The ESP version works perfectly, you just have to set the correct data directory to install. However, the ESL version is broken, it adds the fountains and the other stuff but doesn't remove the rubble. I just tested each file on a new game on SSE 1.6.640 ("AE") with only the USSEP and LAL installed. I don't know if this mod is still supported, but could you please look into it Graybark ?
If Graybark doesn't come back to fix the mod, I recommend to everyone to use the ESP version. Here's how to set the correct data directory to install it on MO2 (I don't know how to do it on Vortex sorry)
Right-click on the "Data" folder highlighted in the image above, then click "Set as <data> directory" The red warning "The content of <data> does not look valid." should now be a green "The content of <data> looks valid." Click ok. The mod should now be correctly installed.
Will have to look into the esl problem but the other things seems to be a mod manager problem. The folder structure is very simple and I am amazed that MO does not recognize it by default. I use Vortex so I would not know.
Thanks for the response Graybark ! It's nice to see that you didn't abandon this great mod. (I mean it, your Understone Keep is so much better and yet very close to vanilla)
I think the problem is the "Understone Keep Fountains and Rubble" parent folder, it's redundant. I never created a mod myself so I may be wrong, but I think that when you pack the mod into an archive, you have to do it as if the content of the archive went directly into the game's "Data" folder (like you did for the .esl) or create a Data folder if there is other stuff in the archive that's not supposed to go into the game's Data folder, like that "fomod" folder.
Btw I don't really understand what's the use of that folder in this mod, since there's not an actual fomod installer... It appears the "ModuleConfig.xml" file is missing, all mods with a functional fomod have that file, in addition to the "info.xml" file. Maybe mods are installed differently on Vortex, but on MO2, any archive with the correct structure can be directly installed as a mod, you only need a fomod if you want to install only a part of the archive as the final mod. (I'm far from being an expert so, again, I may be wrong.)
I think it's both things combined that confuse MO2, the redundant parent folder, and the incomplete fomod folder.
Using Vortex, I got the esp version to work without issue... the esl didn't work for me though. Really nice mod! I've been using JK's because it was the only one I could find that cleans up the rubble (which kinda feels like it shouldn't be there) but it requires patching. Thanks for this!
As of 1/25/2023 this mod is working perfectly fine for me after installing it on an old savegame with 369 mods total. Zero conflicts, mod works flawlessly, and Understone Keep looks SO much better. I used the main version, not the light master version.
Edit: I'm playing on the most recently updated version of Skyrim Anniversary Edition (AE)
Update: This mod no longer works. I have discovered that when even playing with the light master version of the mod on a fresh game, Understone Keep does not update with the changes this mod makes.
Cannot play without this mod. I've learned that after entering Understone Keep after years away from the game and realising that I forgot to look up for this one.
What is the purpose of the second file? It has the same name as the main file, but the description is "Light master version of the mod. Only use on a new game."
Sorry, but I'm not seeing the difference here. I've tried both files (new games each time) and it still looks the same. I have nothing else modifying Understone interior. All there is, is a new guy by Calcelmo and some switches here and there, but the whole place still looks like an abandoned quarry. Is it supposed to be a progressive change over time? Am I missing something?
Well, I installed with Vortex and there are no conflicts in either Vortex or Loot. As I said, I started 2 new games from scratch, one with the ESP and one with the ESL. My Understone Keep DOES NOT look like your screen shots.
I've taken it out completely, since it's just taking a slot in my load list at the moment. Nice idea, but if only it worked. Maybe it's just me.
EDIT: I really also don't feel like starting a new game again. Hopefully it IS just me.
I think the main file has too many subfolders. It is creating a Data folder under Data when installed by Vortex. Hence the .esp not being read and no changes being made.
Any chance for ELFX compatibility patch? I can do some SSEEditing but I can't do anything with CK as it never works on my PC for some reason. And I fear that SSEEditing will only help if I'll completely remove all ELFX's Interior Lighting changes for Markarth Understone Keep, which is not good at all..
But I still want to use your mod pretty bad (just saw it was updated today :)
I made a couple of screenshots, will upload them soon.
1. 4814c44 - light disappears when approaching entrance to the throne (the one with the guards and two braziers 2. waterfalls - 1 is "lit", but one is unlit. 3. few of the braziers, 1 have flame higher than the other 4. few of objects doesn't emit light at all.
Hey, sorry for the late response but I finally checked Understone Keep with ELFX with and without the Enhancer plugin (but without Hardcore) and I see no issues that are worth fixing to me.
The only thing that bothered me in your screenshots were the waterfalls but in my setup there seems to be a minimal difference for me: https://i.imgur.com/WdW3UaH.jpg Not sure what is going on there with your setup.
Different flame height adds to the immersion. Makes it less of a perfect world to me, which I like. I have no disappearing lights either.
Thanks for this. I also used this back in Oldrim. I mean, they've been using Understone keep as the Jarl's keep for literally thousands of years, and no one ever cleared the rubble away?
38 comments
However, the ESL version is broken, it adds the fountains and the other stuff but doesn't remove the rubble. I just tested each file on a new game on SSE 1.6.640 ("AE") with only the USSEP and LAL installed. I don't know if this mod is still supported, but could you please look into it Graybark ?
If Graybark doesn't come back to fix the mod, I recommend to everyone to use the ESP version. Here's how to set the correct data directory to install it on MO2 (I don't know how to do it on Vortex sorry)
Right-click on the "Data" folder highlighted in the image above, then click "Set as <data> directory"
The red warning "The content of <data> does not look valid." should now be a green "The content of <data> looks valid." Click ok. The mod should now be correctly installed.
I think the problem is the "Understone Keep Fountains and Rubble" parent folder, it's redundant.
I never created a mod myself so I may be wrong, but I think that when you pack the mod into an archive, you have to do it as if the content of the archive went directly into the game's "Data" folder (like you did for the .esl) or create a Data folder if there is other stuff in the archive that's not supposed to go into the game's Data folder, like that "fomod" folder.
Btw I don't really understand what's the use of that folder in this mod, since there's not an actual fomod installer... It appears the "ModuleConfig.xml" file is missing, all mods with a functional fomod have that file, in addition to the "info.xml" file. Maybe mods are installed differently on Vortex, but on MO2, any archive with the correct structure can be directly installed as a mod, you only need a fomod if you want to install only a part of the archive as the final mod. (I'm far from being an expert so, again, I may be wrong.)
I think it's both things combined that confuse MO2, the redundant parent folder, and the incomplete fomod folder.
Edit: I'm playing on the most recently updated version of Skyrim Anniversary Edition (AE)
https://imgur.com/a/zx3JHHB
Currently it's creepy cave music which is pretty dumb.
I've taken it out completely, since it's just taking a slot in my load list at the moment. Nice idea, but if only it worked. Maybe it's just me.
EDIT: I really also don't feel like starting a new game again. Hopefully it IS just me.
I can do some SSEEditing but I can't do anything with CK as it never works on my PC for some reason.
And I fear that SSEEditing will only help if I'll completely remove all ELFX's Interior Lighting changes for Markarth Understone Keep, which is not good at all..
But I still want to use your mod pretty bad (just saw it was updated today :)
1. 4814c44 - light disappears when approaching entrance to the throne (the one with the guards and two braziers
2. waterfalls - 1 is "lit", but one is unlit.
3. few of the braziers, 1 have flame higher than the other
4. few of objects doesn't emit light at all.
edit: screenshots..
https://imgur.com/a/XcUfcM9
Love this mod so much that I can stand a few oddities
The only thing that bothered me in your screenshots were the waterfalls but in my setup there seems to be a minimal difference for me: https://i.imgur.com/WdW3UaH.jpg
Not sure what is going on there with your setup.
Different flame height adds to the immersion. Makes it less of a perfect world to me, which I like.
I have no disappearing lights either.