Skyrim
0 of 0

File information

Last updated

Original upload

Created by

Luxrah

Uploaded by

Luxrah

Virus scan

Safe to use

214 comments

  1. Luxrah
    Luxrah
    • premium
    • 191 kudos
    Locked
    Sticky
    SPECIAL EDITION VERSION
    Get it here, and be sure to thank TechAngel85 for porting it!
  2. TechAngel85
    TechAngel85
    • premium
    • 490 kudos
    Locked
    Sticky
    Update: September 2019
    Personally, I have decided I will no longer be updating this LE version of the mod. All future development will be completed on the SE build: https://www.nexusmods.com/skyrimspecialedition/mods/8766
     
    This does not mean Scarla may not return at some point to make an update. It's just that I, Tech, am focusing all my future modding on Skyrim SE.
     
     
  3. sisokko
    sisokko
    • member
    • 0 kudos
    Good thinking, thanks. There are some seams tho, but its okay.
  4. molleken
    molleken
    • member
    • 3 kudos
    hello,
    i was wondering if it is possible for a patch for anna's breezehome, since that mod places the fireplace at the opposite side, with breezehome firepit removed there is no problem but that one is not properly navmeshed...
    but if it is not possible, then it's ok, it's only i like the look of the chimneys....
    Greetz from Ninove, Belgium
  5. promitroy
    promitroy
    • member
    • 9 kudos
    Compatible with JK's Skyrim LITE version?
  6. aunpasso
    aunpasso
    • premium
    • 2 kudos
    You had me at No More Carbon Monoxide Poisoning.
  7. DreamerSteamer
    DreamerSteamer
    • member
    • 5 kudos
    Hey thanks for the new patches ^^

    One minor request, could you upload the Wyrmstooth patch for the last Nexus version as an optional file? A lot of other mod authors only support this version and I wouldn't want to choose between farmhouse chimneys and some other mods (Tweaks&Enhancements, Skyfalls&Skymills, Legacy of the Dragonborn, etc.)
    1. TechAngel85
      TechAngel85
      • premium
      • 490 kudos
      It should work the same as long as no houses where moved around. Unless the esp is named differently, it should work for both versions.
  8. spaven
    spaven
    • premium
    • 19 kudos
    Just installed and noticed that the plug-in 'FarmhouseChimneys.esp' was not flagged as an ESM. This was choosing:

    Base Selection
    - Expanded Towns & Cities

    FYI - wasn't sure if that was intended or not based on the release notes.
    1. smokeybear187
      smokeybear187
      • premium
      • 19 kudos
      I've encountered this as well.
    2. TechAngel85
      TechAngel85
      • premium
      • 490 kudos
      That's a different case and I didn't really want to mess with that plugin because it's a replacement for the main plugin rather than an addon. ETaC is being rebuilt anyway and that plugin is only there for the users that still use the old version.
    3. spaven
      spaven
      • premium
      • 19 kudos
      OK, so that's not supposed to be flagged as an ESM when you choose ETaC - roger that. Thanks
  9. Rusey
    Rusey
    • premium
    • 508 kudos
    Hmm, so the switch to .esm. Coming to SE? :)
    1. TechAngel85
      TechAngel85
      • premium
      • 490 kudos
      I will be porting everything to SE. I hadn't yet due to the nightmare with all the merges. Now that I don't have to worry about that, I can work much more quickly and efficiently when updating this mod.
    2. Rusey
      Rusey
      • premium
      • 508 kudos
      Haha I definitely sympathize about the merges. Thanks for the response :) I'll hold off on my new playthrough/DynDOLOD building for a bit then.
  10. DreamerSteamer
    DreamerSteamer
    • member
    • 5 kudos
    Just wondering, any possible additional patches will be delayed until after the release of STEP 3.0 right? Just waiting for winterhold rebuild and helgen reborn ^^
    1. TechAngel85
      TechAngel85
      • premium
      • 490 kudos
      Actually, I have an update. Scarla did some (Helgen Reborn being one of them) and gave me the files. I'm just trying to find the time to sit down and redo the FOMOD.
    2. DreamerSteamer
      DreamerSteamer
      • member
      • 5 kudos
      Oh that is great to hear, looking forward to it :)
  11. Exalerion
    Exalerion
    • premium
    • 99 kudos
    As much as I appreciate the efforts you put in improving the FOMOD installer, I kinda wish you hadn't done the conditions thing as I think it only makes things more complicated for you, and I don't know what's happening under the hood. I ended up with duplicates of the Falskaar and Wyrmstooth patches, the 2 separate plugins and the merge plugin (and duplicate FOMOD options for that as well, which is probably the reason). Besides that, I didn't get to pick any other merge, which means I'll have to merge them myself (CRF, MaS, Arthmoor AIO, Falksaar + Wyrmstooth -- not merged, is that correct?) to save slots I need.
    The thing is that I just don't like the idea that the installer is supposed to be "smarter" than me, and I don't have the option or possibility to control my selection myself. I want control, I know how to tick boxes, that's why I use MO after all. I've installed more mods that use conditions in their installers, and I always end up checking every single selection (or deselection)... Also, when editing or merging other mods, plugin names may change, causing them to remain undetected. It's not your responsibility to deal with incapable people reporting false bugs if the instructions are clear and correct. Just my 2 cents.

    My main concern is just that the FOMOD installer doesn't work correctly for me (I didn't alter the automatic selections), as it selects "New Lands Merged Plugin" twice in 2 different steps, giving me 3 plugins for Falskaar and Wyrmstooth.
    1. TechAngel85
      TechAngel85
      • premium
      • 490 kudos
      Thanks for the feedback. The conditions are actually a lot easier to work with and creates a lot cleaner coding. I've been writing FOMODs for a long time and when mods start having complicated installations with a lot of options, conditions are the way to go. You can reduce the code by thousands of lines. This makes it far easier to manage and update on the author's side. Though I will admit it does make it a lot harder for users to figure out the code, if they're not familiar with FOMODs. Those whom are comfortable with coding FOMODs will still have to figure out the conditions, but it's not too difficult...just more time consuming. However, I'm not concerned with that. The vast majority of users will never look at the FOMOD coding.

      You have to have the required plugins active in your load order for you to be able to select the merge patches that are available. I'm not sure how you would end up with two copies of those plugins, though. They should be overwriting one another when conflicts are present. The only way they wouldn't is if the MO Team changed something in the FOMOD installer. I'll have to look at it. Might just be a simple condition flag.

      The thing is, users who don't know how to select the correct options are far greater than those like yourself. If I didn't make the merged plugins options usable only if the correct plugins are installed and active, a lot more users would get crashes and come complaining here. I don't have time for that kind of user support when I manage as many mods as I do, run STEP, and still have my RL to deal with. Advanced modders who wish to get around this can install it using BAIN and select the options they desire. Else, I assumed those creating merged patches would likely merge the options they selected themselves. This way those users would have a custom merge for their setup...and likely save a few more plugin slots since instead of having several merged patches from this mod, they'd only have one.

      I can't please everyone so I have to do what is fastest with the less maintenance for myself, while considering the other 800 users who may not be knowledgeable enough to know what options they need or even qualify for.
    2. Exalerion
      Exalerion
      • premium
      • 99 kudos
      Hi TechAngel, thank you for your quick and elaborate reply. I am actually familiar with conditions (conditionflags), but I've never used them to such an extent. I write FOMODs for my mods myself because I like to learn/figure out and control thing myself (as you might have guessed already haha), but the largest one doesn't extend 1000 lines so yeah.. I use conditions more to make the installer more fancy and organized, rather than to decrease its size (in my case it usually makes the code larger, but I don't work with plugin dependencies for people's loadorders, but just the options chosen). But my mods aren't that complicated yet so... ^^ But thousands of lines is indeed substantial! I completely understand and respect your choice.

      Well, I guess I don't qualify for most merged patches since I mostly don't select all options from a certain group/subject. But the 2 copies thing is strange yeah.. Although you might misunderstand it a little bit, I get these plugins: *Falskaar.esp, *Wyrmstooth.esp and *Falskaar+Wyrmstooth.esp. So they're not literally duplicates, but I shouldn't be getting those 2 loose plugins. I use MO 1.3.15. I guess it's just some minor mistake in the FOMOD code yeah, I hope you can track it down! I assume the plugins themselves are valid and I can just disable the 2 loose ones?

      Again, I appreciate the time you took to explain your reasons, and it totally makes sense. Just make sure the FOMOD is solid haha! I'll just make a custom merge, since I already do that for many other mods as well, so that's only a matter of a few clicks
    3. TechAngel85
      TechAngel85
      • premium
      • 490 kudos
      Ah! Thank you for clarifying that! I would have been looking for the wrong thing. ^_^

      Yes, the combined plugin would be the merge, so you can disable the other two or remove them.
    4. Exalerion
      Exalerion
      • premium
      • 99 kudos
      Haha no problem. Alright, thanks =)
  12. KIPdeKIP
    KIPdeKIP
    • member
    • 1 kudos
    I'd also love compatibility with Arthmoor's Skyrim Villages.

    In addition, Jonx0r made Wyrmstooth available again. So please add it to the merge patch.