Skyrim

23 comments

  1. Oxytwist
    Oxytwist
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    Thanks for making this mod.
    I like what i see on the pictures!
    Just a few rooms.
    I only install buyable houses.
    But because has an requirement for getting the hall in v2 I will try it.
    Thanks 4 making!

    1. sgf1974
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      You are very welcome. I hope you like it! I know this response comes 2 weeks later so perhaps you've had a chance to give it a go. If so, let me know what you think.
  2. Robsongolightly
    Robsongolightly
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    Ok, new problem, I made myself two followers, but they won't enter razor tooth. He won't enter Whiterun mansion either, do you know what I did wrong.
    1. sgf1974
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      I would need to know how the followers are set up to see. Also, I haven't tried to get a follower to enter Razortooth Hall after changing the location of the entrance so it may be on my end. I'll check to see. I did re-finalize the navmesh so it should be okay but I'll check to be sure. As far as them not entering the Whiterun mansion (not sure which building this is... Dragonsreach?), it seems like it may be an issue with the followers. If you want to, you can e-mail the file with the followers to me and I can check them out.

      EDIT: Oops, sorry. I just found Whiterun Mansion on Nexusmods. LOL. With this new info, it may be an issue with another mod (possibly Whiterun Mansion) so hold off for a bit. I'll download it and test it to see if that's the problem. I'll let you know what I find out.
    2. sgf1974
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      I tested Vilkas, Ria and Athis (from Jorrvaskr) and all three of them enter Razortooth Hall as my followers. It sounds like there may be a conflict with one of your mods and it may be causing problems with the merchant as well.
    3. sgf1974
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      Also, thank you for bringing these to my attention. If it turns out to be a conflict with another mod, I can see if there is an easy fix and if not, I can at least let people know that there is a conflict between Razortooth Hall and that mod.
    4. Robsongolightly
      Robsongolightly
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      wish i knew what mod. because i have another mod that has merchants and they dont work as well. Ill go throough my mod list and see what it could be.
    5. sgf1974
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      I sent you a barrage of e-mails but it may be the Apachii Hair. I can't even open the file you sent me in Creation Kit because it needs ApachiiHair.esm and ApachiiHairMales.esm (and probably ApachiiHairFemales.esm too). It looks like the Apachii Hair mod has been updated and is using ESP files now instead of ESM files.
  3. Robsongolightly
    Robsongolightly
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    This is really good, everything I need in a small area, no more running all over large estates to find something. Just one thing, in my game the merchant would not work, he just grunted. Hope it's not a clash with one of my many mods lol.
    1. sgf1974
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      It may be. I can list my mods I have installed if you like. I've never had that problem except in an earlier version where I didn't separate the navmesh on which he stands. That allowed him to walk anywhere. The problem with that is there is a hidden chest behind the wall that he uses for his inventory. If he is too far from it, he won't give you the dialogue to buy/sell items. Which version do you have installed?
    2. Robsongolightly
      Robsongolightly
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      i have version 2 installed. I had to start the game again, and he still wont talk to me, he just stands behind the merchant stand, if thats what you call it. Do you know how i can copy a list of all the mods i have so ypu can see if i have a conflict.
    3. sgf1974
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      Start Skyrim and on the first screen, click "Data Files". That will bring up all the mods and/or DLCs you have in your "Data" folder. The ones that are checked are active. There isn't really a quick and easy way that I am aware of to see which one is in conflict so you'll need to disable (uncheck) everything but Razortooth Hall. Then, go to the merchant and see if the merchant "works". Next, start enabling one mod at a time and test it each time. When you find the mod that causes the problem, let me know. I'll download and test it and if it causes a problem for me as well, I will list it on my page and see if I can create a fix that won't conflict with other mods. The easiest way to create a list of the mods is to basically create a screen-capture when you have the window open that lists the mods with the checkmarks. You may need to create a few screen captures to get them all if your mod list is extensive like mine. Then, just e-mail the pics to me and I can see if I can guess which ones might cause the problem. From there, we might be able to narrow down the list of ones to disable. You could also try to place Razortooth Hall at the bottom of the list so it gets loaded last.
  4. Rataska
    Rataska
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    This looks very nice. My only complaint is it's location. I already have BBLS which is right across the river and wouldn't need another home that close.
    If it was in Markarth, or falcreath it might deserve a look.
    1. sgf1974
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      I will keep that in mind. Thank you. This general area (around Whiterun) does seem to be a popular place to put houses. You've got a good point. Perhaps I'll take your advice and move the entrance to somewhere near Markarth. Thanks again.
    2. me6666me
      me6666me
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      Told you, people wont want it there...
    3. Rataska
      Rataska
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      Looking at the images again, it looks to have been moved from just south of Whiterun to south of Falcreath. Good idea. THere are less things in that region to conflict with.
    4. sgf1974
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      Yep... lots of big changes from the original version.
  5. Robsongolightly
    Robsongolightly
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    Going to look at this mod tomorrow, is there a chance it will have labelled chests, so I know where I store stuff, like smithing, armor, weapons, etc.
    1. sgf1974
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      Yes, it does (as of version 1.1). All the chests, satchels and barrels are labeled. In fact, the only thing that is not labeled is a sack near the merchant. You can store stuff in the sack if you like but I never do. It's mainly there for looks.
  6. tekener11
    tekener11
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    kannst du betten dazufügen



    thanks for nice mod

    beds to sleep
    1. sgf1974
      sgf1974
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      You're very welcome. I'm glad you like it.
  7. XxFigmentxX
    XxFigmentxX
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    Very nice little player home. It's not really my style, as I like bigger spaces and I like to display EVERYTHING, but that's just me. Not everyone is like that.
    I really only see two or three things I'd add to it.
    1. A vendor of some sort, with enough cash to handle large transactions. Not game breaking of course. Maybe 8-10K max since this is close to the starting area.
    2. A Housecarl/follower of sorts. Maybe even potential spouse.
    3. Navmesh. Currently there's no navmesh inside, which means peoples' followers won't come inside. (You'll need to tweak navmesh outside by the trapdoor as well)
    I'm still learning the CK myself, and Navmesh is still the bane of my existence. I can get followers to enter some of my dwellings...but not others.
    This is the tutorial on Navmesh I used. It allowed me to at least get basic navmesh knowledge.
    http://www.creationkit.com/Bethesda_Tutorial_Navmesh
    Keep it up. It's very well done with the lighting and clutter. It feels cozy. I'll endorse once I'm allowed to.. (Stupid timer)
    1. sgf1974
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      Thank you for the suggestions. Version 1.1 is in the works and I've added 2 rooms, more weapons plaques and mannequins, a dragon priest altar with working mask busts, a merchant with just over 10,000 gold and 2 bookshelves that hold 96 books in all (18 books per shelf). I also added a nav mesh to the entire interior and named the chests, barrels and satchels. Oh, and I fixed the nav mesh for the exterior. A follower/housecarl will come in a later version (and perhaps a marriable character in a much later version) but for v1.1, I just need to add more clutter to the new rooms (for aesthetics) and I'll be uploading it next weekend. Thanks again!

      EDIT: Version 1.1 is available for download.

      EDIT 2: Version 2.0 is complete and available for download. It includes a follower whom you can marry if you so choose, and a merchant.