I have no idea sorry. If those mods changed something in the exact same area I placed the Mansion, then it would not be compatible. Otherwise, it wouldn't effect them at all.
Am I supposed to be able to walk out past the archway outside the door at the end of the hall on the third floor? I open the door and can't get past the archway outside, even when crouched. It would be nice to have a nice balcony out there.
This needs to have a set of journals detailing an arrival, hints of a life spent in a place other than Nirn... and the skeleton of a dog posed well next to a doggie dish with rather strong booze in it, all next to the master bedroom's... bed.
(Yeah, I mean Sirius Black, who made the most of the situation after getting blown through the Veil! What else is he gonna do?)
Just a suggestion. I would add a few notes or books with a little history, because the House for sure has some mysteries going on there. Were the vamps in the cellars guest or prisoners. It looks like prisoners based on the doors and what's in the cells. Why are there coffins all over the place on the top floors and not the kind vampires want to sleep in. Why are the rooms closed off and boarded up what lurks behind. I keep thinking Vincent Price is going to walk out of the dark corner with Stephen King. Play on the mystery this will draw players into the story of the house and make it that much cooler. Think Red Rose by Stephen King or the original
If you interested I can write some notes that you could add to create a story. Simple to add in the mod. Just let me know and I could shoot you some ideas.
I like the vibe of this home! It's dark and gothic without being gory or edgy.
RE: navmeshing, it seems like a fairly simple exterior entrance so you may not have to do a full proper edit of the navmesh there. This is what I did on my mod which has a similarly simple entrance and it works perfectly.
Basically, you just raise up the existing navmesh to approximately the level of your new added entrance, then block off where you don't want NPCs to tread with NAVCUT collision boxes. It reduces a lot of the headache of exterior navmeshing because you're not adding any new tris or vertices, only editing the position of existing ones. I hope this helps!
Yes that does help. I will run through a tutorial again with this in mind. Seems rather simple, I just have to figure out how to raise it up to the path!
Looks great. I ticked the "is full LOD" on the two castletower meshes (I wouldn't do it for everything), and I could see the manor from Boethiah's shrine. Also I'd recommend the tutorials from Darkfox on youtube if you need help with navmesh.
"is full LOD" is something I must have missed. It's an option in the editor? I imagine it only works with pre-existing LOD in game?
I watched Darkfox's video on Nav meshing for the interior. But the exterior portion of the video was pretty thin, it didn't explain how to NAV something like the path I created for the front. I tried a few times but it's overwhelming there are too many markers and things I don't understand.
A discovery on my part, I was very lucky I built the Mansion out of pieces that all have their own LOD! All I had to do was click full LOD on the five major parts and bingo! Version 2.0
Thanks for your mod, just some suggestions. Adding some cages with thralls for vampire characters in the dark cellar, (rarely happen for vampire characters but very useful), a mirror to change the appearance and lastly, some monsters to fight at the entrance to be worthy to get this amazing manor as a gift... Thanks again.
Those are great suggestions. The Cellar was a bit rushed, it was a big build and I was running out of steam. The mirror I've never even heard of or seen in game. I haven't actually played Skyrim in ages. Is it part of a DLC? I'm sure in a later update I could throw a few skeletons out front. I tried adding a Death Hound guard dog for the entrance, but he just sat there and growled.
A couple of ideas. The place could use a little bit more Gothic decor and furniture. I was happy to see all the bookshelves till I realized none of the shelves held books. I would make the empty shelves hold books and the rest for decor. As for thralls make you own with better vampires. I just thralled two Thalmor, it kind of hits that sweet tooth. But I wouldn't make it for only Vamps because the cells in the cellar could also have been vampire prisoners used for test or experimentation. If it's only for vampire players, you cut you users in half. The mirrors, some people like them but they tend to be glitchy. As for a fight at the entrance an Atronach would work because then it doesn't matter if you're a vamp or human. Just place it and make it agro. Set it at max aggression. But for layout and design very well done. If anything, a butler (Housecarl or Steward type) Hello Good day and so on as they walk through the Castle / Mansion, and a maid or cook (Inn keeper selling food) would be cool for staff. The issue here would be the scripting if you want anything but the basics. Using Nether's Follower Framework Each floor can be a home and NPCs or followers can be set to live there. They seem to move around on different floors depending on where you set your marks, so the pathing works good inside. Myself I added a few beds to the big open not used rooms to allow more followers. All around good mod.
Thanks for your reply. The mirror who can change your appearance is in most players homes that I've seen, as examples: Breeze home from Elionora or Whiterun Manor, LC Build your Noble House etc...
Were you able to include a Teleport to Black Manor spell book, by any chance? If you did/can, that might help with the followers not navmeshing correctly up to the front door.
Thanks! Just wanted to come back and say that this is a great player home and I hope you continue to develop it/flesh it out (heh, get it?) . Excellent RP and harem potential LOL
The mannequins creep me out and not on a good level so I don't use them. Setting them up is a pain. Once, I turned around at Wyvern Rock and one appeared behind me. Moved, while my back was turned.
So creepy! Man, that's an old-school bug from back in the Oldrim days. There used to be fixes for it way back, I guess everyone kinda forgot about it until it starts happening again. XD
Strange thing, I could never actually get any mannequin to move even if I wanted it to. Even in Oldrim, on my playstation and on Pc, they never moved. I got to the point that I just assumed it must be something people were doing to their game, like a mod everyone was using which caused it.
Anyway, if you have your game fully updated to the latest patch then your mannequins should no longer move as Bethesda themselves put a fix into the game which from what I have read works perfectly, making fix mods obsolete.
39 comments
If you play Fallout 4 I have a handful of other builds.
Also, my mod "The Dreadfort" is an older house mod I created a while ago. It's a little rough around the edges but I'm currently working on an update
Thank you btw! Looks great!
(Yeah, I mean Sirius Black, who made the most of the situation after getting blown through the Veil! What else is he gonna do?)
Vincent Price in House on Haunted Hill in HD (1959) But again just some ideas if you want to do more with the mod. PM if you want help.
I def built the house with Addams Family in mind so you're on the right track
Thanks again
RE: navmeshing, it seems like a fairly simple exterior entrance so you may not have to do a full proper edit of the navmesh there. This is what I did on my mod which has a similarly simple entrance and it works perfectly.
Basically, you just raise up the existing navmesh to approximately the level of your new added entrance, then block off where you don't want NPCs to tread with NAVCUT collision boxes. It reduces a lot of the headache of exterior navmeshing because you're not adding any new tris or vertices, only editing the position of existing ones. I hope this helps!
Yes that does help. I will run through a tutorial again with this in mind. Seems rather simple, I just have to figure out how to raise it up to the path!
I watched Darkfox's video on Nav meshing for the interior. But the exterior portion of the video was pretty thin, it didn't explain how to NAV something like the path I created for the front. I tried a few times but it's overwhelming there are too many markers and things I don't understand.
Thanks for the help everyone!
The mirror I've never even heard of or seen in game. I haven't actually played Skyrim in ages. Is it part of a DLC?
I'm sure in a later update I could throw a few skeletons out front. I tried adding a Death Hound guard dog for the entrance, but he just sat there and growled.
The place could use a little bit more Gothic decor and furniture. I was happy to see all the bookshelves till I realized none of the shelves held books. I would make the empty shelves hold books and the rest for decor. As for thralls make you own with better vampires. I just thralled two Thalmor, it kind of hits that sweet tooth. But I wouldn't make it for only Vamps because the cells in the cellar could also have been vampire prisoners used for test or experimentation. If it's only for vampire players, you cut you users in half. The mirrors, some people like them but they tend to be glitchy. As for a fight at the entrance an Atronach would work because then it doesn't matter if you're a vamp or human. Just place it and make it agro. Set it at max aggression. But for layout and design very well done. If anything, a butler (Housecarl or Steward type) Hello Good day and so on as they walk through the Castle / Mansion, and a maid or cook (Inn keeper selling food) would be cool for staff. The issue here would be the scripting if you want anything but the basics. Using Nether's Follower Framework Each floor can be a home and NPCs or followers can be set to live there. They seem to move around on different floors depending on where you set your marks, so the pathing works good inside. Myself I added a few beds to the big open not used rooms to allow more followers. All around good mod.
Once, I turned around at Wyvern Rock and one appeared behind me. Moved, while my back was turned.
Anyway, if you have your game fully updated to the latest patch then your mannequins should no longer move as Bethesda themselves put a fix into the game which from what I have read works perfectly, making fix mods obsolete.