Patch now available for compatibility with Elysium Estate! The main Tundra Watch Farm file is still required (as well as Elysium Estate of course). The landscape issues are solved and I was able to get the navmeshes between the two mods to work together after several hours of trial and error. I'm aware that using a patch adds another esp to the load order, but I decided on this because I do not want to have to maintain two separate versions of Tundra Watch.
To get it to work properly use the following load order: Elysium Estate Tundra Watch Farm Tundra Watch-Elysium patch
I made the patch using Elysium Estate 5.0.1 (latest version at the time of this post) so I recommend using that version because I do not know if it will work correctly with older versions.
If there are still any issues between my mod and Elysium please let me know and thank you for the support!
merci du partage, magnifique mod, dommage que la ferme ne soit pas située comme sur l'édition anniversaire xD, elle fonctionne parfaitement sur 1.6.1130
A package was changed, namely, DefaultEatEditorLoc7x1. This package is used by the servants, and by a good chunk of Bruma NPCs. So the NPCs are using it to start a behaviour, namely "eat", but they are transported to THIS place specifically to do it, it seems.
A quick patch is just to reverse this package, but some behaviour of the servants is lost. To implement properly, they need a duplicate of that package, assigned to those NPCs.
I do have one issue that's very strange but I'm not sure it's because of this mod. I’m doing some troubleshooting to see if I have a mod conflict somewhere but I wanted to ask if anyone else is having an issue with NPCs from other mods spawning at the farm. This has never happened to me before in this area until I installed Tundra Watch. For example, I’ll come out of my house and see NPCs from Beyond Skyrim Bruma, shopkeepers, etc… all gathered in front of my house and on the road. Anyone else have this issue?
I know this post is a bit old, but I was also having the same issue with this mod installed. I am not sure what caused it, but yes, I had Bruma NPCs walking about.
Love the oldrim versionm its already very nice. I understand,that the SE Version is much improved. Any chance that the SE version could be backported to replace the original mod?
This the player house mod I was looking for - a farm stead that has a sizable garden plot and no displays for quest/special items. It's a nice home setting for a countryside home - love it!
Just one thing I noticed (and I am not sure if this was addressed already): I harvested the wheat field already and after 6 days it hasn't grown back yet. The only mod I have that MAY conflict with this is "More Growable Plants SE" by Dracula 420; I disabled the mod to check if the wheat field would grow back, to which after an additional 6 days, it has not. Is the wheat field suppose to respawn?
Another is the Whiterun Guards that patrol the area, for some reason, died. I thought after leaving the cell and returning would trigger them to respawn; they haven't.
Are these bugs? Other than the aforementioned observations, love this mod!
I am glad that I discovered this mod as it provides a missing piece for one style of play...one centered around Whiterun. As the first place to be excepted and titled my more diverse merchant type likes to settle here in Cynn's Breezehome. Taking the merchant minded Ysolda as my wife grants me her home also which can be cleared out (counsel command style) and turned into a small warehouse. This granted my merchant all that was needed to craft most goods without long hikes or breaking lore...but no real farming to grow needed ingredients. But, now with this farm it is all in close proximity with a lore friendly growing foot print in and around Whiterun. The only piece that would increase the lore would the need to purchase the farm, which I know is more tedious scripting...I can always toss a reasonable amount of coin for the farm in a random bucket and call it the purchase price.
Thanks for the awesome addition to the game and the detailed work that went into it.
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To get it to work properly use the following load order:
Elysium Estate
Tundra Watch Farm
Tundra Watch-Elysium patch
I made the patch using Elysium Estate 5.0.1 (latest version at the time of this post) so I recommend using that version because I do not know if it will work correctly with older versions.
If there are still any issues between my mod and Elysium please let me know and thank you for the support!
A package was changed, namely, DefaultEatEditorLoc7x1. This package is used by the servants, and by a good chunk of Bruma NPCs. So the NPCs are using it to start a behaviour, namely "eat", but they are transported to THIS place specifically to do it, it seems.
A quick patch is just to reverse this package, but some behaviour of the servants is lost. To implement properly, they need a duplicate of that package, assigned to those NPCs.
I do have one issue that's very strange but I'm not sure it's because of this mod. I’m doing some troubleshooting to see if I have a mod conflict somewhere but I wanted to ask if anyone else is having an issue with NPCs from other mods spawning at the farm. This has never happened to me before in this area until I installed Tundra Watch. For example, I’ll come out of my house and see NPCs from Beyond Skyrim Bruma, shopkeepers, etc… all gathered in front of my house and on the road. Anyone else have this issue?
This the player house mod I was looking for - a farm stead that has a sizable garden plot and no displays for quest/special items. It's a nice home setting for a countryside home - love it!
Just one thing I noticed (and I am not sure if this was addressed already): I harvested the wheat field already and after 6 days it hasn't grown back yet. The only mod I have that MAY conflict with this is "More Growable Plants SE" by Dracula 420; I disabled the mod to check if the wheat field would grow back, to which after an additional 6 days, it has not. Is the wheat field suppose to respawn?
Another is the Whiterun Guards that patrol the area, for some reason, died. I thought after leaving the cell and returning would trigger them to respawn; they haven't.
Are these bugs? Other than the aforementioned observations, love this mod!
Thanks for the awesome addition to the game and the detailed work that went into it.