I didn't see anyone else mention this, but this mod changes the sleeping tree at Sleeping Tree Camp to "initially disabled". I was trying to figure out which of my mods was making the tree invisible or what could have removed it, even unpacking the base game BSAs to extract the mesh/texture for the tree to see if that would do the trick, but obviously that was a no-go.
It was only after booting up TESEdit and seeing what modified SleepingTreeCampExterior01 did I find out that it was this mod. I'm guessing it's probably a change made to the base object so stuff could be done with copies of it in the house, but I could be mistaken. Unchecking "initially disabled" brought the tree back to the camp just fine. If any of you are having problems with your sleeping tree being invisible or just disappearing/not being there, maybe check this mod in TESEdit and see if it's the same issue.
(Since I do a lot of file editing and searching online, I know it's possible someone may wander in who is just looking for info on the tree itself, as well. So, on the off-chance someone like me finds this comment and is just looking for the Sleeping Tree data, the basic file for the tree model itself is " meshes/landscape/trees/treereachtree01magic.nif ".)
I ran into another problem recently, every time I try to take something from the Vault I get a "You are missing the required item" message like it's not even there. I can put down new things and pick THEM up, but I cannot retrieve anything that I placed before.
I highly doubt you're still doing anything with this mod (at least on ye old Skyrim) but the Dragon Elder Scroll stand doesn't work. IT just says that I'm missing that item.
the lights bane ring does not work, my vampire wore it and left the shop then my health bar started to go down, the Lights banes should have granted my Vampire protection from the sun, it did not, can you please fix this, just to let you know, I am using better vampires mod.
This is simply amazing house i love it, and thank you. I have a little problem thou, when casting a sheogorath staff spell in LEFT hand the game ctd. Any reason why is that? In RIGHT hand it function normal.
EDIT: I fixed this, it was other sheogorath staff mod that conflict with it. I removed that mod and it works fine now.
I love this house , it's so simple and easy to use, although I tend not to use most of the included items as they're slightly op for my liking. Although I love them for aesthetic clutter purposes. One thing I would ask, could you include a patch for Open Cities, so that teleporting to the various cities takes you to the proper world location?
After I spent time looking around the house, in the vault where the mage staff and arch-mage's robes are as well as the other items in this room, I found it to easy to get and use, it would be nice if those items where in a force barrier and the only way to get them would be when you become arch-mage in the college of winterhold, if you get items without earning them, it just spoils the enjoyment of the game, so could you please change this in your next updates, put those item in a barrier until you become arch-mage then you can get them.
Or adding a ridiculously hard boss to get the house! I'm currenly making a series of challenging bosses (not really lore friendly though, but it's definitely not immersion-breaking), maybe one of them can be added to this house
this mod is everything that I was looking for in a home, stuff to do magic, alchemy, smithing, I mean everything and lots and lots of chests, heck I can't tell you how big this place is, the only down side is a few thing that are in this home only works if you are a vampire, my build is a mage, so I need to make her a vampire battle mage that uses magic, bow & sword to use everything in this home, lol,
could you please put a coffin in the The Living Quarters for vampirs and a extra floor for them as well in your Upcomming updates.
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It was only after booting up TESEdit and seeing what modified SleepingTreeCampExterior01 did I find out that it was this mod. I'm guessing it's probably a change made to the base object so stuff could be done with copies of it in the house, but I could be mistaken. Unchecking "initially disabled" brought the tree back to the camp just fine. If any of you are having problems with your sleeping tree being invisible or just disappearing/not being there, maybe check this mod in TESEdit and see if it's the same issue.
(Since I do a lot of file editing and searching online, I know it's possible someone may wander in who is just looking for info on the tree itself, as well. So, on the off-chance someone like me finds this comment and is just looking for the Sleeping Tree data, the basic file for the tree model itself is " meshes/landscape/trees/treereachtree01magic.nif ".)
I have a little problem thou, when casting a sheogorath staff spell in LEFT hand the game ctd. Any reason why is that? In RIGHT hand it function normal.EDIT: I fixed this, it was other sheogorath staff mod that conflict with it. I removed that mod and it works fine now.
until you become arch-mage then you can get them.
I'm currenly making a series of challenging bosses (not really lore friendly though, but it's definitely not immersion-breaking), maybe one of them can be added to this house
could you please put a coffin in the The Living Quarters for vampirs and a extra floor for them as well in your Upcomming updates.