Skyrim Special Edition

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MackDaMerc

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MackDaMerc

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29 comments

  1. davidclingerman
    davidclingerman
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    Hey i was wondering if there's any plans to make a patch for Man those borders or if you know of one that already exists. 
    1. MackDaMerc
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      A little late in responding but...
      On the original mod page [Heljarchen Farm - Skyrim Special Edition (Revamped)], open the "Requirements" tab.
      Scroll down, under "Mods requiring this file" you will find related mods/patches.
      There you will find: Heljarchen Farm - Man Those Borders Compatability Patch
  2. LordMithro
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    Wondering if you could confirm this: xx0E1D58 does not seem to have the "enable parent" properly set. 
    This refers to ImpWallSconeNoCandle01.
  3. xxxZzzZxxx
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    the stone quarry near the road gives something like 100s of gems per each pick,  it was like that in the original mod too, I believe. Maybe you could fix it?
  4. Reddude509
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    Thanks for patching this mod, its always fun to change the landscape in a game.
    One bug I noticed was that there are floating pieces of wood where the stone walls are built. The wood only appears in the stage after having recruited the first set of guard but before the stone walls are constructed. They do appear to be able to be disabled with console commands, but just wanted to point the bug.

    Thanks again!


    On a side note.
    Does anyone else get a lot of lag when everything is fully built. Its not coming from these patches, but the base mod I believe. My FPS goes down about 20 frames when in the center of farm with everything built. I get mostly solid frames everywhere else in the game (other than big battles) so maybe its the large amount of constructable assets, not sure.
  5. GrumpyOldNord
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    Does the Tweaks patch fix the issues that DynDOLOD has with Heljarchen Farm?
    1. MackDaMerc
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      Sadly no.
      The "Logs" tab, and its sub-tab "Changelogs" lists what these patches cover.
  6. fishman
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    Hi everyone. I just wanted to post something because I figured something out about Heljarchen Farm. I've used it for YEARS with no issues in the past. Recently, I started running into a ton of crashes when I would load an older save from Heljarchen Farm or if I tried to walk or ride from Heljarchen Hall to the farm area. I added a few mods recently that seem to have caused these issues. I added Nordic Farmhouses, along with the fence mods that are linked to that mod. I started to remove different mods and figured out that these mods were the culprits. 
    1. MackDaMerc
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      This is good to know, and thank you for sharing. However, you might want to post this information on the original mod page (it directly concerns the mod and not these patches)
  7. fishman
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    Too bad that these patches require additional mods. I like the grass mod that I use a LOT more than verdant grasses. I've never seen a reason to use the lantern mod either. I'd love to have the iNeed compatibility. I wish that the iNeed patches was JUST for HF and iNeed.

    Oops. I read a little more closely and it looks like you get the same message for all of these individual patches. It looks like you don't need all the mods for each patch after all.
  8. stewartce
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    I love this mod and played it on LE, SE and now on AE. Is there a reason why there's no water in the bath tub? I tried using the CK to fix it but it just floods the house. It's funny that the faucets are interactive but no water. I placed fire salts, lavender, nightshade and dragon's tongue near the tub. Kinda want Serana to take care of business. 
    1. MackDaMerc
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      Making a fix for the water is on my "to do" list. I think I found the problem with the animation's script and some missing assets. I am also trying to track down the fix for the persistent banner on the southern watch tower. I think it is also a script issue. Once I get them fixed, I'll update the patch.
    2. yolo00xx
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      maybe just have the bath permenantly filled?
    3. MackDaMerc
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      True. But I really want all the mod's features to work.

      Update: I've found the missing assets. I just can't get the script to work correctly. I'm still working on it.
  9. Gylin
    Gylin
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    Can not move my family into the manor house says not owned?
    1. MackDaMerc
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      You might want to post that question on the original mod's page.
      These patches do not touch your ability to rehome family members. See this mod's "Description" tab,  and the "Logs" tab (then click on "Change Logs") to see what this mod does touch.
  10. Salvinha
    Salvinha
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    Hey, I had some CTDs while using this mod a long time ago. I gave up on it due to this. I don't use any grass mod or dynolod or anything that changes landscapes or the nearby area. The CTDs were probably due to the navmesh issues you fixed. Right?
    1. MackDaMerc
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      Unfortunately. I don't know your load out. I've never had any CTDs using Heljarchen Farm.
      The NavMesh was intact with no gaps. All I did was move the NavMesh triangles away from the walls and items that NPCs haven been known to get stuck on.
    2. RichterZorg
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      My character has no issues moving around the farm, but the resident NPC's and my Followers do. They always seem to get stuck by the wagon and goat pen near the windmill, and the opposite goat pen closer to the farmhouse. A lot of times I'm having to fight the Giants and Mammoths trying to kill my farmers, because they have to walk all the way around the exterior walls, because of a blockage between the fence and the greenhouse by the cow pen in the main farm growing area. Most followers cannot even access the walkway to the main manor house either, vanilla and custom followers. Would the 'Tweaks' file, not associated with INeed etc. possibly help this issue?
    3. MackDaMerc
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      RichterZorg,
      I'm sorry to hear that you are having such problems.
      I do not think the tweak patch will help you as I've not experienced any of the problems you've described. As such, I didn't make any edits for such problems.

      I find it especially strange that the Giants and Mammoths wander over from their camp. I have several hundred hours in my last playthrough and they've never wandered over. It might be a conflict with another mod. Or another mod is working as intended. Do you use any mods that alter NPC and/or animal behavior?

      It has been my experience that the farm house cellar (with the brewer/baker) seems to be the main area of congestion - because the hallways are so narrow.

      I have experienced that some custom follower and companion mods (as well as some follower enhancement mods), do not like to let follower NPCs enter Heljarchen Farm buildings. I'm not sure what the cause for that is.
       
      I do run mods that push the limit for humanoid actors (ex: Skyrim at War), and I've have had no external pathing issues.
    4. RichterZorg
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      No it's not the Giants and Mammoths coming over to the farm, it's the Farmers, Guards, Alchemists  having to walk around the outside of the walls to get where they want to go, if the small pathway is being blocked by another NPC. Either way, thanks for the reply, at least I know the patch I wasc looking at in the list won't fix the issue.