Skyrim Special Edition

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The Wanderer

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  1. The-Wanderer
    The-Wanderer
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    New version "Miserith Hal GS1.01"uploaded to correct missing textures.
    No change to esp... changes are in the BSA only
  2. The-Wanderer
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    New version "Miserith Hal GS1.02"uploaded to correct misspelt data path and hopefully fix black face bug.
    No change to esp... changes are in the BSA only
  3. The-Wanderer
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    [OPTIONAL] add-on download added.

    I've added a button above the safe in the Treasury that will automatically search your characters inventory...
    moving any General Display items to the General Store treasure container.
    This uses the General Display Formlists to identify the items and 'will' move quest items as well including the Blackbooks.

    It will not however move any equipped or favourited items.

    NOTE!
    This will only work as intended if as I suggested you are using the optional download from General Display to use General Stores Treasure store.
    If you are not using this option though it will still move your display items to the General Store treasure container...
    but they will not then automatically appear on the displays.
  4. Kioshi19
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    The adopted children don't recognize the home as their home so they just stand in one spot for days and continuously say that they are going to get their things or will be there soon.  
    1. TheWanderer001
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      Did you follow the intructions under compatibility in the description.

      If you have then sorry I don't know what to do to rectify it for you.
      I no longer play or mod Skyrim SE and I never played the game using adoption either.
      I just followed and added what is described in the Hearthfire Multiple Adoptions mod.
    2. Zanzibarbarian
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      It is still happening now   8-((...
  5. Stridvagn2000
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    good little castle.

    I have a question: Can you make a version without a player/follower home and than add  some more rooms for soldiers
    like a real defence keep of the temple with more soldiers-, Knights- and Magic-NPC´s?
  6. Alex1Light
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    Why are there 2 nexus pages for this mod? Is this https://www.nexusmods.com/skyrimspecialedition/mods/22656? version different somehow? It's quite confusing and unless i missed something neither of the nexus pages for this mod explain why
    1. TheWanderer001
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      From near the top on each mods description page

      'This is a' General Store and General Display version of my other "Miserith Hall" mod but without the quests/tasks and is free to takeover as is.
      https://www.nexusmods.com/skyrimspecialedition/mods/22656

      'There is now' a General Store and General Display version of "Miserith Hall" but without the quests/tasks and is free to takeover as is.
      https://www.nexusmods.com/skyrimspecialedition/mods/25693/?tab=description


      Okay... if English is not you first language then the slight difference in the description may not at first be obvious

      'This is a' - this mod is the version without quests/tasks and is already complete.

      'There is now' - is from the version that has quest/task to upgrade the Fort.

      Hope this helps clear the confusion for you.
    2. Alex1Light
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      Ah i can't believe i didn't noticed the difference between 'this is a' and 'there is now'

      Thanks for clearing up my confusion. Easy to make this mistake is you quickly look at it (though even after looking at both pages quite some times i still failed to see the difference lol).

      Well thx again for awnsering
  7. Trevorg2159
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    Is there a way for me to remove the idle markers in the tavern? im trying to to redecorate it into a necro guild hideout but my followers keep playing instruments which kinda kills the dark mood. Love the place though.
    1. TheWanderer001
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      Don't know if this will work...

      Create 2 bat/txt files
      1: called ckmarkon type in "setini bShowMarkers:Display 1"
      2: called ckmarkoff type in "setini bShowMarkers:Display 0 "
      You can of course call them what ever you want ;)
      bat ckmarkon = markers on and bat ckmarkoff = markers off.

      In the console run 1:
      You need to leave the cell after activation to make the visual change.
      Then in the console select the markers and delete.
      In the console run 2:

      As always make sure you save first just in case something goes wrong..

      I said I don't know if that will work or not... if not then you will have to load the mod up in the CK and remove them there.
      Hope that helps :)
    2. Trevorg2159
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      Thanks for the reply, i played around a bit with it and got it to work for a bit then started having issues with other things. im not great with all this stuff so ive got no idea what i might've done wrong. regardless, i put it back to normal and im going to try CK. Thanks again, this actually inspired me to try my hand at creating my own mod so im really thankful
    3. TheWanderer001
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      Sorry it didn't help :(

      But if you have been inspired to try modding yourself that's great to hear...
      Remember the most important thing though is to just have fun :)
  8. Insidiouskittie
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    Love this mod but I seem to be having some lighting issues. Any suggestions? I dont have any mods that alter lighting. For instance i can be standing next to a desk and see the wall near me. then I turn just a bit and the wall is black no stone texture. but i can still see the shelves
    1. TheWanderer001
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      I also had a problem with this in the earlier versions... it was to do with the way the SSE engine handles lighting.
      I have made a lot of changes to the lighting in the mod over the various versions to try and work around it... I thought I had it fixed...
      I've not seen this problem for some time now and not at all in the current version (1.02)
      I use a ENB so don't know if that is also making a difference.

      Sorry that may seem like I'm avoiding an answer but really I don't know what else I can do :(
    2. Insidiouskittie
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      Ok I downloaded and installed ENB and it seems to have fixed most of the problem. The clipping is gone from the spiral hallway and the rest can be called "immersion" flickering from candles and stuff.
      Except for the the round room with all the beds. Kids room? The walls are very dark but I may be able to put lamp stands or something there myself.
    3. TheWanderer001
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      If the room has the kid's toy's as well then yes it would be the kid's room... the follower's don't have any

      I don't think adding more lights will solve the problem... I had to remove a lot of my original lights to try to fix it.
      It appears the game engine just has a problem when there are a lot of lights in any one cell...

    4. Insidiouskittie
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      It almost looks like when the room was built that the creator overlaped floor and wall tiles. I did that by mistake once, that one floor tile did the same thing this house is doing. Until i was able to fix it i just covered it up with a fur using jaxons positioner. It worked.
      On to more important issues... I started a new game (again) and now the room with all the artifacts work but only the skull of corruption shows up on display in the bedroom. Guessing this is a issue with lazy displays. Since it is built in to this mod I thought I would ask you first what to do
    5. TheWanderer001
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      I have noticed that sometime adding a lot at once seems to confuse things... that is not everything shows up as it should... and once it's gone wrong it seems to be unfixable for that save

      I do know whenever I've added stuff in smaller batchs everything shows as expected for me...
      There are a lot of scripts running during this process which might be the problem.

      I'll also check out the kids bedroom tile pices and see if I can find anything
    6. Insidiouskittie
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      I fixed the lighting problem! Mostly. some of the floors still look odd but the lights are MUCH better. I added Luminosity lighting Overhaul. And I can just cover the floors if it bothers me that much. Im a pain, I know. and the area with the floors that is most obvious is one floor up. alchemy area hallway. I noticed that the floors and walls do not seem to be attached. The furniture is placed in the gap between floor tile and the wall. In game it just looks like discoloration that is expected in fort/dungeon type areas that are meant to look ill-used. I think changing the lighting draws attention to this. Better lighting = seeing the floors better. I've noticed that in most modded homes the floors extend past the walls. I'm not sure this is entirely possible with this house because of the the stairwells. I tried anyway. I added a few floor tiles on one side of the room. It seems to help. I will do the rest when I have time and get back to you
    7. Insidiouskittie
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      yes adding more floor tiles in the ck fixed the problem. The floor is no longer flickering black with shadows
    8. TheWanderer001
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      Thanks for figuring that out :)

      Not quite sure what/where you have added extra tiles but will take another lookin the CK

      UPDATE
      Tried the stuff as you suggested but... for me it just made the flickering in game a100% worst :(
      unless of course I misunderstood what you did...

    9. Insidiouskittie
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      In the CK I loaded the great hall. turned it almost upside down so i could see it at a better angle. Then I closed the gaps in the floor tiles from the alchemy room all the way to to the display room. Then I selected all the tiles on this floor and shifted them to one side so that they extend just past the walls but not to the stairs. While I had them selected I duplicated them and moved the duplicated set to the other side the same way as the first. There should be some overlap in the middle. Thats ok because these particular tiles seem to have recesses that get filled in when overlapped. All thats left is to add a couple tiles on both ends.
    10. TheWanderer001
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      I'm happy that you have found a solution that works for you... it may also work for others...
      but unfortunitly all it does for me is create the problem... for me I didn't see the problem in my last release.

      I'm 100% sure that the problem is caused by a bug/restriction in the game engine and that there will be no one fix that works for eveyone

      Please someone prove me wrong
  9. Insidiouskittie
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    I feel dumb having to ask this but I have installed all requirements. How do i get the display thing to work? I used a bat file to test it. Added all of the items to the treasure chest in the armory. but they wont show up on the displays. i did try the items on displays at a different house first and they work there but I want them to show up on ALL of them.

    Also, Manniquin message will help with that bothersome pop up mentioned in description. You will still get the message but it wont interrupt gameplay.
    https://www.nexusmods.com/skyrimspecialedition/mods/23549
    1. TheWanderer001
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      Are you using the optional download from General Display to use the General Stores Treasure store.

      If as suggested you have linked GS and GD then the items will also then be displayed.

      If not then you wiil need to just put the items in the GS treasure store... you would need to do this manually... there is a GD treasure store safe in the Armoury and another in the Study off the MAster Bedroom
      This is not the GS chest...

      Hope that helps
  10. Rumblymanatee6
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    the whole place is not showing up for me like it is not there at all
    1. The-Wanderer
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      This is obvious but have you activated it?

      There are only 2 files TWFortGS.esp and TWFortGS.bsa if they are in the data folder and the mod has been activated there is no reason for the fort to not show up.
    2. rldunn1
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      The same for me. I've checked that the esp and bsa are both in place, and the mod is activated. I've disabled and re-enabled the mod. But when I go to the location.... nothing there. I'm only using about a dozen mods, none of which anything remotely close that location. The General Stores mod is in place, and worked fine on the other house mod I have installed. I'm scratching my head. Any ideas?

      SOLUTION: Never mind - I discovered the fix. I'd had another house mod using GS, and already had what I think is the main GS mod installed. I was going back over Miserith Hall looking for solutions, and noted that it required a GS mod with collector box as the supporting mod, which was different than what I had. I installed the GS collector box, and Miserith Hall popped right up where it was supposed to be. Glad, too, I walked through it and it looks cool.

      I also discovered something else. I have a whole slew of stuff stashed at my other GS house, and wasn't looking forward to moving. Maybe this is common knowledge, but I discovered what I have in storage there, also pops up in my GS storage boxes in Miserith Hall. So, eureka, no big move. Just settle in, and my stuff is already there. Very nice....
    3. TheWanderer001
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      Glad you found a solution :)

      And yes that's one of the advantage of General Store/Display... whatever you put in will show up in all the other locations.
      The reason for the GS version I've used is to be able to link the treasure stores from both General Store and General Display. I'm sure the other versions don't allow for that.
  11. Rhythm2x
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    Maybe I missed it but is there an outside lever that causes the front gate to open. I can fast travel in and use the courtyard gate to open it so the NPCs can get in. But I never found an outside lever.

    I don't have any landscape mods that alter the area. Outside of that, this is THE HOME for me.
    1. The-Wanderer
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      No... no outside lever :)

      Not much point having a portcullis to keep undesirables out if all they have to do is open it with an outside lever :D

      Happy you like the Fort :)


      Something I may look at in any future version is to have an outside pull chain that summons one of the guards to open it and let you in. Have no idea how to do that though ???
    2. Rhythm2x
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      Wow. Didn't even think of that! Well it definitely does keep undesirables out. Like mad Forsworn chasing you.

      Hmmm... That guard idea does sound cool. I've done some personal mods with NPCs doing different activities. If I have permission from you, I could experiment and see what I can come up with.
    3. The-Wanderer
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      PM'ed you :)
    4. Harbinger78
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      You could add a guard at a point that has a lever to open the gate. He does nothing really, just stands there. The pull chain opens the gate, but you explain it by the guard doing it. It's a cheap work around, but plausible nonetheless.
  12. KunninPlanz
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    Needs regular attacks of opportunity from the Forsworn, the fort is encroaching on their doorstep after all. :P
    1. The-Wanderer
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      Yes... I had thought about that but couldn't figure out a good way of doing it :(
      If I do then an optional addon might be released.

      Just having a spawn point near the gate is not what I'd call a good solution... so it would probably have to be some sort of repeating quest... possibly with a way to negotiate a truce with them... maybe :D

    2. TheYrahcaz
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      You could add a spawn point just outside out of view then add a patrol package to the middle of the keep. They'll just idle wherever that point ends.
  13. Gnarlybolt
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    Hi, I'm wondering if you can update this to make the blacksmith able to be a merchant. The blacksmith couple has a store full of wares, but they don't allow me to buy or sell. Thank you!
    1. The-Wanderer
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      They are set up as merchants and will buy and sell.... but will only do so during their trading times.:)