I downloaded the new file on a new playthrough and it would seem the there are no enemies to fight except for the first spiders. It wouldn't normally bother me to have an easy dungeon but it would be nice to have something to use my sword on.
EDIT: I just reload into my game halfway through the dungeon and the draugr are back. Very strange..
Ya thats weird. I know nothing was done to any npcs. I would think that had to do with something other than this mod but I will certainly take a look into it. Its more likely due to heavy load order or something like that. It shouldn't even be a mod conflict. Please let me know if you have any more issues.
Must be some bug in my load order as I found that most of the draugr didn't move. Wasn't just this mod. I found that other characters from other mods were doing the same thing. I'll figure it out eventually.
Ya sorry about that. I'm not sure whats up. I sent a message to support so hopefully they get back with me tomorrow. I can't imagine how there could be a virus 😕 we shall see.
well its been the longest wait for the update so far.. 2 days since it was flagged as a virus.. still can't get the update.. I'm very exited to check this home out for the first time.
They contacted me back and cleared everything pretty quickly but still shows no go. I messaged them again and waiting for another response. Sorry for your troubles but it should be ready soon
no trouble just curious if it conflicts in any shape or form with anything in my mods list. hoping to try it out soon for the first time ever. saw the video and I do have some features that i find missing. not sure if you take up on doing patches any time soon.
Ya sorry about that. I'm not sure whats up. I sent a message to support so hopefully they get back with me tomorrow. I can't imagine how there could be a virus 😕 we shall see.
I can only imagine the amount of work and time that went into this mod. From the start I was intrigued and went into this blind with no videos. After reaching the ruin and going into the depths, I admit I got lost twice put the wrong icon puzzles and could not find the last lever. I went back on a save and started again and it seemed easier and I found the last lever. What I did not expect was what was on offer after asking the steward to furnish. I loved it so much and even finding areas like all the steps to another little gem and having the options of decorations. I do enjoy totally unique player homes and I have had a few, this rates a 9/10 and hoping Smithersthewoodman graces our screens with even more mods. Thanx for making Skyrim even more playable.
Thanks a lot for the comment. Ive been away from modding for a bit but hoping to get some update done soon. Mostly focusing on cleaning the beginning of the dungeon, Redo on the storage in the Smithing room, and hoping to put in an auto sort container up at the Port hub. Some other things too. Im really glad you like Ysmir's Keep. If you have any suggestions for me to consider for future updates feel free to let me know.
I love the design and work that are put into this housetomb but the dwemer architecture that were mix in kinda ruin my taste. It just my preference. But as a whole, good work.
Really glad you enjoyed Ysmir's Keep. Ya was just looking for away to reflect some options. I'll be tring to do work on updates soon. Thanks for the comment.
Been away for a bit but have more updates to finish and post and I will certainly consider adding more displays as I can. Im really glad you like Ysmir's Keep. Thanks for the comment.
I just went through your dungeon again on my second playthrough, and I'm impressed by your implementation of the puzzles and traps. I was too anxious to appreciate it the first time around, but great job! I even used the oil slick as intended, and it felt very satisfying. :D
I did experience a small problem, which was that the initial entrance to the Underkeep was too low for me to go through. I'm using different meshes and textures (Skurkbro's) + parallax this time, so that was probably why. CaveGRockM04 (BaseID: 000224EE / RefID: xx605562) was blocking my way. The z value is currently set to -750.016; the lowest that worked for me was -745.016. You may wish to allow a little more room than that for the people with crazier configurations than mine. XD
Otherwise, I love your attention to detail -- Dwemer action figures! The fan over the smelter! All those useful plantable pots! Wonderful!
And a small suggestion: maybe a different "closet" door design? My sense of game navigation is baaaaad, and I'm always opening the crafting room doors expecting to go into the next room and finding a shelf full of chests instead. But you know, that might be just me.
Thanks, Im really glad you enjoy it, Ya, I have completely ignored the entrance to the dungeon. I am going to be adding some sort of lighting effect to the entrance of the tunnel, that will be getting replaced with the actrual tunnel pieces instead of the nord hall kit. It just makes sense to the back story of "digging a tunnel to the tower", which will allow me to remove the extra rocks and open up some more space to enter. As well enterring on a ledge, where the player can cast candle light if needed will be helpful. I absolutely hate the closet thing. Way too many containers and ya too many doors. I am thinking of implimenting an auto sort chest up top maybe, at the port hub. I'm just running blank on what to do on smithing storage something creative. Ill have that on my mind for next update, if you have any ideas I will certainly consider them. I do agree that it should look like a smithing room. I greatly appreciate your input and hope you continue enjoy Ysmir's Keep.
Sorry about the lag in response -- I'm still slooowly troubleshooting my load order, lol. I finally got enough money to upgrade the home fully and uploaded some images. If there are any you like, please go ahead and approve. By the way, you may want to remove the image that says "The save game is corrupt and cannot be loaded" -- don't want to scare anybody away!
Re smithing room: maybe some named chests with corresponding textures? I think I saw some specialized vanilla chests for hides, etc. I use General Stores because I'm a total pack rat. I don't know if you'd consider an add-on to that mod? Either way, I'm happy with all the storage you already provide. <3
HaHa Squishy rocks! I have recieved and approved the pics, thank you. Ive been wanting to take some more but busy with rebuilding mod list. Im super stoked to be almost ready for playthrough number 1000 I think lol ... I will be starting work soon on a new update with the things we have discussed and hope soon to start the Forum idea shortly after. Also thought about relocating planters in the undercave, to give it more purpose, or just remove the undercave idk...
Thank you for this beautiful home! It's my go-to base despite spending so much time and resources on building up Fellburg, lol. I love the spacious work areas and relaxation spots for my companions.
I wanted to note, though, that xEdit 4.1.5 detected two small errors - perhaps you might take a look when you come back to this mod:
Spoiler:
Show
[00:00] Checking for Errors in [05] Ysmir's Keep.esp [00:00] [REFR:05019F2D] (places DLC2DweClutterPedestal02 [STAT:040209C4] in GRUP Cell Temporary Children of YsmirsKeepInt "Ysmir's Keep" [CELL:05005900]) [00:00] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05098B9D] <Error: Could not be resolved> [00:00] [REFR:058FD1F7] (places DLC2DweClutterPedestal02 [STAT:040209C4] in GRUP Cell Temporary Children of YsmirsKeepInt "Ysmir's Keep" [CELL:05005900]) [00:00] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05098B9D] <Error: Could not be resolved> [00:01] Done: Checking for Errors, Processed Records: 8326, Errors found: 2, Elapsed Time: 00:01
It appears to be a missing property on YKMod_Claw_Display_Script.
I found both errors and fixed them but was wonderring if you would recommend updating this or just wait till the next update. Was this causing grief in your game?
Thanks for the heads up btw. I used to use 1 container for all claws and the dlc2dwepedestal was the mesh of that container so I just forgot to remove the old script from it when I changed it to static but removed the script from files so thats why it threw errors
Awesome, thank you for your work on this! I wasn't causing my game any problems, so I'd say safe to wait until the next update. Looking forward to it! <3
:D Thanks. I'm glad you like it. I kind of felt like the red was too much for it but idk. I had a plaque above the fireplace for the Zephyr bow but could not get it to show up in game for reasons that baffled me enough to delete it :(
88 comments
EDIT: I just reload into my game halfway through the dungeon and the draugr are back. Very strange..
I did experience a small problem, which was that the initial entrance to the Underkeep was too low for me to go through. I'm using different meshes and textures (Skurkbro's) + parallax this time, so that was probably why. CaveGRockM04 (BaseID: 000224EE / RefID: xx605562) was blocking my way. The z value is currently set to -750.016; the lowest that worked for me was -745.016. You may wish to allow a little more room than that for the people with crazier configurations than mine. XD
Otherwise, I love your attention to detail -- Dwemer action figures! The fan over the smelter! All those useful plantable pots! Wonderful!
And a small suggestion: maybe a different "closet" door design? My sense of game navigation is baaaaad, and I'm always opening the crafting room doors expecting to go into the next room and finding a shelf full of chests instead. But you know, that might be just me.
Ya, I have completely ignored the entrance to the dungeon. I am going to be adding some sort of lighting effect to the entrance of the tunnel, that will be getting replaced with the actrual tunnel pieces instead of the nord hall kit. It just makes sense to the back story of "digging a tunnel to the tower", which will allow me to remove the extra rocks and open up some more space to enter. As well enterring on a ledge, where the player can cast candle light if needed will be helpful.
I absolutely hate the closet thing. Way too many containers and ya too many doors. I am thinking of implimenting an auto sort chest up top maybe, at the port hub. I'm just running blank on what to do on smithing storage something creative. Ill have that on my mind for next update, if you have any ideas I will certainly consider them. I do agree that it should look like a smithing room.
I greatly appreciate your input and hope you continue enjoy Ysmir's Keep.
Re smithing room: maybe some named chests with corresponding textures? I think I saw some specialized vanilla chests for hides, etc. I use General Stores because I'm a total pack rat. I don't know if you'd consider an add-on to that mod? Either way, I'm happy with all the storage you already provide. <3
I wanted to note, though, that xEdit 4.1.5 detected two small errors - perhaps you might take a look when you come back to this mod:
[00:00] Checking for Errors in [05] Ysmir's Keep.esp
[00:00] [REFR:05019F2D] (places DLC2DweClutterPedestal02 [STAT:040209C4] in GRUP Cell Temporary Children of YsmirsKeepInt "Ysmir's Keep" [CELL:05005900])
[00:00] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05098B9D] <Error: Could not be resolved>
[00:00] [REFR:058FD1F7] (places DLC2DweClutterPedestal02 [STAT:040209C4] in GRUP Cell Temporary Children of YsmirsKeepInt "Ysmir's Keep" [CELL:05005900])
[00:00] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05098B9D] <Error: Could not be resolved>
[00:01] Done: Checking for Errors, Processed Records: 8326, Errors found: 2, Elapsed Time: 00:01
It appears to be a missing property on YKMod_Claw_Display_Script.
Thanks again!
I kind of felt like the red was too much for it but idk. I had a plaque above the fireplace for the Zephyr bow but could not get it to show up in game for reasons that baffled me enough to delete it :(