Question about the playerhome? I never knew this existed but i got a quest from Auryen in LotD for Jessica's wine and after some console and xEdit research it was in the playerhome of Karthwasten. How does one go about getting this playerhome? or is it non-functional? I'm on v1.2 still here.
That's odd, b/c my mod is not connected to LotD at all. Perhaps that mod adds a player home in karthwasten on its own. I did not include a player home in this mod at all.
I think LotD scans the load order somehow to find rare items cuz i've had a request that targeted my own modded version of Whiterun Mansion for Spiced Wine and there was a request for Cyrodillic Brandy (i think?) that took me to the tavern at your Half Moon Mill. I guess I was just curious about the playerhome because the cell exists in your mod.. but it was news to me and appears was never implemented. Thx for the reply, and all your mods are fantastic!
Probably a problem no one else will have, but posting anyway for posterity. If you use this alongside Bruma Outfits for Skyrim Imperials (SPID), go into SSEEdit and change Aerin's name to something that isn't included in the ImperialOutfits_DISTR.ini. There's another character ingame named Aerin and it will distribute to the child Aerin in this mod as well which causes him to not wear his clothes.
Hi, you could use the formid instead of the name in the ImperialOutfits_DISTR.ini file. If the editor id differs you could use that. Kartwasten's Aerin for instance uses aaaCJKChild1 as editor id, while Riften's Aerin uses Aerin. In your case not very helpful, so better stick to the form id. This is 00013346 so use in the ini file 0x13346. So: ; Brown Common Clothes Outfit = 0x8C38F~BSHeartland.esm|Aerin,CorpulusVinius,DLC2WaterStoneSailor4,GemmaUriel,Leif3DNPC,PavoAttius,ValgaVinicia becomes: ; Brown Common Clothes Outfit = 0x8C38F~BSHeartland.esm|CorpulusVinius,DLC2WaterStoneSailor4,GemmaUriel,Leif3DNPC,PavoAttius,ValgaVinicia|0x13346
Changing names in the original game could cause surprising effects :-)
Thanks for the tip! I actually edited the child from this mod not the Riften Aerin, from what I've learned of modding I know its best not to mess with the plugins that ship with the game. I'll revert the change and use your advice since that seems like the safest option.
Damn I've been using this cool mod but upon downloading the northern farmhouses one, buildings on karhwasten are invisible if I look at them from X point
That happens when there's a mod conflict; if there's another mod that changes the landscape in that area. I know of some mod that adds trees and plants around the reach, dunno if that might be the case.
i've got a problem where all npcs and quest markers for the main hall aren't inside the modded building; they're still in he original cell. does anyone know why that could be? i have this pretty low in my LO
Well, I seem to have borked something. Anyone have any idea what would cause the square gravesites near the little monument to lose their floor ?(pictures below) Besides JK's (which doesn't touch Karthwasten), I have no other mods that I would expect to significantly affect the Karthwasten Worldspace this way. Would texture replacers somehow do this? I think EFPs had a patch, so that shouldn't be it. PICTURES -
IIRC this is a windhelm mesh piece with a texturereplacer; if you've got any mods that significantly change that mesh's order of nodes (whether split for ELFX or anything else etc) it could potentially make it invisible. It could still be eFPS.
Endorsed. Love all your mods, they have the greatest atmosphere.
Just wanted to say, in case anybody has a similar setup to mine, Citizens of Tamriel seems to be causing a crash but only upon entering the Curiosities Alchemy Shop, (external merchant works fine) otherise it runs as smooth as butter with Citizens loaded. It's the only mod I have that edits the area (its probably the voiced npc it adds not playing nice). Removing Citizens fixes the crashing in Karthwasten's shop.
I consistently had a CTD going into the alchemy shop too even with no other mods enabled. I’m wondering if this is only on specific versions of the game. I was trying this for the first time on 1.6.342. I’ve not tried checking for corrupted textures. I had the same type of CTD when trying to enter Silas’s house in Dawnstar for which there is a fix on Nexus. UPDATE: It was crashing because of a corrupted texture in the latest version's bsa. This fix will work for those having the same CTD: Skyrim Special Edition 1.6.342 Corrupted Texture Fix at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
I just loaded SSEEdit and it gave me an error msg. saying that it could not load the mod because it "contains circular references". I don't have the slightest idea what that means but I thought I should let you know.
Another problem for you to ponder on; I just ran Mator Smash and it stopped with the error msg. Karthwasten Error Stack Overflow. I will try to see if there is any problem on my end such as load order, corrupt file, etc. and report back.
I was just looking at these posts and considering downloading this mod, and then I saw this conversation ....
Circular references are when you have at least 2 or more records in a chain, and at some point, one of the references points back at a reference previously used in the chain. This is most likely what is causing Mator smash to create a "stack overflow". What is happening, is Mator smash is getting stuck in a loop trying to find the end of the reference, and during this process, memory is allocated as the code tries to get to the bottom of a circular loop (but cannot because its circular) until it runs out of memory (the "stack overflow" error). The "stack" is what code uses as a temporary storage area when each function is executed, so it remembers where it came from.
Example: consider a number of records in the esp file. Then imagine form ID 1 points to form ID 2. Form ID 2 then points to form ID 3. But Form ID 3 points to Form ID 1. Now, when the code tries to process this list and get to the bottom, it never can because its in a loop. When the code traverses this loop, each iteration requires consumes more memory. The loop never ends, and could theoretically use an infinite amount of resources. But given the "stack" is only a certain size, then you get a "stack overflow" error, because when it completely fills up.
Edit: I've just downloaded the mod and tried it in xEdit, but I saw no error. smbecket, can you provide more information regarding the "contains circular references" error. Also, it's possible its due to the combination of mods you have installed.
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and after some console and xEdit research it was in the playerhome of Karthwasten.
How does one go about getting this playerhome? or is it non-functional? I'm on v1.2 still here.
I guess I was just curious about the playerhome because the cell exists in your mod.. but it was news to me and appears was never implemented. Thx for the reply, and all your mods are fantastic!
So:
; Brown Common Clothes
Outfit = 0x8C38F~BSHeartland.esm|Aerin,CorpulusVinius,DLC2WaterStoneSailor4,GemmaUriel,Leif3DNPC,PavoAttius,ValgaVinicia
becomes:
; Brown Common Clothes
Outfit = 0x8C38F~BSHeartland.esm|CorpulusVinius,DLC2WaterStoneSailor4,GemmaUriel,Leif3DNPC,PavoAttius,ValgaVinicia|0x13346
Changing names in the original game could cause surprising effects :-)
FYI: If you happen to have landscape seam near other entrance, set LOOT rule for ClefJ's Karthwasten to load after Landscape Fixes For Grass Mods.
PICTURES -
Just wanted to say, in case anybody has a similar setup to mine, Citizens of Tamriel seems to be causing a crash but only upon entering the Curiosities Alchemy Shop, (external merchant works fine) otherise it runs as smooth as butter with Citizens loaded. It's the only mod I have that edits the area (its probably the voiced npc it adds not playing nice). Removing Citizens fixes the crashing in Karthwasten's shop.
Circular references are when you have at least 2 or more records in a chain, and at some point, one of the references points back at a reference previously used in the chain. This is most likely what is causing Mator smash to create a "stack overflow". What is happening, is Mator smash is getting stuck in a loop trying to find the end of the reference, and during this process, memory is allocated as the code tries to get to the bottom of a circular loop (but cannot because its circular) until it runs out of memory (the "stack overflow" error). The "stack" is what code uses as a temporary storage area when each function is executed, so it remembers where it came from.
Example: consider a number of records in the esp file. Then imagine form ID 1 points to form ID 2. Form ID 2 then points to form ID 3. But Form ID 3 points to Form ID 1. Now, when the code tries to process this list and get to the bottom, it never can because its in a loop. When the code traverses this loop, each iteration requires consumes more memory. The loop never ends, and could theoretically use an infinite amount of resources. But given the "stack" is only a certain size, then you get a "stack overflow" error, because when it completely fills up.
Edit: I've just downloaded the mod and tried it in xEdit, but I saw no error. smbecket, can you provide more information regarding the "contains circular references" error. Also, it's possible its due to the combination of mods you have installed.