Fixed an issue with the BSA in the merged version. There shouldn't be any more black faces. I didn't make this Mod and will not be modifying it. There are a couple of issues with it I may try to fix at some point, but I will not be adding or changing anything. Perms are open if you wish to do so yourself.
This is a quote from Fore of FNIS fame regarding broken animations. I am trying to find the issue with mining and why the animation doesn't act correctly. A work around is to attack the ore vein with the pickaxe equiped, or to jump and activate the ore vien. You will have to manually stop mining as the animation does not stop otherwise. Anyone with more info: Please share.
["This has happened a lot in early days of Skyrim LE, when behavior files have been updated frequently. It also happened when users had old versions of Skyrim mixed with new versions of FNIS, or vice versa. Mixing of behavior files was the problem." " Technically is mining provided by furniture animations. So it probably can happen when you have custom animation mods using furniture, but don't add the corresponding animation files with FNIS. A probable cause is also the uninstall of (scripted) mods using furniture animations. If you have done so you should try cleaning your saves (e.g. with Fallrim Tools). Or start from scratch, and avoid uninstalling scripted mods."]
Pretty cool mod, the area is nicely setup, but a bit too close to giants for my liking. The garrison home is large and has cool features like autosorting but it's so large that it feels pretty empty. I also have texture upgrades but it felt like the inside of the garrison was receiving them. I know the author "sattyre" did not make this mod, sattyre just ported it to special edition. I would give it a 3 out 5.
Why the hell wouldn't you make the orcs you have to recruit essential? I'm walking up to Largashbur to recruit a couple and they just keep dying to a giant thats attacking the place.
I'm an xbox user. I would like to ask permission to bring this mod to the attention of the community to find someone who wants to port it to bethesda.net.thanks in advance for the reply.
Doing a play through and the mod looks great so thanks for porting it. I did check in Xedit and there seems to be some errors with the navs. I dont know enough about navmeshes to understand if they are really an issue. But if you get a chance you might to check just to be sure there not an issue.
I'm currently using the "Merged" version of this but none of the displays seem to be working. If I drop things in the sorting chest in the entrance they just disappear but never appear in the display room. Currently I tried with Mask of Clavicus Vile, Saviou's Hide and Volendrung, plus all the black books not to mention a couple named staffs and guard shields. Everything but the books disappear from the chest but never appear on any displays, shelves or whatnot. Is there some kind of activator I have to do to claim the place or what?
I'm not sure what to tell you. I do know that sometimes load order matters even though there is no evidence of conflict. As this mod uses a bsa, loose files will overwrite and to my knowledge not show a conflict. i don't use vortex so I am not familiar with it's capabilities, but I would suggest extracting the bsa and then checking for conflicts with the assets. That may tell a different tale.
I haven't had anyone else mention any issue with it so far. I don't collect stuff or use the displays or even play much anymore, so I don't have a solution for you if the above doesn't work. I believe that if you want to display certain items they need to go into certain chests. I didn't actually test the displays, only the various crafting systems. They worked fine, so I assumed the displays would also work fine. You may have to try the conflict or compatibility versions. I hope this helps.
you are right the sort chest does not work with artifacts. It only works with crafting supplies and armor/weapons provided they are not artifacts. Artifacts should not be placed in the sort chest as they will disappear. To use the Auto Display feature, place unique items in the safe inside the treasure room door; if they have a dedicated display, they will automatically be placed on display. If they do not have a dedicated display, they will remain in the safe, and you can place them in a vanilla display elsewhere in the house.
Has anyone else had a problem with the safe in the treasure room? When I click on it, the door opens and shuts without opening the inventory window to let me move items into it. I'm assuming that its a conflict with another mod, but I can't figure out what (can't find a conflict), so was wondering if anyone else had this issue and fixed it. ##Update## I uninstalled the conflict version and did a new install of the merged version, and for some reason the treasure room safe works. Not sure why, but the displays works now and I'm really enjoying using this mod with my orc character.
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I didn't make this Mod and will not be modifying it. There are a couple of issues with it I may try to fix at some point, but I will not be adding or changing anything. Perms are open if you wish to do so yourself.
A work around is to attack the ore vein with the pickaxe equiped, or to jump and activate the ore vien. You will have to manually stop mining as the animation does not stop otherwise.
Anyone with more info: Please share.
["This has happened a lot in early days of Skyrim LE, when behavior files have been updated frequently. It also happened when users had old versions of Skyrim mixed with new versions of FNIS, or vice versa. Mixing of behavior files was the problem."
" Technically is mining provided by furniture animations. So it probably can happen when you have custom animation mods using furniture, but don't add the corresponding animation files with FNIS. A probable cause is also the uninstall of (scripted) mods using furniture animations. If you have done so you should try cleaning your saves (e.g. with Fallrim Tools). Or start from scratch, and avoid uninstalling scripted mods."]
downloaded all three and tried all three and still ntohing
it's so large that it feels pretty empty. I also have texture upgrades but it felt like the inside of the garrison was receiving them. I know the author "sattyre" did not make this mod,
sattyre just ported it to special edition. I would give it a 3 out 5.
I can't find the general vender or ore vender.
I have the smith, the alchemist and the mage, a few guards but no one else.
Could anyone point me to where they hide?
do i have to do anything to get ownership or is it just mine?
I haven't had anyone else mention any issue with it so far. I don't collect stuff or use the displays or even play much anymore, so I don't have a solution for you if the above doesn't work. I believe that if you want to display certain items they need to go into certain chests. I didn't actually test the displays, only the various crafting systems. They worked fine, so I assumed the displays would also work fine. You may have to try the conflict or compatibility versions. I hope this helps.
To use the Auto Display feature, place unique items in the safe inside the treasure room door; if they have a dedicated display, they will automatically be placed on display. If they do not have a dedicated display, they will remain in the safe, and you can place them in a vanilla display elsewhere in the house.
##Update## I uninstalled the conflict version and did a new install of the merged version, and for some reason the treasure room safe works. Not sure why, but the displays works now and I'm really enjoying using this mod with my orc character.