Has anyone else had an issue with not having the option to move children into dragonfall castle?? I only noticed after i bought it and i can't figure out a solution
Sorry for my english, I tested this mod on my laptop with Ryzen 7 3700U, 8gb ram, 540x 2gb vram. Indoors the FPS is between 54 ~ 58, while outdoors unfortunately it is between 30 ~ 40 fps. I don't use any texture or graphics mods because of my limits, but I'll leave this mod for when I have a better PC
+1 - would really love to use these both together, but it looks like this mod ends up burying a couple of buildings from the other. Hope someone who knows how eventually creates a patch.
Thought "Custom guard armor" meant you could customize it, oh well... Using the mage college fonts in the elevator causes some issues with me because I'm using fire hurts NG, but it's not a lot of damage so it's not a huge deal. This mod and a few others of yours where they're supposed to be "hold castles" could really use a carriage for travel back to the capitals/towns etc. Some people don't like to use fast travel for everything and if you're paying for a whole force of guards and vendors you'd think you can afford a private driver as well. Just one other small nitpick, castles usually used double portcullis, portcullis and a door or portcullis with a drawbridge, sometimes all 3. I think it would look better with something like that instead of the single portcullis for the entry gate.
Beyond that I really like the design of the castle, nice open courtyard, detailed rooms but not over cluttered so it feels actually lived in, no crazy over powered utilities and not huge for the sake of being huge.
Mod looks nice, but the price is insane. I've never had anywhere close to 50,000 gold in game. I might just cheat and give myself that much to buy it, maybe.
For people having the issue with the floating castle/entrance, I found that Northern Roads is sadly the culprit as it doesn't like the castle entrance. It took me a while to sort the landscape mods and I know its a popular mod so thought I'd just drop this here.
Sorting the load order sadly doesn't fix the issue.
Then it would sound like you need to make a merge patch for the 2 mods to play nicely together. If you don't know how to do this I'm sure you can find someone in the forums if you ask nicely. :-) Hope this helps.
There is a patch in the Northern Roads Patches Compendium, but it does not install automatically. You need to manually install the patch from the archive.
It's worse than that. The FOMOD doesn't have the option to install it at all. You have to manually open the zip file, find the esp and then bring it into your mod manager.
Does someone face or has someone faced a similar issue as here https://ibb.co/b7Njpxq (used collission off to get below the grass), respectively here https://ibb.co/pJSxR2M and here https://ibb.co/P5JXxPv.
I make use of the Nolvus Awakening V6 modlist and tried to use the Northern Roads Compendium to resolve this, but it did not work (did not notice a change after installing it manually). Anyone an idea which mods could cause this if not Northern Roads (both the grass and trees in the middle of the castle but also that it floats)?
Edit: After I put it down the plugin list to almost the bottom (even below DynDOLOD) I could get rid of the floating ground and the alleviated terrain towards the door. However, I cannot get rid of the floating grass that was on said terrain as shown in the first two pictures. Any ideas?
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It just lack of some more storage in the master bedroom and crafting stations.
Using the mage college fonts in the elevator causes some issues with me because I'm using fire hurts NG, but it's not a lot of damage so it's not a huge deal.
This mod and a few others of yours where they're supposed to be "hold castles" could really use a carriage for travel back to the capitals/towns etc.
Some people don't like to use fast travel for everything and if you're paying for a whole force of guards and vendors you'd think you can afford a private driver as well.
Just one other small nitpick, castles usually used double portcullis, portcullis and a door or portcullis with a drawbridge, sometimes all 3. I think it would look better with something like that instead of the single portcullis for the entry gate.
Beyond that I really like the design of the castle, nice open courtyard, detailed rooms but not over cluttered so it feels actually lived in, no crazy over powered utilities and not huge for the sake of being huge.
Sorting the load order sadly doesn't fix the issue.
Damn. Moved on to the next one: Elysium.
With JK's Whiterun Outskirts and Northern Roads installed (and both patched), half of Elysium is underground.
Again, Northern Roads is the problem.
Bye bye Northern Roads. Back to Dragonfall I go.
I've seen other requests but they've all been ignored, so I don't know if it's not possible or just not in the works...
I make use of the Nolvus Awakening V6 modlist and tried to use the Northern Roads Compendium to resolve this, but it did not work (did not notice a change after installing it manually). Anyone an idea which mods could cause this if not Northern Roads (both the grass and trees in the middle of the castle but also that it floats)?
Edit: After I put it down the plugin list to almost the bottom (even below DynDOLOD) I could get rid of the floating ground and the alleviated terrain towards the door. However, I cannot get rid of the floating grass that was on said terrain as shown in the first two pictures. Any ideas?