love this mod. just wanted to mention that i see it removes all items from a wardrobe container base object, making every wardrobe of that type in the game always empty. i noticed that all of my wardrobes were always empty
Hello, I would like to let you know that for some reason this mod appears to be to some degree incompatible with Vivid Landscapes - or at least it was in my case and resulted in a weird crash only after a certain point in the main quest (after Greybeards shout at you near Whiterun).
This would be more immersive if you had a dialogue option with the greybeards to "spruce up the place" once you've reached a certain spot in the main quest (with some major costs associated with it). There's no way a bunch of old monks set in their ways would design it this way, and it would take some convincing before they would agree to accommodate the Dragonborn. In any case I love the work you've done combining this stuff together and adding a really interesting flair! Edit: I just noticed a navmesh conflicts with "Windcaller Tower." If you're planning on making patches for other mods, would you be willing to make one for this?
i went into the big dining/meeting room. On a table on the far wall there are 2 notes one of which is a deed to Low Hrothgar. Where this place is is anyone's guess. So I coc to cell with that name which was emptiness and me-floating
OK, that deed is not supposed to be there, it takes you to a cell that as you found out, does not exist anymore - I'll remove it in the next version. Nicely spotted! Kudos!
Hi thanks fora great Mod yes same here found the two notes one for Riverwood and some strange named ales and the other the deed but the deed didn't take me lower section
phenomenal work! love it. a cloistered order like that would have a lot of the things u added. to make things themselves and be self sufficient, and for artistic endeavors ect.
i see a door over next to the steps outside that lead up to the rooftop crafting. is that door supposed to lead somewhere? and myself and a few followers went to the Jacuzzi and bathing area. none of them auto stripped. do i have to trigger it somehow? thank you for your work!
EDIT; ok read in earlier posts by fanuilh1 about a cell called Low Hrothgar that is in the mod but not finished. i'm guessing that's what that door is for. no problem. but i can't find anything pertaining to auto strip in the eps or scripts. there's a couple water activators, but no linked refs. they don't seem to do anything. i don't think there's any auto-strip actually added in this mod. maybe remove that from the description
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In any case I love the work you've done combining this stuff together and adding a really interesting flair!
Edit: I just noticed a navmesh conflicts with "Windcaller Tower." If you're planning on making patches for other mods, would you be willing to make one for this?
i see a door over next to the steps outside that lead up to the rooftop crafting. is that door supposed to lead somewhere?
and myself and a few followers went to the Jacuzzi and bathing area. none of them auto stripped. do i have to trigger it somehow? thank you for your work!
EDIT; ok read in earlier posts by fanuilh1 about a cell called Low Hrothgar that is in the mod but not finished. i'm guessing that's what that door is for. no problem.
but i can't find anything pertaining to auto strip in the eps or scripts. there's a couple water activators, but no linked refs. they don't seem to do anything. i don't think there's any auto-strip actually added in this mod. maybe remove that from the description