Millwater Retreat FAQ

Can I update the old version of this mod?

No. This is a complete rebuild and the mechanics work in an entirely new way. You will need to start out fresh.

How do I generate LOD using Dyndolod?

When generating LOD for this mod, you'll need to take a few things into consideration to prevent issues with large structural objects which change state. Use this handy tutorial by Phayntom for LOD generation.

How do I hire labourers? (Borik and Xuzai)?

Although you can find and speak to Borik and Xuzai straight away, you will not be able to hire them until you have used the ledger in the Office to restore the Bunkhouse; the old building on the other side of the wall. Hiring workers makes available an option on the ledger for "Worker Tasks" where you can assign the task of restoring the bunkhouse to the workers. Once this is complete (after a day or so) you can then approach the labourers and make a deal on wages. Give them 4 hours to arrive at the mill once a deal has been made.

The reason you cannot build the bunkhouse yourself like everything else is because it's too large a task for one person and would take far too many materials. This is mentioned in the note on the table outside of the bunkhouse.

How do I turn the lights on around the mill?

Lighting is controlled by the house water wheel (front dock lighting), windmill (upper decking lighting) and the saw mill (mill lighting). The lever for the house water wheel can be found 
Spoiler:  
Show
in the basement by removing the rug on the floor entering the bedroom
. The lever for the windmill is just inside the tower on the right. The lever for the saw mill is on the saw mill itself and requires Borik to be recruited and working the mill for it to function.

Where does the travel boat go?

The old version of this mod allowed you to travel across Skyrim. I decided this made no sense given the waterfalls blocking the way. This mod's travel boat links with other mods, allowing travel to Mammoth ManorLake Illinalta Shack , and my in development project Oar's Rest.

EDIT: Future plans are to expand on the boat travel so that some vanilla locations can be reached via the boat.

Can you remove the electrical cabling because I feel it's not lore friendly?

Firstly, with dwemer technology it’s not outside of the realms of possibility and it’s been explained in the journal that the previous owner was an inventor. Secondly, I won’t be creating a version without the cables.

Is this mod compatible with Hearthfire adoption?

No. The house is not large enough and isn’t designed for children to be running around.

What's wrong with Nesbin and his horse?

Skyrim’s horse riding system is terrible and there’s not much else I can do to make things run smoother.

Why is the mod so convoluted?

Most of my mods, especially player homes require you to do some walking around and experimenting. I work off things making logical sense, so if you think logically and read any notes or journals in-game, you will find your answers. I do try to include tutorials throughout the mod but players can easily miss them and they only show once.

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DarkFox127

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