I saw some comments about the navmesh below. I did open up Xedit and saw that Skaal You Need does also have a Navmesh edit inside the greathall. As Elianora would have set her navmesh up with vanilla greathall in mind, it makes sense that we would run into issues while running both mods, so it could explain why some people are having NPCs walk into the furniture. After I removed that Navmesh edit by Skaal You Need with Xedit, Wynter and Hannah are now walking around very nicely in the Greathall with both Skaal You Need and Enhanced Skaal Greathall active.
Thank you for this wonderful improvement to Skaal Village, Dovahkiinathay :)
I'm still figuring out how permissions work for uploading mods, so...
1. If I create a patch for Enhanced Skaal Greathall that moves the Embers XD flames and the Lux light on the fireplace to the new location, do I need your permission the upload that patch? It changes the position of the flames and light and doesn't include anything else Greatall, Embers XD or Lux related. 2. If yes, can I have that permission?
Wish the bone chandeliers and throne were optional, everything else is spectacular! (any danger using "disable" command with console commands?) I always felt like there wasn't enough of a "cultural element" with the Skaal, this really adds a lot of well needed visual context to them. TY! :D
It is perfectly safe to "disable" unsightly items. The items in question are still loaded into the cell, they are just no longer visible. I would avoid "mark for delete" console command. That may cause issues.
Hi there, i really like this mod, i have one question: is it possible (via console in case) to own the house without "owning" fanari? I am married with Vilja :) Thanks a lot!
This is absolutely gorgeous but unfortunately I seem to be having navmesh issues. The NPCs just run in place against the tables and stuff until they teleport somewhere else. Is this happening to anyone else? I have Elianora's Skaal Village mod but it doesn't change the greathall. I really want to be able to use this since it makes the place feel much more alive but I'm not quite sure what could be causing it.
This sounds like a conflict with another mod overwriting the navmesh. I have edited this mod in the Creation Kit and I can tell you that the navmesh is set up correctly.
I would suggest looking up a guide on using xEdit and checking your load order for conflicts to find out which mod is causing this and load this mod after it. It could be something as simple as CACO adding a tomato to the cell.
Yeah. I have a Skaal character I would love to have both for. I honestly don't know why the Greathall messes with the mods that effect the Exterior. Aren't they separate cells entirely?
In my game it worked just fine up until the last quest of the dlc main story. After I went to apocrypha I instantly got a ctd every time I went to Skaal Village with both mods activated
45 comments
Thank you for this wonderful improvement to Skaal Village, Dovahkiinathay :)
1. If I create a patch for Enhanced Skaal Greathall that moves the Embers XD flames and the Lux light on the fireplace to the new location, do I need your permission the upload that patch? It changes the position of the flames and light and doesn't include anything else Greatall, Embers XD or Lux related.
2. If yes, can I have that permission?
I always felt like there wasn't enough of a "cultural element" with the Skaal, this really adds a lot of well needed visual context to them. TY! :D
I would avoid "mark for delete" console command. That may cause issues.
But I need patch for Embers XD
Thanks a lot!
I would suggest looking up a guide on using xEdit and checking your load order for conflicts to find out which mod is causing this and load this mod after it. It could be something as simple as CACO adding a tomato to the cell.
The problem is, I'm pretty sure I tried it with no other mods enabled but I'll give it another shot!
Sadly, its not compatible with ysCordelan's Greater Skaal Village