Mmm.. Not bad. Though I kind of expected to see the actual monsters from the game in there. Would be wicked if someone managed to rig one of the models up to work with a Vanilla Skyrim animation skeleton like the Draugr, Havraven, or Werewolf.
Yes, thank you... I know. It was the latest comment before yours. And my response is the same.
When I restart this mod, I will most likely do a full reset. Everything again from scratch. Also, that navmesh deletion was from somewhere inside the castle, when I was learning how to do them.
Castle Brennenburgh.esp Contains dirty edits: 25 ITM, 9 UDR records. Needs TES5Edit cleaning. (http://www.creationkit.com/TES5Edit_Cleaning_Guide_-_TES5Edit) Warning: This file contains 1 deleted NavMesh records that TES5Edit cannot repair automatically and it may cause problems with your game. NavMesh deletions should be reported to the mod author. A guide to repairing NavMesh deletions with TES5Edit is located here.
I can see... I haven't used TES5Edit. There are probably some dirty edits and all, I'll see if I can have someone who knows how to fix things with TES5EDIT to clear it up. I made thisw way before any of those came out, so i had no idea about those edits. I did re-do a bunch of cells a few times during production, so I think that's where the dirty edits are coming from.
137 comments
When I restart this mod, I will most likely do a full reset. Everything again from scratch. Also, that navmesh deletion was from somewhere inside the castle, when I was learning how to do them.
Contains dirty edits: 25 ITM, 9 UDR records. Needs TES5Edit cleaning. (http://www.creationkit.com/TES5Edit_Cleaning_Guide_-_TES5Edit)
Warning: This file contains 1 deleted NavMesh records that TES5Edit cannot repair automatically and it may cause problems with your game. NavMesh deletions should be reported to the mod author. A guide to repairing NavMesh deletions with TES5Edit is located here.