I mean, I'm no expert on compacting to the ESL format, but you're more than welcome to try it out! I didn't change *too* many things, so as far as I can tell, it should be alright!
Thank you so much for making this mod. I always feel compelled to adopt Lucia and Sofie because of their situation, but I've always wanted to adopt a son without having to use an adoption mod for more kids and beds.
I know what you mean! There are so many sweet children in the game and it felt so unfair that the dragonborn would be left having to pick two to adopt.
Then again, with all the crazy things that happen to the dragonborn... It's a bit wild that they even let them adopt in the first place haha
Where was this mod hiding? I've been looking for that all the time. I have always used my home is your home and Sophia often makes mistakes. I hope this mod works with my Skyrim. It's nice to know that the little ones have a bed until I can adopt them. Thank you very much. <3
No problem at all! I was super bummed out when I realized there wasn't a mod like this out there so I had to try and do something for them! I hope it all works out!! You are more than welcome! <3 Sorry for the late response, I hadn't been on in a while!
No problem at all! I was super bummed out when I realized there wasn't a mod like this out there so I had to try and do something for them! I hope it all works out!! You are more than welcome! <3 Sorry for the late response, I hadn't been on in a while!
Do the beds go away after you adopt the corresponding child, or are they permanent? Thanks for thinking of something like this, I always thought those poor orphans should at least get some blankets or something!
I always felt so bad for them, and the fact that most slept on the ground out in the cold! It took a bit of tinkering but I got it to work! I would say I'd look into scripting it so that the bed would go away, but I'm afraid that might just leave me with more bugs
Nope, sorry, not working. I am in a new playthrough. Installed this mod before I started. And I saw the bed made ready for Lucia in the Bannered Mare, with a doll to boot. But Lucia still went to sleep on the ground behind the tavern.
But my LOOT did not flag any ITM for this mod, As mentioned by AEscraed.
Interesting mod, but I'm afraid there are some bad practices in your plugin:
1. It seems you haven't cleaned the mod properly, there are Identical to Master Records, most importantly, the actor records for the children themselves, you only needed to edit their sleep package;
2. You deleted records for certain placed objects (mostly furniture), if another mod references such itens, there might be problems. The best way to get these objects out of the way is to mark them as "Initially disabled" and move them out of the navigable part of the cell (for example, set their Z coordinates to a large negative number).
If I'm wrong about any of these assertions, I apologize, but I thought I could share a few modding tips here.
All I did was change it from my original was edit it over to SE.
1. If they now show as Identical to Master, that's odd, I don't think they did before now.
2. The deleted records were where they had slept, and for good reason. The game bugs out like crazy and when I disabled and moved them, the kids would wander trying to reach those locations at times.
I see, but they do so even after you changed their AI packages to no longer reference the old markers? That might be another case of Skyrim Sorcery and, thus, deleting the old markers may have been necessary indeed.
Loot doesn't flag the records as ITMs, but looking over SEEdit they seemed identical to the records altered by USEEP, except for the random tintmasks edits CK tends throw at mods that change NPCs. But it might have been my mistake, I've been working a lot lately and could have missed something.
No stress! They did continue to do that for some bizarre reason. (Well, then again it is Skyrim...) The only way I could keep them from reverting in some way or another was to delete the reference in its entirety so that there wasn't the potential for it to bounce back again.
I noticed that too but given that it seems vaguely stable now, I didn't want to try and clean it up more and risk someone running off again lol
28 comments
Then again, with all the crazy things that happen to the dragonborn... It's a bit wild that they even let them adopt in the first place haha
Thank you very much. <3
I hope it all works out!!
You are more than welcome! <3
Sorry for the late response, I hadn't been on in a while!
I hope it all works out!!
You are more than welcome! <3
Sorry for the late response, I hadn't been on in a while!
Sorry for the late response!
I always felt so bad for them, and the fact that most slept on the ground out in the cold! It took a bit of tinkering but I got it to work! I would say I'd look into scripting it so that the bed would go away, but I'm afraid that might just leave me with more bugs
But my LOOT did not flag any ITM for this mod, As mentioned by AEscraed.
1. It seems you haven't cleaned the mod properly, there are Identical to Master Records, most importantly, the actor records for the children themselves, you only needed to edit their sleep package;
2. You deleted records for certain placed objects (mostly furniture), if another mod references such itens, there might be problems. The best way to get these objects out of the way is to mark them as "Initially disabled" and move them out of the navigable part of the cell (for example, set their Z coordinates to a large negative number).
If I'm wrong about any of these assertions, I apologize, but I thought I could share a few modding tips here.
1. If they now show as Identical to Master, that's odd, I don't think they did before now.
2. The deleted records were where they had slept, and for good reason. The game bugs out like crazy and when I disabled and moved them, the kids would wander trying to reach those locations at times.
Loot doesn't flag the records as ITMs, but looking over SEEdit they seemed identical to the records altered by USEEP, except for the random tintmasks edits CK tends throw at mods that change NPCs. But it might have been my mistake, I've been working a lot lately and could have missed something.
I noticed that too but given that it seems vaguely stable now, I didn't want to try and clean it up more and risk someone running off again lol
Good intentions in your mod. But it won't be enough! (>_<)
I figure until the DB can go and adopt them, they can have a warm place to sleep at night