This mod works perfectly. I did make the missing SEQ file to get the voice acting to work correctly, something that is very quick and easy to do with Tes5edit.I also had something where the store was originally so I moved the family into a small house the other side of the arch and did a package to let Maren play with the other kids for a couple of hours in the afternoon while her Mum goes shopping. Lol. Its a lovely mod, the interior of the shop is perfect, very cheerfully endorsed.
I kept everything you had put in, simply moved stuff around to suit the layout of the house I used, small stone built cottage so kept the downstairs shop part more or less identical apart from adding a doorway. I love the mod, the voice acting is very well done, the interiors are lovely. Looking forward to your Summerset mod, it looks great.
Sadly, I think this mod isn't compatible with Old Solitude either. I can't seem to find the store, so I think it's buried behind other graphics. that's real shame too. I'm not sure where this is supposed to be located, but I can't think of any Solitude mods that this will work with other than texture and clutter mods.
Cool mod I found a minor incompatible mod, using Towns and villages enhanced - solitude will put alot of plants in front of the entrance. You can still enter though.
Yeah TAVE Solitude does add that but this isn't immersion breaking. It actually makes it more immersive since the vines give the shop entrance an air of mystery (as well as make it more challenging to find the doorway). The Octvo after all, is supposed to be an occult shop for vampire and daedra type hunters. So I suspect Calcette and the Vigilants would have had a great time hanging out there. If only their lot got out more often around Skyrim. Or made a habit of visiting other NPCs in holds, towns and villages instead of being nomadic hermits wandering the wilderness. lol!
Anyhow, it's easy to use the disable command on the vines covering the doorway if you don't like its appearance from the way the TAVE mod makes it look. Just be careful not to disable the door. If you accidentally do, type enable immediately after you see the door disappear. This will completely undo the delete
For a quick and dirty compatibility solution: Walk up to the plants, open your console, click on the plant, type disable and hit enter. Poof, the plant is now gone. Repeat for the other plants you want to get rid of.
Do you plan on adding a modified version of the mod's doorway entry? Thanks to Murphy's Law, a Khajiit Vendor stall (added in the final v5 of Crowded Cities Solitude) happens to be located DIRECTLY BEFORE the door to Divine Octavo >,<
The proximity of this NPC stall conflict with the mod. I can't disable or markfordelete the NPC as it's not a static object, and so will CTD the game or make it unstable. I tried to delete the NPC and all references to the NPC in TesEdit. But the resulting modified version of the Crowded Cities mod CTD the game.
Would it be possible to upload an alternate door entrance to the Divine Octavo?i.e. tweak the mod so that the load door is relocated to another physical location in Solitude. Like in the open area where the guards train. Or in the area where of the market place?
Then it would only be a matter of enabling the new door location to teleport the player directly to the original place where they currently end up after entering the door. (i.e inside the mod cell on the top stair of that spiral stair case).
This would allow those of us who use Crowded Cities Solitude v5 to enjoy this beautiful and complimentary Dawnguard immersion mod.
With the whiterun manor mod you cannot enter cause a big portal is in the way and a city overhaul mod puts a shack on the other side. You are correct a lot of people mod this city so im curious why it was placed here and not riften which is closer to the dawnguard HQ or windhelm. an opitional download would be fantastic so i could check it out.
Thank you for your interest in Farvyn's. The reason why the location is in Solitude is that it seemed like a nice place that at the time did not have any conflicts, as well I created the mod several months before dawnguard was released, so I didn't know at that time where the dawnguard HQ would have been located. I still would have placed the door in solitude as I do not use mods that overhaul cities and towns. I create the mods that I do for my girlfriend and myself for what we are looking for and share some of the mods I make as I feel some people might get enjoyment from them too. No mod I make is catered to being compatible with anything other than skyrim and the dlc's. Farvyn's is "as is" as I am putting all my modding time into my Summerset Isles WIP. There is a link to my blog dedicated to the WIP on my profile.
@WutPiranha Thanks for reporting the conflict! These things happen with mods. the more time passes the more mods occupy the same space. I'm just happy you can still visit the family Thank you for your support
Hey there, been using your mod for about a week now and I just thought I would give my thoughts on it.
I love the spells you add into the game, I am particularly happy about the cure disease spell, now I do not have to get som crazy large spell pack just for a few choice restoration spells that I want! One thing that I have an issue with is how uniform and organized the shop is. If that is your style of doing things, that is cool, but I feel that this mod would fit in perfectly if the shop wasn't so perfect in its decorations. Needs more things laying about, some of the books should not be so perfectly in line. To me, when I enter the shop, it i just too perfect to feel like it belongs in Skyrim.
@wilk7486 You should find version 1.1 just upload should fix your mod conflict issue. Thanks for reporting it I also added a Hearthfire update to Highland Milk Farm
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The author has locked this comment topic for the time beingIts a lovely mod, the interior of the shop is perfect, very cheerfully endorsed.
You honor me, and the fact that you modded my mod to suit your custom needs...
Epic
I love the mod, the voice acting is very well done, the interiors are lovely.
Looking forward to your Summerset mod, it looks great.
Anyhow, it's easy to use the disable command on the vines covering the doorway if you don't like its appearance from the way the TAVE mod makes it look. Just be careful not to disable the door. If you accidentally do, type enable immediately after you see the door disappear. This will completely undo the delete
Walk up to the plants, open your console, click on the plant, type disable and hit enter. Poof, the plant is now gone. Repeat for the other plants you want to get rid of.
Do you plan on adding a modified version of the mod's doorway entry? Thanks to Murphy's Law, a Khajiit Vendor stall (added in the final v5 of Crowded Cities Solitude) happens to be located DIRECTLY BEFORE the door to Divine Octavo >,<
The proximity of this NPC stall conflict with the mod. I can't disable or markfordelete the NPC as it's not a static object, and so will CTD the game or make it unstable. I tried to delete the NPC and all references to the NPC in TesEdit. But the resulting modified version of the Crowded Cities mod CTD the game.
Would it be possible to upload an alternate door entrance to the Divine Octavo?i.e. tweak the mod so that the load door is relocated to another physical location in Solitude. Like in the open area where the guards train. Or in the area where of the market place?
Then it would only be a matter of enabling the new door location to teleport the player directly to the original place where they currently end up after entering the door. (i.e inside the mod cell on the top stair of that spiral stair case).
This would allow those of us who use Crowded Cities Solitude v5 to enjoy this beautiful and complimentary Dawnguard immersion mod.
I love the spells you add into the game, I am particularly happy about the cure disease spell, now I do not have to get som crazy large spell pack just for a few choice restoration spells that I want! One thing that I have an issue with is how uniform and organized the shop is. If that is your style of doing things, that is cool, but I feel that this mod would fit in perfectly if the shop wasn't so perfect in its decorations. Needs more things laying about, some of the books should not be so perfectly in line. To me, when I enter the shop, it i just too perfect to feel like it belongs in Skyrim.
Good mod though, thank you for this greatly!