Hey all sorry for the lack of support, im back for a bit and will be looking into bug fixes, can anyone give me a complete list of current bugs i can look into?
This is pretty great, endorsed! The weapon plaques still don't seem to be working. Also, the Dwemer pumps in the lab and waterfalls inside the home seem quite loud--any way to make them a bit softer? Great mod!
hmmm my weapon plaques are working, can you give me a list of the mods you are using? and yes i can quet them down! Rayek planned on doing that before he ceased development. Thank you!
Found a bug. Whenever I enter from the hide out from within or behind the chapel, I spawn in behind the sewer grate. I am totally immobile there. Even turning collision off is useless. I had previously used the "unlock" command to open the sewer grate out of curiosity. Using "lock" to restore it did not aid the issue.
Keep at it man! This place seems promising, I loved the original but opted for holmwood because of it's beautiful dawnguard theme, but you may have just fuses the reasons I loved each mod together in this.
Let me start by saying your expansion of one of my favorite housing mods was inspired. That being said, It was really glitchy. Your choice of rooms to add was perfect, and the vampire hunter's theme was fantastic, but there were several problems. The map marker from the original Rayek's end was still active. The second, all of the Mannequins kept hiding the clothing upon exit. Yes, I am using the mannequin fix, and it does not happen at any of my other houses. Lastly, in the armory the weapons racks will not allow removal of weapons placed on them, and will allow a second weapon to be placed over the first. If you can address these issues this will be my and I'm sure many other people's favorite house mod.
Sorry to post twice, but I ran into a couple of bugs. In the old location (where Rayek's End was originally located) the map marker is still there, and the rock is kind of buggy that you placed over the entrance if you go near it.
The new location and changes you made are awesome though
Does this mod conflict with the original? I'd like to try it out, but Rayek's End has been my favorite starter home for years.
I also noticed 7 loose meshes which would install outside of any subfolder. Most would seem to belong in the \AARS\FoodContainer subfolder. I imagine KeyHolder.nif would belong under Clutter.
Yes it will conflict with the original, for i have made some small changes to the entrance of the base. I will fix the loose the meshes in the next update, however i dont think it will break any of the meshes in game. If it does please let me know.
I can take a look at it if/when I get some free time, but the general stores mod page has some tips for intergrating GS into your mod and how to make any object a GS container. It really easy to follow and requires very little modding knowledge. There are also some helpful how-to screenshots packaged with the mod itself.
That would be wonderful, i just dont have a ton of time to work on this, this was my own personal mod that i decided to upload when Rayek gave me permission
Nice! Loved the original Rayek's End. I had to uninstall it though because it kept crashing my game (never found out what was causing it ) but NOW I can use it again, a new shiny version!
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The new location and changes you made are awesome though
I also noticed 7 loose meshes which would install outside of any subfolder. Most would seem to belong in the \AARS\FoodContainer subfolder. I imagine KeyHolder.nif would belong under Clutter.
Be back to Endorse when I can!