Skyrim Special Edition

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EEK

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EvilEyedKyo

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65 comments

  1. EvilEyedKyo
    EvilEyedKyo
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    Hey guys,

    I hope you all enjoy this new version of Warmaidens. If there are any problems please make sure to read the description first before posting. If you are having any problems please give me as much info as possible and I will attept to help you out with it as quickly as possible. Include which version and patches you are using.

    Cheers

    EEK
  2. h7even
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    Hello ! I love this MOD ! BUT ! :( i have some problem in every interiors, like a half of the interior is not rendering until i step closer, if not i have like a grey wall similar to this when you are under the map, it's look's like my settings of rendering are to low or something but i checkt it twice and settings are ok... 
  3. javikrules
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    Amazing mod, but pretty sure this conflicts with AI Overhaul.  The merchant Ulfberth is constantly getting stuck in the basement behind the locked door. He's stranded and therefore never opens his shop and I can't enter with picking locks to set him free. Then it happens all over again the next day.  I'm guessing it's AI Overhaul's NPC behavior not playing nice with new layout.
  4. MisterBanana17
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    Great work !
    This mod is now featured on my True Graphics and Immersion List
  5. Glorbringer
    Glorbringer
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    Great Mod this is now part of my load order Thank you
  6. Thinkgeek020
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    Seems to crash when I try to do business with him. Doesn't bother me, since I don't need anything.. so more of a heads up in case it happens to others. I'm using the Immersive citizens version.
  7. ardiz
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    Great mods man, looks beautiful but a bit too much for me.. Endorsed
  8. verkire
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    Hello !

    I might have a problem. Apparently with this mod enabled, I have a really thick fog in fort Dawnguard...

    https://imgur.com/a/TK9z2

    I tried it with a new save, without any other mod installed but EEKs Warmaidens SSE.

    Do you have an idea ?
    1. EvilEyedKyo
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      I just had a look at the esp in sse edit and I think I know what might be causing it. Looks I made a change to a lighting template somehow, sry bout that. In sse edit open up the esp and right click, remove the Alikr lighting template. If that sorts it let me know and I'll update the main esp. Saying that though it shouldn't be there anyway so I'll update it soon.

    2. verkire
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      That's it ! Thanks a lot
    3. KillTheBear87
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      I'm having the same problem but I'm using the "all in one" (Whiterun Interiors). Where do I find the 'Remove Alikr lighting template' option?
    4. GDKinti
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      I had the same problem so I followed the suggestion and edited out the Alikr lighting template. It fixed the problem in both the standalone and the combined mod versions. It fixed the problem and still left Warmaidens with a good well lit shop. In the combined mod it had no impact on any of the shops at all in terms of lighting or performance. It just took the fog out of Ft. Dawnguard. Easy fix.
    5. Speedyredfox1991
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      Hey Guys and Girls, is this still a problem? I donĀ“t use SSE Edit, so i would like to have the mod without using SSE EDIT.
      Thanks J
  9. Chi13iM
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    I am having a hard time getting this mod to work with Open Cities. I've downloaded both the main file as well as the Open Cities version, but no matter what I do, I run into the same issue; going in to Warmaidens works fine, but when I exit, I exit into a non-Open cities Whiterun, and all the doors in the city are dead ends that lead nowhere. Only by exitiing and reentering the city do things go back to normal, but when I exit Warmaidens again, the same thing happens.

    I've tried installing the main mod first, then the Open Cities version, overwriting everything when asked, but that leads to the above problem. I've tried only installing the Open Cities version, but that both gives me the above problem on top of the interior of Warmaidens looking incomplete (armor floating in midair, missing furniture, etc.)

    What am I doing wrong here? I didn't have this issue when installing your Belethor mod or your Arcadia mod, but this one seems bound and determined not to work. Which is too bad, because I really love all your interior mods thus far, but this one just doesn't seem to function.
  10. smolbean69
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    One thing I noticed with all of your mods is that the merchant stands on the wrong side of the counter, great otherwise :D
  11. Kyubitron
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    Not sure the JS armored circlets patch is working. There was no overwrite warning when it got installed, and it seems to have had no effect on Warmaidens, as the Khajiit is missing, and UIwerth still patrols between the two areas.

    Very nice looking though.
    1. EvilEyedKyo
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      There won't be an overwrite message as you not actually overwriting anything. Even if the patch isn't working the khajit should still be in there and you'll have a pile of crockery upstairs. Not wanting to sound funny but you do have JS circlets installed yeah?
    2. Kyubitron
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      Yes indeed. He's there when it's just base Warmaiden's, and gone with EEk's, even with patch. Happy to provide pictures if needed.
    3. EvilEyedKyo
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      Might be a load order thing because he's definately there in my game. Not that I imagine your in there after 20:00 but to be certain are you? Because he'll either be in the drunken huntsman or bannered mare if it is after 20:00. I'll take a proper look when I can.
    4. Kyubitron
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      Thank you for looking into it.
      My load order was:
      JS Armored Circlets
      EEks Warmaidens
      EEks Warmaidens JS Patch.

      However, when altered to:
      EEks Warmaidens
      JS Armored Circlets
      EEks Warmaidens JS Patch.


      Or:
      EEks Warmaidens
      EEks Warmaidens JS Patch.
      JS Armored Circlets

      It throws this error in LOOT:

      Failed to sort plugins. Details: Cyclic interaction detected between plugins "JS Armored Circlets SE.esp" and "EEKs Warmaidens SSE.esp". Back cycle: EEKs Warmaidens SSE.esp, JS Armored Circlets SE.esp
    5. EvilEyedKyo
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      Whilst I have seen that come up several times in the past with other mods I've been using I'm still not 100% sure what it means. If anybody else does please can you speak up.

      I've been switching things around in my loadorder trying to replicate it and haven't been able to so in all honesty I don't know what to suggest, hopefully somebody might be able to chime in and help... please.
    6. venomreleaser
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      I'm having the same issue with the combined file. I'm using the load order instructions on the combined page and the Khajiit vendor is nowhere to be found.

      I also have a purple texture in the basement on the workbench. It appears to be for a device used to make the leather straps (not sure what it's called).