Hey thanks for this seems to be quite a lot to it and its great to have suburbs to Whiterun, But it overlaps with Aedra Abode, Aedra Abode - Curse of the dragonbone king
I can imagine it is an unrealistic amount of work to patch as they have like moulded into one, but its messy and neither are fully functional. I do recall some chap started a map of what's where and wotnot. Shame really all the work that must have gone into it, that you couldn't take 20 minutes out to see if it conflicted. So anyway sorry I am not going to be able able to appreciate, in its full glory what looks like an amazing mod as Aedra Abode is one of those mods I can't play without. And dare I say it, probably, one of the most underrated mods on the Nexus.
Fair enough mate, there we go, I have waay too much time on my hands nowadays but not enough to spend 5 mins to see who was there first, before I shot my gob off and made assumptions. I'm kinda used to the 'installation' now, they are both fit for purpose ish
Im using the current version 1.12a and the weapon racks, plaques, display cases and mannequins keep resetting. Basically all interactive things except bookshelves. Found all the gear I’ve put up on the floor, mannequins undressed, and what was in the display cases is fully gone. Is there any way to work around this?
I can't think why that is happening, I haven't seen it and haven't had any other reports of it happening. Are you running any mods that modify any of them?
The only mod that has something to do with display/rack modification that i use is the hearthfire display case fix by Krucify. I dont even use auto- sort xD My mods are basically player homes (vanilla reworks of city homes, Elysium, Clearspring, Lake Haven, Clockwork and Foxchase), tamriel lighting, cathedral, luminous, HF display case fix, HF homes done respawn, helgen reborn, MHIYH, HF multiple adoptions, immersive citizens + armors, and silent combat music. Oh and scoped bows&crossbows and unique uniques.
I will re-install and post if it fixed itself or not :)
edit: its a cell resetting thing. I’ve opened all the doors in the main house aswell as the display cases, and I’ve put a gem in one of the chests. Did the entire Companions line without entering the manor, once finished i entered, and everything has resetted, doors closed, cases closed, and the gem gone.
If it's installed it should show up on the map west of Whiterun. I don't know what to tell you. One other person reported the same problem when I first put the mod up but I don't know why it wouldn't work.
Sadly then, I'm always on the look for a good fort house, the ideal would be some vanilla looking fort, there is a mod that allows to claim but.. it needs another mod to get the family there and that one doesn't work
Click on them in the console and type disable. You can do that for any NPC. They are useful though, from time to time the village gets random bandits etc showing up and the guards deal with them, also the player can get attacked by cultists, vampires and Thalmor hit squads if you start various quest lines etc, guards will helptto fight them.
This is a well done mod. It has all the basis things. Big enough without having tons of extra stuff. Very lore friendly. I would suggest to add a follower room, incorporate radiant quests and a carrier. That would make Foxchase a perfect town, and Im pretty sure your mod would go to the top. Thanks you for your mod.
I thought of a follower room, that's what the small bedroom off the main hall was going to be but I found it too convenient to use rather than going upstairs all the time. It's tight for space inside as I don't want it to appear bigger inside than it is outside if you see what I mean? I suppose I could move the housekeepers bed up in to the cooks room, it's huge, and change her room in to a room for a follower and put it up as an alternative version. I think the stairs need improving a bit, a wooden ladder isn't really suitable, it's a weakness of all the Whiterun houses to my mind. I don't think I am up to doing quests, that would involve scripts and I am rubbish at them.
I downloaded the new version 1.1 but I have some textures (purple) missing in the manor, Papers on desk, new dolls and some new children's toys. Other than that it is fine.
Just checked the BSA, the doll textures are where they should be and the notes textures are vanilla from the Skyrim Textures 2 BSA. All the paths are right on the niff files. Still investigating, I might have to repack the BSA or put in a patch with just those items.
OK, I spotted that the normals are missing from the BSA for the toys and cards textures. I think by notes you mean the playing cards on the table by the main door and the table in the kids room rather than notes.
No inconvenience at all, Yeah the playing cards was what I was referring to. Couldn't tell what they were though,they were just purple. P.S. now the textures are there, Thanks.
Download again, I made a mistake with the archive. It should work now. While I was sorting it out I fixed the ai package on one of the guards who was a bit over aggressive.
I just deleted it and downloaded the mod in to my own game. It works fine
Make sure that you activate the plugin in your mod manager. If you are using Vortex it might install the mod file but the plugin will need activating. Loot will list and place it in the order but it will not have a number if the plugin isn't active. Quit Vortex after you install then go back in and have another look at it.
i use MO2 the 1.0 was working when i updated it broke so i deleted the whole thing then redownloaded like you said and fox chase manor is not on my map or in the spot where it's suposed to be. when i turned it back off it does not even say the esp is missing so something is wrong here?
Just talking to someone having the same problems with a couple of recent new mods and MMO2. It may be to do with the format version. Installing BEES (Backported Extended ESL Support) fixed it for him straight away.
I really like the general layout of this, and it honestly has a lot to offer the player in terms of game play. Good job! I do have some issues with the weapons plaques on the walls not working, but the weapons racks and display cases appear to be working as you would expect. The long Noble chests and the safes show up in the console commands as NOT SAFE containers for some reason.
Having a couple dozen or more plantable soils around the place would make it a keeper for sure in my mod list. As it is, it makes a nice place to visit but I wouldn't really want to settle down and live there for very long.
Endorsed - I hope you continue to develop this as it has the potential to become a really exceptional house mod.
The plaques should be working and all containers should be safe and owned by the player Something serms to have broken when I brought it over from the original Skyrim mod. I will have a look at them and upload a fixed version.
If I put the plantable soil in I would have to include Hearthfire as a master I think, I'm trying to avoid using any DLC content. I suppose I could offer two versions.
50 comments
Final version for now is numbered as 1.12a
I would suggest everyone that wants the mod should switch to it
Thanks
Any glitches you spot, please let me know.
I can imagine it is an unrealistic amount of work to patch as they have like moulded into one, but its messy and neither are fully functional. I do recall some chap started a map of what's where and wotnot. Shame really all the work that must have gone into it, that you couldn't take 20 minutes out to see if it conflicted. So anyway sorry I am not going to be able able to appreciate, in its full glory what looks like an amazing mod as Aedra Abode is one of those mods I can't play without. And dare I say it, probably, one of the most underrated mods on the Nexus.
I make no apology for it's location.
Sorry you can't use it but that's the way it goes sometimes.
I'm kinda used to the 'installation' now, they are both fit for purpose ish
Are you running any mods that modify any of them?
I will re-install and post if it fixed itself or not :)
edit:
its a cell resetting thing. I’ve opened all the doors in the main house aswell as the display cases, and I’ve put a gem in one of the chests. Did the entire Companions line without entering the manor, once finished i entered, and everything has resetted, doors closed, cases closed, and the gem gone.
Do you have archive invalidation set in your mod manager?
I don't know what to tell you.
One other person reported the same problem when I first put the mod up but I don't know why it wouldn't work.
If I can I will.
They are useful though, from time to time the village gets random bandits etc showing up and the guards deal with them, also the player can get attacked by cultists, vampires and Thalmor hit squads if you start various quest lines etc, guards will helptto fight them.
I would suggest to add a follower room, incorporate radiant quests and a carrier. That would make Foxchase a perfect town, and Im pretty sure your mod would go to the top.
Thanks you for your mod.
I suppose I could move the housekeepers bed up in to the cooks room, it's huge, and change her room in to a room for a follower and put it up as an alternative version.
I think the stairs need improving a bit, a wooden ladder isn't really suitable, it's a weakness of all the Whiterun houses to my mind.
I don't think I am up to doing quests, that would involve scripts and I am rubbish at them.
This was a pleasant surprise, thank you.
I will have a look and upload something
All the paths are right on the niff files.
Still investigating, I might have to repack the BSA or put in a patch with just those items.
I think by notes you mean the playing cards on the table by the main door and the table in the kids room rather than notes.
Sorry for any inconvenience.
While I was sorting it out I fixed the ai package on one of the guards who was a bit over aggressive.
Make sure that you activate the plugin in your mod manager. If you are using Vortex it might install the mod file but the plugin will need activating.
Loot will list and place it in the order but it will not have a number if the plugin isn't active.
Quit Vortex after you install then go back in and have another look at it.
I have never used MO2 so can't help I am afraid. It's working fine with Vortex.
Having a couple dozen or more plantable soils around the place would make it a keeper for sure in my mod list. As it is, it makes a nice place to visit but I wouldn't really want to settle down and live there for very long.
Endorsed - I hope you continue to develop this as it has the potential to become a really exceptional house mod.
Something serms to have broken when I brought it over from the original Skyrim mod.
I will have a look at them and upload a fixed version.
If I put the plantable soil in I would have to include Hearthfire as a master I think, I'm trying to avoid using any DLC content. I suppose I could offer two versions.