Hey, I'm having an issue, I really like the look of this mod, however I clear all the critters, i.e. the spiders in the top tower, and the rats on the bottom floor, however the quest does not advance.
I'm having a problem with the mannequins. Only the first 2 and the one on the top floor will activate and accept armor. The others will show the activate indicator but nothing happens when I press the 'e' key. I haven't tried the bookshelves yet. Otherwise, a nice mod.
I would suggest a method to warn the player if they are selecting an item during the build process that would replace something already in place. (Just to keep from wasting resources if you have to make multiple trips bringing items for the construction process.)
Sorry but im an idiot and cant figure out where to get th upgrades and furnishings from, i already treid the steward in falkreath and looked around the fort for some sort of activation thing, i already have the deed and yes i have read the book thing in the fort but id only says what i can get and how mmuch not where form. sorry #MESTUPID
New update. Finally the barracks are open and ready for your fellow warriors. With room for 25 people plus a captain, they can accommodate even the largest companies.
deed stays in inventory and can't be removed its considered a quest item, I can remove it just want to make sure its OK. will download update when Nexus cooperates. since yesterday its been a major pain
probably just leave it, I have a mod to remove quest items that comes in handy. just get to much nonsense in inventory. this mod has come along way since it first come out
no problem, main keep door fix worked great, not sure if its my game but when looking at door on way out right side has a gap. the bedroom mannequin when looking at it to the right is a dwemer style chest marked gems, its there when clearing fort. chest is no big deal I was going to use it but decided against. looked in barracks before fix, was surprised by size. when I first saw it mt first thought was it would be ideal for the mod to start own guild.
Ops... it looks like I forgot another enable parent. That chest is where gems are being sorted when Dwemer Library is in use. Should only appear with it. I'll fix it.
something I forgot about, when going from exterior to inside keep all is good, when I go from inside to exterior I have 2 doors, one says open iron door and the other is ok it's for skyrim your comment about books and scrolls only sorting with openspace your right, same with potions. I got scrolls to go on my shelves finally, that was unlimited bookshelves. reinstalled and everything is good
I released a new version with a fix for the door (I never noticed I placed two doors one under the other). I've also fixed the player orientation marker for that door.
97 comments
If you are really sure, you can open the console (tilde) and then type:
SetStage G_QFM1 20
This will advance you to the next stage.
I would suggest a method to warn the player if they are selecting an item during the build process that would replace something already in place. (Just to keep from wasting resources if you have to make multiple trips bringing items for the construction process.)
#MESTUPID
bedroom mannequin when looking at it to the right is a dwemer style chest marked gems, its there when clearing fort. chest is no big deal I was going to use it but decided against. looked in barracks before fix, was surprised by size. when I first saw it mt first thought was it would be ideal for the mod to start own guild.
I also fixed the gap around the door.
A new bugfixing release will be out tomorrow.
Thank you
your comment about books and scrolls only sorting with openspace your right, same with potions. I got scrolls to go on my shelves finally, that was unlimited bookshelves. reinstalled and everything is good
I released a new version with a fix for the door (I never noticed I placed two doors one under the other). I've also fixed the player orientation marker for that door.