Is there any chance you would consider a patch for Shor's Stone Burial Site? Ideally in combination with Arthmoor's Shor's Stone. The old Stave Church - Enhancements has a version for the two, but it's a bit buggy.
Just commenting to second this request because Laintar Dale is a really lovely location. One of my favorites of Schlitzohr's settlements. A church would really add something to this area.
Thanks for the patches. Moving Darkshade makes it more compatible with an old mod I use, Ranger Cabins. Plus the added flavor really enhances the churches.
I do have another compatibility issue for Bronze Water. There is a mod Hroldan, Nightgate and Sawmill villages that has a Nightgate Village plugin. Loading it before the church means landscape features covers certain doors of the mod added houses. Loading it after the church causes the landscape to cover much of the church and grounds. How might I try to patch Bronze water so it could work with this fairly obscure nightgate mod? thanks for any suggestions.
About the ranger cabin mod, I don't know it, but even though the church is not there on the original spot, there are navmesh changes, so please see if there is navigation weirdness. The best way is to load that mod after the original stave and mine. That should be enough.
About the Hroldan etc mod, not a very popular mod but I'll make an exception for you. I'll patch it. I don't have time tonight but maybe tomorrow I'll have a patch
I have not seen any navmesh issues. Thanks if you do end up doing a patch for the Nightgate mod, but if not, do you have any recommended resources for me to review to learn how to do it myself?
Making this patch would require some knowledge of SSEdit and the Creation Kit, there are plenty articles and videos you can watch if you want to learn. Watch Darkfox127 on youtube for starters. But I made the patch already, I'll upload it tomorrow. Could only get around to it now, sorry.
Yeah that shouldn't happen at all, my mod literally moves the building from one location to the other, it doesn't duplicate anything. And I struggle to even think of what could revert/overwrite that. First, check if my mod is below Redbag's original darkshade church, but it should be because the masters are set up that way. Secondly, see in the console (in game) what .esp is affecting the building in the old location.
I want to believe you but an egregious mistake like that would've been reported already, on the other hand, I don't want to be unhelpful and say simply "it's something on your end, idk"
maybe its because you installed mid-game? I'm really unsure
Hi, I'm using the ‘Stave Church - Angi's Camp Addon.esp’ patch and I've noticed two trees floating in the sky. I'm sending you the screenshot of the problem ingame and the explanation in SSEEdit. It seems that the ‘Z’ value doesn't match the other plugins (example: Fabled Forest.esp).
They shouldn't be there, but I also see that nothing is overwriting those tree records... odd. I definitely do that to trees when I work on something but I think I would've noticed if I hadn't disabled them.
First and foremost, thank you for these enhancements.
After reading the description page, I noticed you were waiting for Heljarchen to get fixed. That mod page had an update on September 8, 2024. Is that the fix you were waiting for? I use that mod and would love that patch.
As for patch suggestions, I am not sure they are even needed but these are the town mods I'm using that don't have patch options.
Thanks for these enhancements. Looking forward to more of your work!
edit: one small afterthought, the Wyrmstooth patch has Stave Church (Windhelm) - Tweaks and Enhancements as a master. Is that intended? and nvm on heljarchen. i can see it has issues and then i realized said issues already forced me to remove it.
In Heljarchen, the mod you refer to hasn't been fixed, I simply cannot patch for that one just yet.
In Ivarstead and Winddhelm, the church is far enought away that a patch is not needed for any mods yet
I will keep your suggestions in mind for Karthwasten and Rorikstead too
Yeah, Wyrmstooth required Windhelm, I don't remember why. Probably just a mistake on my part that I can fix next update
Sorry I couldn't be more helpful but I'm not really modding anymore. I will release an update soon just to conclusively finish this mod. Thanks for the feedback
thanks a ton for these patches, but I'm still having a couple issues. The lux patch seems to change the interior lighting, but a some of the light sources, like the candles on the pillars, don't emit any light. See this screenshot:
Also there's a weird glitch with the totem of Kyne. It gives some weird buff... like it thinks the totem is food. I'm running requiem, btw. Here's another screenshot:
Yeah the candle sconces don't have a light attached to them, they are really just decorative. This is because there is a limit to how many lights can be active in an interior cell. In my game, the sconces have particle lights (ENB feature) and therefore the cell doesn't look as dark as yours. This is just a limitation of the engine for now. With the new "Light Placer" mod maybe things will be different in the future. But if you think the interior is too dark try running without the Lux patch, because it is not so much a patch as way of making the interiors consistent with Lux. Without it the interior will certainly look brighter.
The Totem issue is really not this mod, I didn't touch the effects. A quick look in SSEdit will tell you what is causing that.
I'll probably have to patch it, but I'd say the JK's patch is the best one for now. TGC doesn't edit much at all about navmesh and such, go with the JK's patch until I make the correct one
105 comments
I do have another compatibility issue for Bronze Water. There is a mod Hroldan, Nightgate and Sawmill villages that has a Nightgate Village plugin. Loading it before the church means landscape features covers certain doors of the mod added houses. Loading it after the church causes the landscape to cover much of the church and grounds. How might I try to patch Bronze water so it could work with this fairly obscure nightgate mod? thanks for any suggestions.
About the Hroldan etc mod, not a very popular mod but I'll make an exception for you. I'll patch it. I don't have time tonight but maybe tomorrow I'll have a patch
Thanks
Not fully sure what to do there, load order issue maybe?
I want to believe you but an egregious mistake like that would've been reported already, on the other hand, I don't want to be unhelpful and say simply "it's something on your end, idk"
maybe its because you installed mid-game? I'm really unsure
in any case, I discovered it's because I was using the Lux patches from the Lux pages. Easy mistake. My bad!
Thanks for the feedback, I'll look into it.
After reading the description page, I noticed you were waiting for Heljarchen to get fixed. That mod page had an update on September 8, 2024. Is that the fix you were waiting for? I use that mod and would love that patch.
As for patch suggestions, I am not sure they are even needed but these are the town mods I'm using that don't have patch options.
Karthwasten - Karthwasten - The Silver Anvil (on this page's downloads is a combo patch to use Karthwasten - Let the Silver Flow and Karthwasten - Burial Site Graveyard) I don't know if the combo changes anything that would be needed for a patch but I link them to be thorough.
Ivarstead - Thuldor's Ivarstead along with Thuldor's Ivarstead - Tweaks and Addons (also just linking both to be thorough, I am unclear if these actually require special patches)
Rorikstead - Rorikstead Village Overhaul
Windhelm - The Citadel of Snow and Windhelm Bridge Reforged - The Citadel of Snow and Windhelm Expansion - Grey Quarter and The Port City of Skyrim and lastly the one I think might need fixing JK's Windhelm Outskirts. I really do not know what conflicts could arise. I figured I'd throw all these up here, in case your on a patching binge. Some of these are rather popular. I expect nothing but that everything will turn out as it is meant to be.
Thanks for these enhancements. Looking forward to more of your work!
edit: one small afterthought, the Wyrmstooth patch has Stave Church (Windhelm) - Tweaks and Enhancements as a master. Is that intended? and nvm on heljarchen. i can see it has issues and then i realized said issues already forced me to remove it.
Sorry I couldn't be more helpful but I'm not really modding anymore. I will release an update soon just to conclusively finish this mod. Thanks for the feedback
Also there's a weird glitch with the totem of Kyne. It gives some weird buff... like it thinks the totem is food. I'm running requiem, btw. Here's another screenshot:
Yeah the candle sconces don't have a light attached to them, they are really just decorative. This is because there is a limit to how many lights can be active in an interior cell. In my game, the sconces have particle lights (ENB feature) and therefore the cell doesn't look as dark as yours. This is just a limitation of the engine for now. With the new "Light Placer" mod maybe things will be different in the future. But if you think the interior is too dark try running without the Lux patch, because it is not so much a patch as way of making the interiors consistent with Lux. Without it the interior will certainly look brighter.
The Totem issue is really not this mod, I didn't touch the effects. A quick look in SSEdit will tell you what is causing that.
https://www.nexusmods.com/skyrimspecialedition/mods/52335
It's this type of mod. If you're running ENB you should have all of these mods. Search for "Particle lights" on Nexus and have fun