hey love these small homes you made. i've been doing cr on my load order and while patching the tree overhaul i use, i noticed this one had a tree disabled. if the intention was to permanently disable items, they should be moved to -30k z axis and set enable state to opposite of parent (playerref) on top of initially disabled flag.
Usually, I move them below the ground and set the flag Initially Disabled just to make sure. The only tree overhaul I use is Fabled Forests and they don't touch this tree record in specific, so I didn't consider potential incompatibilities.
An absolutely wonderful mod. Thank you for adding these houses to the smaller holds. They really amp up my playthroughs.
I discovered an incompatibility with Immersive Citizens - AI Overhaul SE. The tent, bedroll, campfire and clutter added by Immersive Citizens clip through the Breaking Dawn Cottage. I have tried my hand at making a small patch. It's not perfect as it was my first time using the Creation Kit but I think it does the job. Here is the link to my patch: Breaking Dawn Cottage - Immersive Citizens - AI Overhaul Patch
This is a lovely simple home. Just what I needed for my Dawnstar home, putting one home (at least!) in every city and many towns. I am running EtaC dawnstar as well as COTN and this works really well after just three trees added by ETaC are removed.
Strong chance the follower stairs issue is related to the .nif and its material properties for footstep sounds. It needs to have FootstepsStairsWood (or however its spelled) NOT FoostepsWood.
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Is this gem SSE compatible ?
I discovered an incompatibility with Immersive Citizens - AI Overhaul SE. The tent, bedroll, campfire and clutter added by Immersive Citizens clip through the Breaking Dawn Cottage. I have tried my hand at making a small patch. It's not perfect as it was my first time using the Creation Kit but I think it does the job. Here is the link to my patch: Breaking Dawn Cottage - Immersive Citizens - AI Overhaul Patch
Once again, thank you for your work.
Is anyone else unable to load the plugin via SSEedit?
I'm using 4.1.5 experimental and I get an error where SSEedit then loads in read only mode :/
Thank you.
Hope this helps.