I don't think there was ever a door for that. I don't think I added it because once fully stocked it would be a pain to collect from over 100 mannequins, and then from all the weapon and shield racks, and chests. It's in version 4 though.
Hello! Just uploaded about 35 screenshots of the new interior decorating I did on your great keep. Some of the rooms you will probably not recognize any longer LOL. I spent about 20 hours on the revamp of the interiors. I hope you like what I've done. Now that I have it looking the way I want inside, I am using this great castle as one of my primary homes. Thanks again for the work you did on this one. Let me know what you think!
that keep is awsome,amazing,simply my favorite castle for good or neutral characters,if i make some royal character one day..i might use it as i am stunned at the wonderfull look...added to favorites for now tought..so i may easly find it
Hope you are still around for this one. I LOVE this keep. I've spent about 15 hours "redecorating" the inside to make it more suited for my character. I am planning to upload the screenshots if you'd like to see what I've done with the interior. I don't think you'll recognize some of the rooms. But before I uploaded them, I wanted to make sure you are still here with this mod. Please respond to this if you are!
Yeah I'm still around I just had to stop modding for a while to work on real life. I was working on Wrye Flash/Bash a little as well. Not sure exactly when but I plan to work on this again. I still have to finish the armory I showed in the video but the only thing I really need to do is link all the mannequins to the script so the buttons work.
This looks great. Really like the changes you've made. Just a suggestion. You mention all the doors to the other player houses and that you are not sure what to do with them. My suggestion is to just get rid of them. A lot of us out here have mods that drastically change the interiors of the vanilla houses. When mods "add doors" to these, they end up conflicting with the house changing mod we have. I'm not sure why anyone would want doors to their other houses anyway. Fast travel is just as easy. Will be tracking this for future updates! Best, Curt
Thanks curt. I know what you mean. I don't really want to have a bunch of patches for the Dovahkiin Hideout to fix compatibility issues with other mods like Better Hjerim. I just released a patch so that the door to the Hideout wasn't underneath the stairs. Also in Betther Hjerim the NavMesh needs to be updated. The part that should go up the stairs goes through the wall instead.
With the most recent release of the Dovahkiin Hideout I added seven new doors. Initially I had them in the main part of the hideout but when I tried to enter the Hideout, I had an infinite loading screen. So I added the Compact edition as a replacement for the Dungeon and put the doors there instead. That fixed the issue.
You just gave me an idea for the next evolution of the Hideout and how I can resolve issues like that. In an earlier release of the Dovahkiin hideout I fixed the Dovahkiin Amulet so it returns you to the Hideout. I think I will add teleport stones instead. Teleport stones only need to have a marker assigned to them as the destination for the player. I can assign the COC marker as the destination because that is pretty standard for most locations in the game. I suppose an author might move the COC marker slightly but authors of vanilla house remodels normally don't delete them. Then the player can activate the Amulet by putting it on and return to the Hideout. That will also eliminate the need for a teleport stone in the Vanilla Home to return you to the hideout and having it's placement be an issue the same as the placement of the doors.
Thanks for stopping by because now I know how I will resolve this.
Well, I'm glad I could help LOL. Thanks for the reply. I've got this on track and will watch for your updates. There are many reasons I like this, but on big one is mannequins. I don't think houses can have enough mannequins, especially with all the armor mods out there. It looks so impressive to me to walk into like an "armory" hall with a ton of mannequins fully dressed in many beautiful armors. I also like to see a lot of shield plaques because there are several mods that have custom shields. I have 2 or 3 homes that I got simply because they had an extra 9 mannequins on one wall so that I could dress them in all of the hold guard armor. I'm a "hoarder" in this game, so I own like a couple of dozen homes/castles with tons on mannequins all dressed in each house. Gives you a reason to keep fighting and picking up loot because you have houses to fill!! LOL Again thanks for your response. I look forward to your improvements! Best, Curt
I made a really insanely vaulted ceiling in the Dovahkiin Hideout just for fun. You can't really see it in this screen shot but I had added another level. So you had the first tier which was a ground floor, the second tier was like a space or buffer, the third tier was the second floor and the Fourth tier would have been the ceiling. It started to look insane so I saved it for future reference.
I'll consider making an Armory with a viewing platform in the middle. I'll add chairs tables, fireplaces and all that stuff for you to sit in and enjoy the view. Then you can admire all the mannequins around the edges. I already have a teleport stone in the Hideout that just moves the player without causing loading screens. I'll use that so players can teleport around to put the armor on all of them.
You are a good guy! Great look in the screenshot. Please don't do extra work because of my "likes". You do what you want because this is your mod. I'm just anxious to see what you do with this. Hope you have a great New Year! Best, Curt
Don't worry, it's okay. I want to try different things and see what I like or don't like. I already like the Living quarters in the Hideout with the vaulted ceiling. I want to see what I can do with the Armory.
I put up a concept video for the Armory on the Description page.
I was able to add 130 Mannequins to the new Armory. I wonder, should I put a partition in the middle and add more?
Edit: I think one Mannequin, two weapon racks, and a Shield all close to one another would be nice for a Suit or Armor. That covers Dual Wielding, or a Shield and Board, or a 2H bow setup so you could store everything in some organized way. I added a Partition in the middle I'll see about doing something similar there. I'm not sure I can keep all 130 mannequins though because having the weapon rack and the shield rack next to each other takes up a bit more space so it looks right. I uploaded a screen shot of the Mannequin Setup.
I would absolutely love for you to follow up with your "suit of armor" concept. It's always bothered me that you can't equip mannequins with the weapons that go with the armors you're displaying. Your solution sounds like a good one.
And btw, thanks for all the effort you go through working to preserve old mods and keep them useful. You're doing great work and it's really appreciated.
Will the current uploaded version be compatible with Arthmoor's Alternate Start: Live Another Life mod? Most of the newer updates start the player and statue of Mara in a back cell in the Abandoned Prison. I've been wanting to try this one out, since you're doing awesome on all of Shawk old mods.
If his mod starts in the Abandoned prison, then no this will not conflict. I only made the CK quit complaining about the door not sitting on a NavMesh. However, for my next release I will not be resolving that since the USKP does. So I will remove the changes to the cell marked #5 in the screen shot, and the Prison cell itself.
This looks spacious. I've been using some smaller homes and they're wonderful but I'm at the point where I'm looking for a large home for some of my things!
Thanks. The new armory might end up being a bit too large for some but I am hoping that those with the need for a lot of mannequins like it. I'm going to leave the smaller armory in the mod so those who only need about 30 mannequins have that instead. Once I make the next release I'll start taking reports of which racks, bookshelves, mannequins aren't working and start getting those fixed.
a map is a reasonable request (and a must have for me) as it will indicate to a large degree if there might be a mod overlap and conflict that will CTD my game BEFORE I go into it and then have to clean up /repair the mess it makes. and a second benefit is it shows the mod author cares about that kind of thing ... just sayin will track but until a accurate map shot is up I will be another "wait to see" it does look good but not worth a ctd to me personally.
I mean this in a nice way but it will have a note, although only a little, but a note of sarcasm.
You do know I am the co-updater of TES5Edit right? I may not know how to make light switches, I may not know how to make the interiors customizable, and I may not know how to decorate like Elianora. I have a lot to learn and I can't do some things like DarkFox127 either. Depending on what you are doing the CK can be pretty complex. However, I know the inner workings of plugins and their structure almost like the back of my hand.
With that said, you should not CTD with my mod installed. Why you ask? Because I know how exterior cells work. Look at the last screen shot I uploaded with the green squares. My mod alters cells 1 through 4. However, the CK will alter the adjacent cells because of the NavMesh changes. The CK makes some changes to the NavMesh of the adjacent cell so it's properly joined to the cells I have altered. If it didn't do that then NPCs would not cross over the green line into the cell.
I put Cell 5 in the screen shot because it's the Abandon Prison. Outside the prison there is no NavMesh so the CK was complaining. That is fixed though in 2.0.1 of the Unofficial Skyrim Patch. Since I only learned that today before making this post I will probably remove my changes to that cell and the prison for the next release.
Most authors don't take time to look at the CK's EditorWarnings.txt file. They also don't undelete NavMeshes that the CK has removed. So when you enter a cell that has not been properly managed the game will crash. A good example of that is Elvenwood and Helgen Reborn. Prior to the new release of Helgen Reborn in 2014, which I have not tested, it altered cells that Elvenwood was altering as well. It probably still alters the same cells but I don't know if the author updated the NavMeshes.
I fixed Elvenwood's exterior and provided a fixed plugin of Helgen Reborn's exterior cells so that they would play nice together. I gave it to the author of Elvenwood and mentioned he could provide it for testing and then contact Mike Hancho, the author of Helgen Reborn offering the fixed plugin. I don't know what ever came of it.
If authors don't take the time to manage that stuff mods cause issues. So if you do crash uninstall the other mods first because I have properly managed my exterior cells. I would be willing to bet I could find tons of errors in any mod that alters similar cells that could lead to issues.
@ Sharlikran, nicely put and just earned my respect. I have been looking at mods in the CK for almost a year (not including Oblivion and Morrowind) and the more I learn about the 'correct' way to make things, the less I trust mods that I download. The less I trust them, the more I must learn so that I can make my own (yeah, I released one, but it is only a baby compared to all the stuff I want to continue to learn). CK can be a headache for people...especially when you are a 'perfectionist' type of person. It has bugs and it is amazing how people find ways to work around the bugs lol. People forget that it isn't a matter of dropping a few things into the window screen and walla, you have the perfect mod for them to love and adore. The more features a mod has, the more hours and headaches the mod maker has.
At any rate, thank you for your time and work. Keep it up!
32 comments
Shouldn't be here some big armory? Where can I find the entrance?
Thanks
Hope you are still around for this one. I LOVE this keep. I've spent about 15 hours "redecorating" the inside to make it more suited for my character. I am planning to upload the screenshots if you'd like to see what I've done with the interior. I don't think you'll recognize some of the rooms. But before I uploaded them, I wanted to make sure you are still here with this mod. Please respond to this if you are!
Best,
Curt
With the most recent release of the Dovahkiin Hideout I added seven new doors. Initially I had them in the main part of the hideout but when I tried to enter the Hideout, I had an infinite loading screen. So I added the Compact edition as a replacement for the Dungeon and put the doors there instead. That fixed the issue.
You just gave me an idea for the next evolution of the Hideout and how I can resolve issues like that. In an earlier release of the Dovahkiin hideout I fixed the Dovahkiin Amulet so it returns you to the Hideout. I think I will add teleport stones instead. Teleport stones only need to have a marker assigned to them as the destination for the player. I can assign the COC marker as the destination because that is pretty standard for most locations in the game. I suppose an author might move the COC marker slightly but authors of vanilla house remodels normally don't delete them. Then the player can activate the Amulet by putting it on and return to the Hideout. That will also eliminate the need for a teleport stone in the Vanilla Home to return you to the hideout and having it's placement be an issue the same as the placement of the doors.
Thanks for stopping by because now I know how I will resolve this.
I'll consider making an Armory with a viewing platform in the middle. I'll add chairs tables, fireplaces and all that stuff for you to sit in and enjoy the view. Then you can admire all the mannequins around the edges. I already have a teleport stone in the Hideout that just moves the player without causing loading screens. I'll use that so players can teleport around to put the armor on all of them.
I was able to add 130 Mannequins to the new Armory. I wonder, should I put a partition in the middle and add more?
Edit: I think one Mannequin, two weapon racks, and a Shield all close to one another would be nice for a Suit or Armor. That covers Dual Wielding, or a Shield and Board, or a 2H bow setup so you could store everything in some organized way. I added a Partition in the middle I'll see about doing something similar there. I'm not sure I can keep all 130 mannequins though because having the weapon rack and the shield rack next to each other takes up a bit more space so it looks right. I uploaded a screen shot of the Mannequin Setup.
And btw, thanks for all the effort you go through working to preserve old mods and keep them useful. You're doing great work and it's really appreciated.
You do know I am the co-updater of TES5Edit right? I may not know how to make light switches, I may not know how to make the interiors customizable, and I may not know how to decorate like Elianora. I have a lot to learn and I can't do some things like DarkFox127 either. Depending on what you are doing the CK can be pretty complex. However, I know the inner workings of plugins and their structure almost like the back of my hand.
With that said, you should not CTD with my mod installed. Why you ask? Because I know how exterior cells work. Look at the last screen shot I uploaded with the green squares. My mod alters cells 1 through 4. However, the CK will alter the adjacent cells because of the NavMesh changes. The CK makes some changes to the NavMesh of the adjacent cell so it's properly joined to the cells I have altered. If it didn't do that then NPCs would not cross over the green line into the cell.
I put Cell 5 in the screen shot because it's the Abandon Prison. Outside the prison there is no NavMesh so the CK was complaining. That is fixed though in 2.0.1 of the Unofficial Skyrim Patch. Since I only learned that today before making this post I will probably remove my changes to that cell and the prison for the next release.
Most authors don't take time to look at the CK's EditorWarnings.txt file. They also don't undelete NavMeshes that the CK has removed. So when you enter a cell that has not been properly managed the game will crash. A good example of that is Elvenwood and Helgen Reborn. Prior to the new release of Helgen Reborn in 2014, which I have not tested, it altered cells that Elvenwood was altering as well. It probably still alters the same cells but I don't know if the author updated the NavMeshes.
I fixed Elvenwood's exterior and provided a fixed plugin of Helgen Reborn's exterior cells so that they would play nice together. I gave it to the author of Elvenwood and mentioned he could provide it for testing and then contact Mike Hancho, the author of Helgen Reborn offering the fixed plugin. I don't know what ever came of it.
If authors don't take the time to manage that stuff mods cause issues. So if you do crash uninstall the other mods first because I have properly managed my exterior cells. I would be willing to bet I could find tons of errors in any mod that alters similar cells that could lead to issues.
At any rate, thank you for your time and work. Keep it up!