A note about Shawk's NPC: If you are not aware of the history of these mods, they were some of the first and best house mods to be released before the CK even came out. Shawk was making mods before anyone else. I restored Shawk's NPC out of respect for the author and for nostalgic reasons. I will not be releasing any versions without him or any of the other NPCs. When you talk to Shawk's NPC he made, he tells you that if you don't like him there, you can disable him using the console command 'disable'. Feel free to disable him if that is what you prefer. Also Shawk's NPC talks about donations. Unless you have been living under a rock for five years you know that website doesn't even exist or work anymore. Use some common sense and just ignore that.
I know there's no point in commenting as this mod is once again dead. but i have to say that the merchant in the hideout is bugged. I have taken the bounty i have collected from playing my character until level 48 that i hadn't managed to sell and drained the merchant down to 65535 gold pieces and he wont give up any more gold beyond that. It's that exact ammount he won't go beyond and i have atleast another 20k in merch to sell to the merchant. I didn't want a total merchant mod... just to sell off all my excess baggage to him.
I have never used a merchant that extensively. However a merchant should go from 0 to some number. If the range of gold they will work with is 0 to 65535 then that's because Bethesda decided to use a 16 bit unsigned integer which the limit is exactly 65535. It's programming and can't be changed except in the EXE itself.
This is a consistent problem with both the merchant and the bartender. Merch starts with 81k ish gold and will go up and down from there but never under 65535. With the barkeep, because he's a trainer, the lower limit is pretty arbitrary, you can't get all your money back. He's currently stuck at over 100,000 gold and won't cough up if I try to sell to him.
If 65535 is a hard limit, could they both start with less than that?
I have been using the original version of this for a long time. I wanted to see if the update gave as much as it promised. However, I have run into a major problem. I did a clean save and uninstalled the old version. I installed the updated version and when I attempted to run SKSE through MO, the game started completely without SKSE. As if I launched just skyrim. Not sure what the issue is, but I was very disappointed. I redownload the 3 dlc update again and still had the same problem. Any ideas how to fix this? And to clarify, this is for LE and not SE, correct?
Not sure if the author is still working on this but I'm constantly having quest markers showing at Honeyside, even though I don't have honeyside unlocked yet. This is kinda annoying, hope there's a way to fix it. Also I get a lot of lag spikes when in the hideout but only there. I don't have lag spikes like this anywhere else in the game
Just to let you know, random NPCs will use the hideout as a travel path when you have unlocked 2 or more of the doors. To combat this I opened the plugin in CK and switched all the house doors in the hideout to "minimal use" variants, and if they didn't have one I created one. I'm going to have to do so again since it didn't survive my last game cleaning (completely on me, I forgot to back it up), but I just thought I would give the heads up about this particular problem.
Also, I try to refrain from saving within the Hideout. The timescale goes all screwy on me when I load a save in the hideout, and I haven't figured out where in my modlist the incompatibility is yet. Kinda reminds me of a problem I was having with a mod of mine for Fallout 4 though, when I first started creating it.
Don't know if this will get answered, as this is so old.
However...
Just upgraded to the from the original mod, my favourite player home, and I have a few questions.
The mannequins are alive. They're moving like real npc's. It's very disconcerting, and I would like the static mannequins. It's there a way of changing them?
The doors around the Nocturnal shrine don't go anywhere. This maybe due to me having the none DLC version. Instead of the DLC one. If not, will they be fixed.
Lastly I don't like npc's in a player home. They feel like uninvited guests. That goes for any home mod. Not just this one. Can I just kill them to remove them? Or will it break the mod script?
Yep that's baked into the save. If you start a new game it might not. I had to do tricks to prevent that but it's really hard to do. it's pretty much a Bethesda Bug.
This script from the original Skyrim lets you switch your mannequins between "living mode" and "statue mode". It works with SE without any need for conversion. https://www.nexusmods.com/skyrim/mods/10652
Just re-installed this after starting a brand new game. I have the correct version as i have all the DLC's. It works fine until i purchase the land from Falkreath's steward then if i try to enter the hideout i get CTD's regardless of using Breezehome entry or the retreat's entrance. Is their a place it should be in Load order or any thoughts on what i might have done wrong please?
Not sure. I would have to play and get that. But the idea was that you had to buy the land and build the house before you could do anything and I didn't ever get any CTD.
A stupid problem need help! I search everywhere both two Dark Brotherhood...but still can't find the trapdoor...... may anyone help a stupid dovahkin @@?
I have not played this in a long time but I remember it being on the left side of the room. But what to call the room, I have no idea. The big one with the tables.
I like this mod, but in my opinion, there are to many freebie's. I like to play my game with lots of immersion mods.
Some of my mods give weight to things like gold and lock picks, finding a 100,000 gold pieces throughout the mod, not to mention all the magic, ore and ingots. Is a little extreme, but they do make the place look fantastic.
Is it possible to maybe decorate the mod with other things? Or at least have quests of things that need to be done to access these bonuses (cheats).
I know a lot of players like all the extra goodies, but it takes away from the fun of having to find, quest for or work for such items.
I also have one warning, when you find the book your story, there is a web site listed for donations to get your story. When you enter the site in your browser you get some real odd pop ups, even when you have ad blocker.
Although, I do not believe this is intentional, use caution. To the owner of the site and mod, please try to fix this or find out what is going on.
So that is just someone taking advantage of the original authors website. I can remove that but again this is left as it was by the author aside from my changes.
As far as quests and stuff yeah I get that but I may and may not ever change that. Again that's sort of how it was to some extent. There were even some items in the CELL but were not accessible so I moved them to where a player could get them. Others have mentioned that but what is there is pretty intentional.
It's not an actual pickaxe, but you can discover the enchantment by destroying it and then reenchant other items to boost your smithing, theoretically.
226 comments
If 65535 is a hard limit, could they both start with less than that?
Also, I try to refrain from saving within the Hideout. The timescale goes all screwy on me when I load a save in the hideout, and I haven't figured out where in my modlist the incompatibility is yet. Kinda reminds me of a problem I was having with a mod of mine for Fallout 4 though, when I first started creating it.
Don't know if this will get answered, as this is so old.
However...
Just upgraded to the from the original mod, my favourite player home, and I have a few questions.
The mannequins are alive. They're moving like real npc's. It's very disconcerting, and I would like the static mannequins. It's there a way of changing them?
The doors around the Nocturnal shrine don't go anywhere. This maybe due to me having the none DLC version. Instead of the DLC one. If not, will they be fixed.
Lastly I don't like npc's in a player home. They feel like uninvited guests. That goes for any home mod. Not just this one. Can I just kill them to remove them? Or will it break the mod script?
Love the update.
Thanks for the hard work.
https://www.nexusmods.com/skyrim/mods/10652
I search everywhere both two Dark Brotherhood...but still can't find the trapdoor......
may anyone help a stupid dovahkin @@?
mod V10.5 all DLC
Some of my mods give weight to things like gold and lock picks, finding a 100,000 gold pieces throughout the mod, not to mention all the magic, ore and ingots. Is a little extreme, but they do make the place look fantastic.
Is it possible to maybe decorate the mod with other things? Or at least have quests of things that need to be done to access these bonuses (cheats).
I know a lot of players like all the extra goodies, but it takes away from the fun of having to find, quest for or work for such items.
I also have one warning, when you find the book your story, there is a web site listed for donations to get your story. When you enter the site in your browser you get some real odd pop ups, even when you have ad blocker.
Although, I do not believe this is intentional, use caution. To the owner of the site and mod, please try to fix this or find out what is going on.
As far as quests and stuff yeah I get that but I may and may not ever change that. Again that's sort of how it was to some extent. There were even some items in the CELL but were not accessible so I moved them to where a player could get them. Others have mentioned that but what is there is pretty intentional.