Skyrim

332 comments

  1. LordBishek
    LordBishek
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    Sticky

    STUCK? GOT A QUESTION? DON'T FORGET TO CHECK THE BIG-ASS FAQ!

    THIS MOD IS NOW FEATURE-COMPLETE, NO MORE FEATURES WILL BE ADDED, ONLY BUG-FIXING

    1. Warlocke45
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      hello, I don't see how to build the bridge, so can you help me ?
    2. LivewareCascade
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      Sure, but I need a bit more info from you first. Where in the build process are you? Is the workbench enabled and have you managed to build anything else yet?
  2. Cowboysfandragoon
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    I get the house built and go inside it one time, put the rooms together, and I exit the house, and now I can no longer enter the house without the game crashing 
  3. conundrum
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    I arrived at the sight and followed your instructions to activate the debug chest, but the debug menu doesn't work. When you select "enable debug chests", nothing happens and the only way to exit the menu is to cancel. The cancel button is the only button that actually works in any of the menus. Apparently, the scripts aren't firing when you make a selection.
  4. Sandersbrandon20
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    Not sure if anyone else has had this issue. But after the AE update. The game ctd when entering the house. Made sure that their wasn’t mods causing the issue
    1. LivewareCascade
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      Does that happen on a new save? Can you post your load order? This mod doesn't rely on SKSE or any SKSE dependent assets, so the AE update shouldn't make a difference unless there's some conflict in the same cell (which I cannot test because I am still on pre-AE.)
    2. bwaomega
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      SKSE isn't the source of AE problems. The source is that the compiler was changed. This broke scripts, whether they used SKSE or not. 
    3. LivewareCascade
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      The recompilation of the exe means that scripts are running faster, but the scripts themselves are not broken. To my knowledge using certain function calls can be troublesome because AE loads things faster, which messes with the native timing of such scripts. But as of 3.0, there are NO scripts that use function calls That rely on game load/timing events. The only script which used to do this was the buildable automatic lights system, but that was removed in this update. All scripts now only fire when the player interacts with something very, very specific to the mod like the Timber Pile or the for sale sign. They then shut down. They should NEVER have any issues with OnGameLoad/OnGameStart functions, because they never use them.

      Also, this isn't the SSE/AE version. Is OP using the right version for the right game?
  5. maeuschenins
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    Hello. Thank you for this awesome mod! I've spent a lot of time gathering materials (damned iron ingots!) and crafting stuff room by room. I now have my house almost complete, except for a couple of missing shields in the forge -- I still haven't been to Winterhold or Dawnstar. But those two surely can't be the reason I can't find nor build my display room, can they? Judging by the screenshots, the display room, the one with the scrolls, and daedric artifacts, and all that jazz, is somewhere in the basement, with a ladder, right? Well, I don't have a basement. I mean, it gotta be even lower than the "basement" with the library/meadery/displays, right? Neither of the crafting tables says anything about creating one. The only option I have now is to disassemble everything with the wagon, but it just removes the main constructing thing. Am I missing something very obvious? I downloaded your mod about two or three weeks ago, must be the newest version, right? Thank you in advance for answering <3
    1. LivewareCascade
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      To build the basement, I think you have to build the "plans" for them. This is done at the drafting table, where you build plans for the various other optional areas of the house (like the tower, the stables, etc).

      Once the plans are completed, you can begin building the various stages of the basement from the main workbench outside - the same one you used to actually build the rest of the house.

      Hope that helps
    2. maeuschenins
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      Yup, thought so. The drafting table outside is empty for me, except for the option to remove the indoors tables.
      Well, I'm using the Russian translation over your mod, but it just edits words I see, not actual paths for the files in the mod, right? They couldn't accidentally delete the basement, could they? Lol. If I have to disable it mid-playthrough, I hope it doesn't break my save file. But this will have to wait several hours.
    3. LivewareCascade
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      Oh. Well if you're using the translation, has it been updated for the most recent version? Because yeah, I don't have anything to do with that. Translations are just clones of this mod, they're not just translation files, as I understand it. They're probably the whole mod repackaged and with the names/text changed to be in Russian, so if they haven't built an update from the new version, then yeah, effectively you're still playing whatever version it was built from. Which probably isn't 3.0 from the sounds of it.
    4. maeuschenins
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      Oh wow, you were absolutely right! I didn't notice the translation was last updated in 2018 while you just updated last summer. Luckily, changing the .esp file back to the original didn't seem to break anything; nothing in the house and chests is missing, all the vanilla stuff is in Russian anyway, except for the workbenches, and I think I can keep crafting and building too, without having to start a new game. It even fixed the weapon displays! :'D Anyway, sorry for my buzzing and thank you very much for the quick answers.
    5. LivewareCascade
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      . However, I can't remember which version the russian edition is built from, and I remember that between some of my updates, you would have to start a new game. If it works, great. But bear in mind swapping versions on an existing save is not recommended, so if you encounter any further problems, that might well be why.
  6. Aerymar
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    In general I really like this mod.  My only thing is that there are far too many chests for my use.  Is there a way to remove them?  Also Is there a way to undo a decoration... I wasn't paying close attention and created the armor and weapon storage items... I never use them .

    I read how to use the markfordelete console command.  works great.
  7. elrofrost2
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    First of all - WOW. And mucho thinks for including a LE version.
    You've manage to address most of the issues I had with the original mod.
    But two issues stand out. Nothing huge but I'd like to see if you can address at some point.

    • The auto-strip in the sauna. The script doesn't reapply all slots. So it you are wearing jewelry it stays off. Forcing you to go into the inventory screen. Also true with followers. I'd love to have this feature, but until it reapplies everything worn I'll just turn it off and manage the clothes manually.

    • The cave. I was attacked by a dragon inside the cave. The only dragon mod I have is Deadly Dragons. This, I think. is a vanilla "feature", since It's happened to me over the years in other caves. The bad thing, is you can't target the dragon.. it flies through the cave. And if you go outside, he's not there.

    • And last - how can I remove items created by the workbench. I can use Jaxsoz's mods to do it (or the console), but is there a way to remove items using benches?

    Thanks for an even better house. The original was great, but this one is just amazing.

    PS: The dragon is a bigger issue then thought. It just flies through walls. Can't target to kill it, even with console. Any ideas?
    1. LivewareCascade
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      1.) Auto-strip is untouched from the original mod, actually. I think I just carried it over. I didn't know it doesn't restore jewelry slots. Strange. May be worth asking Lupus78 if he had an updated script, although I doubt it.

      2.) Uh, yeah, that's not normal. I have a feeling that's Deadly Dragons new spawn mechanism at work, because that works differently from the vanilla game. And that might not respect the Cave location/encounter zone settings (which normally don't allow this to happen).

      You can try using the tcl command to clip through the walls to see him and target him with the console?

      3.) How do you mean remove items created from the workbench? Do you mean store furniture? Most items can't be removed once built (there are a few exceptions).
    2. elrofrost2
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      3. Ok, that answered my question. But now that I've built it once, I now know where everything goes and can avoid not building what I don't want. 

      By the way, can't find a way to turn off the auto-strip script? And it does not restore jewelry (I am assuming it doesnt cover those slots). I'll take a look a the script and see what is going on. 

      As for the dragon, it could be DD. Its rare that it happens. I might just ignore it. The dragon does do much except yell and fly through the walls. after a day he;'ll go away.

      Thanks for the relpy.
    3. LivewareCascade
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      Ah, I don't think there's a way to turn off that script, unfortunately. I don't think that one was an optional :(
  8. LivewareCascade
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    Hey everyone, just wanted to let you know that as of today, I'll be actively updating the mod to clean up some minor issues and add a new feature - the display room - to show off your gear.

    In other changes - stuff I've mentioned in the past comments but haven't had a chance to publish yet (cleaned the old farm area of plants so there's a nice spot to camp in).
    I'll also be REMOVING the auto-activating torchlights (i.e that turn on/off depending on time of day) - these will now ONLY be on all the time, to further streamline performance and clean up probably the only continuously running script in the mod (there's one that checks every so often if the lights have been built or not)

    Probably add some optional recipes for the miscellaneous stuff you need to build (toggleable through the menus)

    Finally and most importantly, this mod will then be published to SSE! This has been a long time coming, but because there's no easy way to edit mods on SSE and backport them to LE, I've had to continue development on LE only.

    Once this update is done, aside from any minor bugfixes, this will be the FINAL update for Riverside Lodge Redux - the mod will then be feature complete at this point.
  9. brentw89
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    Love to see this mod ported to SE so I could build and explore this home in VR!
  10. jaderiver
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    Ok well finally got it built, with a bit of grubling during it , even using the main menu and debug chests, really love it even my girls a magic user , some really great sniping spots from the rooftop area , because she's also a vamp this new start...
    Just have a couple of little nit pick, but used jaxonz posiotioner mod to fix one of them,
    1 I built the amoury display room instead if the library, the druid type book on the desk when sitting was almost blindingly bright, I dont use enb's ever, but manage to mod light source back a bit ...
    2 the positoning of a couple iof chairs is a bit quirky like in the kitchen theres a chair facing the wall that if they get up the other any npc will stuck between 2 chiars at the corner space , so using jaxonz mod, I removed for more free movement, But 2 in fron of the fire when look / watching your charectar sit down and get up from either one she starts doing some weird knee bending up and down movement , same thing happens with the chair right side in main bedroom .... no idea why that happens might see if I can get a copy of a furg or rug of sorts and slide under the chairs and see if it still happens...
    Well after trying to slide skins or rugs underneath the chairs, npc's and myself still did the knee jerk bop gwtting upfrom them in 3rd person, and got to annoying, so replacesd it with lupas's original...
    But other than those loved what did with this mod
    Greatfully big thanks Endoprsed Tracking and KUdo'd
    1. LordBishek
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      Hey, thank you for the feedback!
      1.) Hmm, that's weird. Book looks like it has normal reflections and lighting in my game - can you take a screenshot and describe exactly how you managed to mod the light source back?
      2.) OK, thanks, I'll put the chair positioning on my to do list whenever I get back to this. Sadly I'm not sure when I'll be able to get round to it, but I'll look at it whenever I do.
    2. jaderiver
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      Thank you for replying, they were just minor things but the chairs just annoyed me too much, I think its like because they get up in front of the chair instead of swinging to the side to get up like normal I guess , as for the screenshot, sorry I don't have the mod installed anymopre, I should've taken before uninstalling ><
  11. TheSparkesGamer
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    Hi, sorry to bother you since I couldn't find the FAQ, but is this mod compatible with the original Riverside Lodge mod if you want to install both? Or are both homes in the same location and therefore would overwrite each other. Thanks!

    (EDIT: Excuse my stupidity, just read the mod description)
    1. LordBishek
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      No worries, can confirm definitely incompatible