61 comments

  1. And0riel
    And0riel
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    This mod has 2 deleted references and, especially concerning, 1 deleted Navmesh. Is this harmful? If so, might want to fix it. Otherwise really nice mod.
    1. SarthesArai
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      hm, this shouldn't have happened, I think...
      can you point me towards them so I can take a look?
    2. And0riel
      And0riel
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      Easy to find, just open your mod in SSEEDIT and check for errors
    3. SlyWolfe
      SlyWolfe
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      +1
    4. SarthesArai
      SarthesArai
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      Next version will be more thoroughly cleaned.
    5. churuscan
      churuscan
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      Is this mod safe to use? Or better to wait until next version?
  2. ckstxjimmy
    ckstxjimmy
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    I sent you a message kindly check it out. good work on the mod

    may the Lord of our Lord and savior Jesus Christ find you and may you forever walk in his truth he is the only way to everlasting life.
  3. averagejoe3x
    averagejoe3x
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    Will Fulstrom Homestead be added? https://en.uesp.net/wiki/Online:Fulstrom_Homestead
    1. SarthesArai
      SarthesArai
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      I'm aware of it, but currently more focusing on locations that have a direct impact on skyrim's landscape, as opposed to a remote island.
  4. DarthVitrial
    DarthVitrial
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    Checked the new version and patches with SSEEdit 3.3.6, it found a number of deleted references and ITMs. Are these intended?
    1. SarthesArai
      SarthesArai
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      While the deleted references should have been undeleted and disabled, fiddling with NavMeshes is more complicated. Regardign the ITMs, most of them were Cell records, which had to be included in the mod as the contents of these cells was modified.
    2. sirjesto
      sirjesto
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      The mod can be safely cleaned without breaking anything.
    3. SlyWolfe
      SlyWolfe
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      Thanks
  5. MichelleBrujah
    MichelleBrujah
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    Hi, sorry to bother you, I just installed your mod and wanted to check it in game to see compatibilities and such, but when I try to load my savegame it says it's missing ALL my other plugins, which are checked in my mod manager. I checked disabling your mod and the save game loaded fine, so... I'm not sure what the problem is. If you ever find out why would that happen and can fix it I'll give it another try, I was really happy with the port. Sorry for the trouble.
    1. SarthesArai
      SarthesArai
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      your savegame missing its plugins doesn't sound like a problem on my end, and I'm not exactly sure what could have caused this...
    2. MichelleBrujah
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      Me neither, and I'm at loss. The savegame loads without your mod, and the very moment I enable your mod and try it again it doesn't load. Ah well, I'll try in a new savegame for my next playthrough. Thanks!
    3. SarthesArai
      SarthesArai
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      have you checked wether your usual mod loadout is set as enabeled in-game?
    4. MichelleBrujah
      MichelleBrujah
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      I'll have to check that, but I don't know why it wouldn't be. The only thing I changed was enable-disable your mod. I'm not saying your mod is at fault, clearly something is going on with my setup and I'll investigate. I've endorsed anyway because I love what I see in the screenshots and I will try it again in the future. Thank you.
    5. Giiango
      Giiango
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      Could it be that you have to much Mods? 255 Plugins? Try to check in this mod, and check out another and look if it works.

      If it works, you have to much mods
    6. Gothpunk4Christ
      Gothpunk4Christ
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      I am in line with Giiano's suggestion, it sounds like you may be at the 255 ESP limit and enabling this one puts you at 256, if that's the case the game will refuse to load any and all plugins.

      You may need to merge another mod or disable one entirely and try again.
    7. SlyWolfe
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      Also if you use plugins flagged as esls, aka espfe etc remember that you can use as many as you want, but they will still take up a slot all together - I didn't know this at first and it led to much hair-pulling
  6. DarthVitrial
    DarthVitrial
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    I'm a huge fan of this mod, wish more people knew about it. The only thing I'd add would be a Legacy of the Dragonborn patch so we could display the items from this mod in our museum.
    And maybe the Windhelm Hall of the Dead dungeon from ESO as a secret cave hidden under the Hall of the Dead. :P
    1. sirjesto
      sirjesto
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      This wouldn't happen without our permission and we are unlikely to give it for this mod as the "Unique" items aren't actually unique (As in Models or Textures).
  7. XIPrimarch
    XIPrimarch
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    Any chance you could make the locations, creatures, spells, and items into separate mods? I would love to download the different animals and spells on their own.
  8. Terrminus
    Terrminus
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    While trying to work out which other mods are compatible with this i'm finding it's not even compatible with its self. Theres a load of landscape and mesh confilts between the main file and the dawnguard addon. I take it the dawnguard file wins and goes bottom but just asking to make sure.
    1. OilyBearHug
      OilyBearHug
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      noticed this as well. gonna hold off on this one.
    2. SarthesArai
      SarthesArai
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      the main download is created with the base game in mind, while the DLC compatibility files take into account changes made by the respective DLCs (for example, the entrance to Dayspring Canyon and Fullhelm Fort are so close to each other that it's impossible to step on each other's toes. The Dawnguard Compatibility Patch, while listed as another conflict, actually fixes the previous conflicts).
  9. OilyBearHug
    OilyBearHug
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    why have 3 separate files with 3 separate esps for se when it comes with all the dlc? why not merge them all?
    1. JediStudley
      JediStudley
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      if all 3 are needed and required, please put an install instruction in the description. Specifying the load order would also help.

      The description sounds great, surprised I didn't run across this one sooner!
    2. SarthesArai
      SarthesArai
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      I've kept the files separate to reduce the work involved for porting this mod from old skyrim to SSE, as well as to ensure future updates don't completely mess up savegames done with a previous version. (unless you want to start a new game everytime I release a new update)
  10. abel2801
    abel2801
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    big ask, im not really good at porting from other games n that, could you possibly look into porting outfits like the Toxin Doctor outfit from ESO to skyrim?
    1. SarthesArai
      SarthesArai
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      I never ported anything, as that would be not allowed by Bethesda/Zenimax. Everything I do are recreations/adaptions; and my modelling and rigging skills are currently not good enough to work on a whole armor model on my own.
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