I'm not sure if you are still maintaining this mod, but I had a question for you. I ported this for myself to use in SSE and it seems to work just fine. However, Fallrim Resaver utility reports over 900 active scripts for this mod. That seems like quite a lot. Is this intentional or a problem from porting it to SSE? I have a lot of mods loaded and some of them are a bit script-heavy, so I'm trying to minimize any possible problems that may arise. Aside from this one issue, I love this mod. The whole concept is just wonderful, and well implemented. So far, I have restored 3 falmer to their former glory as Snow Elves. One of them sandboxes around the Sanctuary, while the other two I have sent out into the world. I haven't actually encountered them anywhere yet, but I look forward to running into them while I'm out adventuring. Thank you for this great mod!
Heya! 900 active scripts is waaaaaaay too much. Is there somewhere you can upload a list I can look at? I'm not sure if that'd mean they're just repeating or what, but the mod itself only has a dozen or so scripts and only a handful running at once. Or... should, anyway.
Thank you for replying! I actually started a new game since my previous post and do not currently have this mod loaded. I will try again with this if you are saying the numerous running scripts were in error. Perhaps it was a conflict with something else? When I get to the point in the game where I will be headed in the direction of Snowblind Sanctuary, I will load this up and see if I have the same problem. If it does reoccur, I'll try to get better info for you. Thanks again.
Hi, it's me again. Okay, I finally got to the point in the game where I can go to Forgotten Vale and try to redeem some of those poor Falmer. I did one guy (which worked perfectly!) and he is wandering around the sanctuary sporting his new college robes and re-acclimating to the world. I saved and quit to check the file in falrim resaver to see if I was going to have the same problem as before. Unfortunately, it appears I do. There are 71 stacks (211 frames) all from the script QF_SnowblindPuppetmasterQues_0608a543. This script recycles the Cure Quest? Is it somehow not turning itself off in between me actually making a new Snow Elf? If there is something I can tweak to fix it, I would be more than happy to do that. Thank you!
Please, would you consider doing even a rough port to SSE of this mod? I tried to do it myself, but my CK doesn't save it correctly and the game simply refuses to start. It looks amazing, good job!
For anyone doing a Snow Elf playthrough once in a while, this mod is a must and THE best player home available. The quest makes it so much more immersive, and it's also the ONLY player home which ticks all the boxes for a Snow Elf character:
- It's located in the Forgotten Vale (you can use it alongside Auriel's Chapel Restored, Iceclaw Chapel and Forgotten Veil to roleplay the restoration of a small Falmer kingdom in the Vale, along with the many Falmer followers mods available); - It actually is a Falmer structure (unlike Vjarkell Castle, which is a well done mod, but which just plants a hulking Nord-like castle in the Vale which is anything but immersive for a Falmer playthrough); - It's Hearthfires Multiple Adoption friendly (so you can bring Flamer Twins and Snow Elf Siblings to repopulate the Vale).
The only issues I have, which are probably due to my own limited modding/porting skills, is that I can't seem to port it correctly to SSE and/or AE, using the CK resave + CAO method. The house itself and all basic furniture work just fine, but the quest and all it's features don't work at all (quest apparatus in the house don't work at all, quest items can't be found, and it also caused me to CTD when getting close to the already fragile Mzulft Aedrome cell). So I have to resort to deleting any cell, script, reference and actor except those related to basic player home functionality, it works ok, but missing the quest is a bummer.
If anybody could help me with this, or if the very talented mod author could port it to SSE/AE, it would be much appreciated.
great mod so far would it be possible to add a feature where they end up rebuilding the sanctum with gelebor? or even make a small but proper settlement?
I have always wanted a mod like this and am surprised there aren't more downloads. It's a shame i have the SSE edition. Is it possible to port this over or is that more difficult than i think it is?
well ok there are some issues it seemed as though it worked fine but it does have some problems with the falmer in forgotten vale they wont attack and when th mod is off they do
69 comments
For anyone doing a Snow Elf playthrough once in a while, this mod is a must and THE best player home available. The quest makes it so much more immersive, and it's also the ONLY player home which ticks all the boxes for a Snow Elf character:
- It's located in the Forgotten Vale (you can use it alongside Auriel's Chapel Restored, Iceclaw Chapel and Forgotten Veil to roleplay the restoration of a small Falmer kingdom in the Vale, along with the many Falmer followers mods available);
- It actually is a Falmer structure (unlike Vjarkell Castle, which is a well done mod, but which just plants a hulking Nord-like castle in the Vale which is anything but immersive for a Falmer playthrough);
- It's Hearthfires Multiple Adoption friendly (so you can bring Flamer Twins and Snow Elf Siblings to repopulate the Vale).
The only issues I have, which are probably due to my own limited modding/porting skills, is that I can't seem to port it correctly to SSE and/or AE, using the CK resave + CAO method. The house itself and all basic furniture work just fine, but the quest and all it's features don't work at all (quest apparatus in the house don't work at all, quest items can't be found, and it also caused me to CTD when getting close to the already fragile Mzulft Aedrome cell). So I have to resort to deleting any cell, script, reference and actor except those related to basic player home functionality, it works ok, but missing the quest is a bummer.
If anybody could help me with this, or if the very talented mod author could port it to SSE/AE, it would be much appreciated.
Cheers!
Would love it if this could have a proper SE/AE port.