For some reason when I install this mod and try to load my save, it gives me the "this save contains files no longer here" message box. Which makes no sense since I didn't uninstall anything, I'm just adding this mod. I'm using mod organizer if that helps at all (recently switched finally) and it says there are no esp's missing.
Edit: Nevermind I just hit the 255 mod limit haha! Silly me
Great looking mod, first off. I have found that it conflicts with Expanded Towns and Cities ( http://www.nexusmods.com/skyrim/mods/13608/? ) which I have been using in my save game. Probably for this reason, I can't locate the bill of sale, plus several buildings and animals are clashing due to buildings and animals added by ETaC and this mod. Any chance of an ETaC compatibility fix or a version with just annie and equipment for sale at the Whiterun stables or elsewhere?
I could probably go into CK and edit the files to make a slimmed down version just for myself, but others may want this too...
Otherwise, great mod, and great idea. I can't believe this the only mule/donkey mod anyone has made. I guess everyone else just either uses their (modded) horse to carry loot, or Lydia. Haha
I have the same problem. Honestly though, I don't care at all about a farm being added somewhere in the world, I just want someone who will sell a mule. It would be nice if that person were at a stables somewhere so incompatibility wasn't an issue. Or, at the very least give us the codes (or even the names) of the NPCs and items we need to get the mod to work, so we can place them somewhere else.
The whole "If you can't find it or this spot is taken by another mod you'd rather use, then do this" part of a mod's description is an excellent common practice that this mod needs.
I don't use expanded towns and cities. So you will have to ask them to make a patch and place the farm somewhere that dosn't conflict. You buy Annie or Mike from the farmer who also sells all of their spells and equipment the bill of sale was in the beta version only.
This is such a bummer. I'm planning to start a new playthroung as a khajiit merchant who had to flee from Elswyer. When I saw this I could already see my caravan, the biggest and most profitable one in the hole of Skyrim. Any chance at all for a version that adds just the NPC that's selling them? Whiterun area is notorious for it's instability in a modded setup and adding anything to that area will most likely conflict with at least a thousand mods, loI. I imagine it's not a hard thing to do if you know your way around the CK, but that's out of my league. Anyway, thanks for sharing, will endorse regardless.
Great mod. But i have one issue. Sometimes when i tell Annie to stay in city and aggro for example fish when im alone quite far away from her and target remains on my minimap im not able to talk to Annie at all and it forces me to go back and kill that one fish. And i also tried the grey texture replace to make mule look more mule-ish but sadly it is not working.
Awesome mod. Got problem with dialogue but made it working by save and load and i can confirm it works just fine with immersive horses Also wanted to ask about this grey texture replacer. It seems it didn't change anything for me. Does it need to be put manually?
Again thanks for awesome mod. Was looking for something to make my immersive travelling even more immersive
Really a great mod and a great idea, I love to have Annie follow me around, although some times she's really out of place (like in Dragonsreach). The only bug I've found so far is that sometimes if I put weapons or shields in Annie's inventory they didn't display, opposite to what happens in the pictures. Mike works fine so far.
If you have multiple weapons and shields they equip the most expensive. No way around that without making a script that would have to contain every possible combination.
I would be fantastic if there will be an option two have only the mule (i find it a fantastic immersive idea) but since i have other cities mods and i plan to start my play through as a beggar, I do not want to be given anything "for free". Is there a way to it?
When you buy Annie and or Mike from the farmer their custom dialogue is active. They don't need to be adopted. The already have spells to summon and place a home marker for Annie. The ride mule will go home after awhile and Mike will stay anywhere you leave him.
309 comments
Edit: Nevermind I just hit the 255 mod limit haha! Silly me
I could probably go into CK and edit the files to make a slimmed down version just for myself, but others may want this too...
Otherwise, great mod, and great idea. I can't believe this the only mule/donkey mod anyone has made. I guess everyone else just either uses their (modded) horse to carry loot, or Lydia. Haha
But a compatible version with ETaC would really be great!
The whole "If you can't find it or this spot is taken by another mod you'd rather use, then do this" part of a mod's description is an excellent common practice that this mod needs.
I love Annie... but the Farm is crashing into three of my other mods
Actually, the whole Farm is inside the Garden of one of my Player-Homes and only work barely together with "Elysium" by setting load order...
You buy Annie or Mike from the farmer who also sells all of their spells and equipment the bill of sale was in the beta version only.
Otherwise awesome mod
Again thanks for awesome mod. Was looking for something to make my immersive travelling even more immersive
I would be fantastic if there will be an option two have only the mule (i find it a fantastic immersive idea) but since i have other cities mods and i plan to start my play through as a beggar, I do not want to be given anything "for free".
Is there a way to it?
Tx again for your mod
You have to buy everything from the farmer there is no free.