/style_emoticons/dark/smile.gif" /> but that was already in anakondrak's version; I only subspaced the enemy-tank

    Achwell, I've never seen the actual use of them guards either; except decorating the place.
    I did learn a lot back then however, when playing around with the AI and all.
    The original pathgrid in anakondrak's version, was the route the guards had to walk; with repathing the place i had to alter their AI a bit to get them to patrol.

    Always fun by the way is having a conjurer-companion with a practice-summon-spell, you'll have your random fight going on then since no-one likes a daedra walking about for no reason <img class="emoticon" src="https://forums.nexusmods.com/public/style_emoticons/dark/tongue.gif" />

    Thanks a lot for your endorsement, really ! Hope you'll enjoy AranMathi eventhough there is no random attacks <img class="emoticon" src="https://forums.nexusmods.com/public/style_emoticons/dark/smile.gif" />

    Grtz ^.^
    1. Darklocq
      Darklocq
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      I have found some switches that seem to open small gaps in the floor near a wall. They don't seem to do anything else. I don't know if these are the same switches and what the purpose is.
  4. evenstargw
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    It's the very entrance to the house, at the base of the initial steps just inside Aranmathi i.e. within the throne room, I've noticed that whenever those tiles flicker, my character's face is also missing. I believe the jaws and eyes are left without the skin.

    PS: didn't mean that the original conflicted with Hentai Mania, I meant that the quest for (there was no quest for the original) Aranmathi uses a dungeon also used by the original Hentai Mania, and that I found there to exist no conflict with this.


    A face and a floortile that show abnormalities at one and the same time.
    A face and a floortile ..... (brain is making hard cracking noises) .... It's not related in any way to eachother.
    My guts says its a textureproblem; or even a problem your engine has reading a texture.

    Have you got the same phenomenon somewhere else, anywhere ?

    My curiousity is peeked and my analitycal brain wants to sort this out IF I can.

    Greetz Eve
    1. Darklocq
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      Several times now, in that main room, I've had a problem where a companion (mostly or always Ruth from High Imperial Trio) suddenly gets a black face aside from her eyes, and the frame rate takes a terrible hit. Saving and reloading (or just reloading an earlier save) seems to work around it. But it only happens in Aranmathi (so far).
  5. Doesntcareaboutname
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    Ah, AranMathi's private quarters, the only place in Tamriel where I still get CTD, primarily when I pass through the door, not so much when I use the teleport spell, not sure if anything can be done about that or why it's happening, tried moving the load order high and low, neither makes a difference. Also, when I reinstalled the mod, I notice that it had reverted more to the original, the ceiling waterfall which seems to conflict with water mods made a brief return though that isn't a problem as it disappeared a little while later for no apparent reason but I could have sworn that you corrected the entrance water level issue the original AranMathi had where the entrance has a pool of water at the door, if you did, I don't know how to get back to the future of this mod in that regard or how to keep it from reverting to the original, particularly referring to the waterfall by the latter statement. How do I keep my AranMathi from reverting back the original features at all? I only want your mod of it.
    1. Darklocq
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      Nah, it still has a bunch of water "hovering" at the front door and never running down the stairs and dissipating.

      I don't get your particular CTD issue. I do get CTDs in here, including in the front room, but it is pretty random and isn't any worse than I get in some other complex places. I think this place is just a bit of a memory hog.
  6. Darklocq
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    Endorsed, despite some issues. This has become my go-to "companion storage facility". It's a gorgeous fantasy home, with lots of room for populating the place with chosen NPCs. I didn't care for the free ueber-loot the place comes with, including wearable gear that's too powerful until late game, and an alchemy station that is likewise, plus way too many skill books. But that's really a matter of self-control (and it turns out the gear was actually useful for a couple of companions with crap stats who die too easily, though I don't use any of it on my player characters, only vanilla gear, or re-skinned replacements, that I've actually earned). I would complain about Aranmathi having an Ayleid Well inside it, but it actually makes sense in this context, for once. The presence of Cyrodiilic Mages Guild enchanting and spell-making altars, however, does not. If the Ayleids had similar magico-technology, it wouldn't be identical items. Speaking of anachronisms, this place should surely not be staffed by Imperials with names like Romulus Maximus, if it just appeared from an Ayleid world where it's been hidden for millennia. After I'm certain they're not needed for anything, I'm disabling them.

    It badly needs more central navigation. I'm thinking of re-modding this by hand to give me quick access doors in the main hall (yes, I know it comes with a room-by-room teleport spell, if you go find it, but I would prefer doorways so I don't have to mess with the spells menu to get around in there). The issue is the same as with Battlehorn Castle Upgraded: the place is just sprawling, and takes as much time to walk around in as any of the vanilla cities. This isn't helped by the rooms all having Ayleid names without English along side it, and some of them being too similar to remember which is which (Rellesel, Riellesel).

    Some mysteries I haven't figured out yet:
    * There is at least one "secret" area, which you can see on the map after you get close to a particular wall, but no apparent way into it. If you use TCL to get into it the cheaty way, you find that one of its walls doesn't exist, which suggests that a teleport door will be made to exist there at some point after you do something in the main part of the place to get into the secret room legitimately.
    * There also seems to be a way to get outside into the extra-dimensional worldspace this place is in, and walk around on the little islands that each of the buildings sits on, in a place that is definitely not the Cyrodiil exterior, but apparently an Oblivion plane like SI. Haven't gotten outside there yet, just the ruin exterior in the "real" Cyrodiil location.

    Minor glitches:
    * The NPCs are bugged. They come with companion share, but using it doesn't work.
    * Putting black soul gems in at least one container (the one to the right of the front door when facing that door) simply made them disappear. They came back after a reload, but it's still weird and alarming.
    * The switch to turn off fires does not turn off the purple magical ones. This is unhappy for anyone who wants to disable animated flames from places like this for FPS reasons. I may look into removing them with the console or the CS, as I did with the braziers at Battlehorn Castle Upgraded.
    * The switch to toggle SI content doesn't give you any indication what it is set to. You can press it and nothing near you (in some rooms, anyway) will noticeably change, so you really don't know whether it's set to on or off (nor whether it originally came set on or off).
    * The front door has waist deep water at it, which makes no sense. Since this place is populated and opulent, something would have been done about this before you arrived. Worse, it's physically impossible: after you open the door, all that water would rush down the stairs so it cannot believably always be there.One cannot use Disable on it in the Console, so the only fix seems to be hunting it down in the CS and deleting it from the code.
    * The "sleeping slabs" in the fight room are not plausible. You know this if you've ever had to sleep on a floor. People would not voluntarily do this, especially when there are real beds a room away. It would make more sense to have cots of some kind here, places for the exhausted or wounded to recuperate for a while without being so uncomfortable they'd rather stand and bleed out. >;-) And they wouldn't be queen-bed size, but single-person.

    Probably the main reason this is not a more popular mod than it is, is the "this place is populated and opulent" issue: there is no quest, battle, or other requirement; you just walk in and it's yours, despite other people already living here and the place having a complex backstory and a cultural context, as it were, of which you are not a part. So, it ends up feeling like a work-in-progress mod that got abandoned before completion of more than the structure and its items, and the functional basics of some NPCs. Despite this, it looks so good and is so well lit (important if you use companions a lot, so you can tell them apart) I really can't part with it, and I get better FPS in here than I do at Battlehorn or Ruhester, so Aranmathi wins. I had the original Aranmathi, and this one looks better and does more, so I'm sticking with it despite the minor issues. For Aranmathi in general: I like it because it's nice to see a restoration of what all these Ayleid ruins could have looked like before they were ruins, and it's just flat-out better than other Ayleid home mods, which too often look either like modern real-world homes with Ayleid accents, or some other vanilla architecture style (Imperial, Nord) with Ayleid accents. Plus Aranmathi feels Ayleid in its layout, even if that layout is a bit of a hassle for a home mod.

    If I were to build my own house mod, I would start with Aranmathi as a basis, probably, but make its front room be a central hub, with all the others branching directly off of it, and without having to go down any long hallways. Would also make this and a few other rooms smaller, for way less walking (especially since I use a jump realism mod now, and can no longer leap 50 feet ahead in half a second, LOL).
  7. Darklocq
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    [Deleted problem report. Never mind. Narrowed it down to an article of mod clothing, of all things.]
  8. GodricWolffe
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    I remember using the original of this mod for a long time and I have to say I really love most of the improvements! Though, I do miss some small things that weren't nessisary but really added some enjoyment to the game play for me. I miss the shelves that were a perfect fit for small scrolls, potions, poisons, and beverages maybe I'm the only one who actually like taking the time to try to shove them full of whatever I want there and then feeling very accomplished when it looks perfect. I also miss the statue that was customizable to look like the player, and small hidden skooma den. You also seem to have gotten rid of quite a few of the display cases, I like the new style better than the old, but as there seems to be only half as many it feels lacking. If any of those objects are still included I really can't seem to find them, nor can I figure out what the included quest involves. Granted I've only been messing around the all the new stuff for a short while, so I'm still piecing some stuff together. I like that the people who live there aren't attacking me, as they did previously and that there is more people than before, it gives it a more lived in feel. Love the fish in the pool, though I think it'd be a bit lonely to be the only fish in the sea (so to speak) it would be nice to see more than one in there.
  9. Drachenwyrm
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    Regarding that quote, it IS the White-Gold tower, and WAS the Temple of the Ancestors.

    Anyway, nice work on the mod.
  10. elimae221
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    I can't figure out how to start the quest, any help?
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