Hi all! I'm late I know, but I love the 4 Ayleid homes by this author so much! My only issue and maybe it's a me issue, but I cannot get the followers I send to the home to go through the other cells. For example in the Palace, the bedrooms are to the left of the main cell in another cell, and I can bless the home and send my group to the home, but they only hang out in the main area and don't go venturing through the other doors. I wouldnt bother me so much if I wasn't trying to roleplay, and having 13 npcs just walking around the kitchen at 2:30 am isn't that realistic lol. I was able to disable to npcs in the home, but for instance I have Farkas, Vilkas, and Serana, and I have a few housecarls there as well, Lydia, Iona, Jordis, and they just walk around the main area. I wish they'd go to bed like a normal NPC lol
Yes, I do have bless home and yes I did use it on the home inside the main area (I tried blessing the bedroom area, but then they just hang out there and don't go into the main area. A little frustrating hehe
Yes I have My Home is Your Home, and was able to bless the home and send word to everyone to appear there.
Any idea on how to get them to utilize the whole home and not just the one area? I love love love these homes so much I just wish it was all one big cell.
Ok - you need to load up SSEEdit (you should know how to use it as it is the way you can find and address mod conflicts) Open the Ayleid Palace SE esp. Expand "Non-Player Character" - there are all the NPCs - DO NOT DELETE THESE - at least not until you do the next step Click on the one you want to remove At the bottom, you will see a tab called "Referenced By" - open it There will be an ACHR reference - double click it and you will be taken to the reference that places the NPC in the world Two paths now 1) the easiest - just delete the Placed NPC line - either Delete Key, or right click and select "Remove" - while this is ususally ok for a simple mod added NPC - if anything else tries to access the NPC in the world, eg a quest = ctd - so I do not recommend it. 2) the best - while the reference is open, look near the top of the right window - see "Record Header" - expand it. Now see "Record Flags" - right click the space to the right of the title and select "Edit" - click the "Initially Disabled" tab. Save - either click the three horizontal bars top left corner and select save, follow the instructions, or simply click the "X" to close SSEEdit and it will prompt you to save. Now, whenever you start etc, that NPC will no longer spawn. Note if you use Vortex, you will need to redeploy the mods for the changes to take effect (and it will ask you to accept the changes)
This seems complicated, but after using SSEEdit a few times, you will do that in under a minute.
More technical - if the mod you are changing is new, and might get updated - it will overwrite your changes. (this is not one of those, not updated for 6 years) For mods that might get updated - you should make this change as a patch.
Just installed this one tonight. I have 4 or 5 of Lazz's other houses, but this is the only one where followers don't undress at the pools. I hit the button in the bedroom but still nothing. Is there another button somewhere ?
Can you please move the location of this palace over to the right hand side about 50 in game feet? It's covering the entrances of Red Scar Cave, and Champion's Rest. The caves have been removed. I have to use console commands to TCL (toggle collusion) and "hunt" for the triggers. The cave entrances triggers are still there, but underneath your mod, the caves have been overwritten. The only way to access these two place with your mod installed is using console and hunting for a needle in a mountain. Please shift the mod over to the right by approx 50 to 100 in game feet to give access to those two caves. I don't think the caves are vanilla but they might be CC stuff. You get Umbra from the Champion's Rest. And inside the Red Scar Cavern has a quest that let's you go to Oblivion through an Oblivion Gate. Big time places, that can't be easily accessed with your mod overwriting the main entrances.
Just disable Umbra (ccbgssse016-umbra.esm) or, do the Umbra quest first then install Ayleid Palace. All you have to do is uncheck Umbra in your mod manager or just delete the file, there are no other mods that I know of that require Umbra. Umbra also causes issues with the meshes and lighting. You can also make a dummy .esp flagged as a master, an renamed to ccbgssse016-umbra.esm, if any mod does require Umbra.
This mod has been around for 10+ years, since Oblivion. To ask the author to move one of the most popular player homes ever because some other modder put brand new assets where this building sits is a bit ridiculous. Ask the person who wrote Umbra to change that mod.
That's what I did. On a new playthrough I wanted the palace again to store all my extra folowers, adopted kids, etc. so I went through Champion's Rest first and now doing Red Scar then I'll enable the palace and use it for followers and LOTD for collectables.
For extra collectables/displays I put stuff back to the Palace using Dynamic Autosorting System.
On my first playthrough after fully stuffing it with people and goods it would crash if I hit MAP after leaving so I just walked down the steps and fast traveled from there. Fast traveling back worked fine. Just noting this in case anybody else has the issue.
I already found it the hard way, it's the painting right next (right) to the main door extrance. And yeah I know, why would someone do such a thing to make people feel lost and not providing any information on it. That's crazy. Sadly, there are lots of these mod authors who have the talent but mess up on simple things
Dude, you seriously blame an excellent mod author for YOU not looking litterally 3 meters away from the Obvious main entrance door and missing the "hidden" selling sign ? Really ?
"Found it the HARD way" ? In what world are you living ? 3 m away, visible in plain sight when you walk toward the door etc.
What kind of a white knighting delusional dumbass might you be to come to the conclusion that anyone would realise the painting itself was the sale sign? Nowhere on the painting, nor on the mod description was it mentioned that a NORMAL PAINTING of the house itself would be the sale sign unless someone approached it out of curiosity and figured it out. Every other player home mod had home purchase option came in the form of 'key lying near the main entrance' or a sale sign that actually looked like a sale sign on a hanging paper or the home was free from the start. This was the only time where it was neither of the cases, so of course not everyone are gonna figure it out right away. And blame the "excellent author" for WHAT exactly? Did anyone here complain about the player home itself being badly done? I have already stated how the Ayleid home was amazing. Learn to read. You whining on a 1 year old comment doesn't make you look any smarter. Grow up
my heats breaking i cant get all of these castles and try to add my stuff to them they are all beautiful there's not enough stuff in skyrim to fill all of them but please keep going ! i love my collection so far..just cant fill them all but i do have 3 of them oh god i need help to figure this out but you guys are the GREATEST EVER !
Thank you for your hard work on the amazing mod! I'm a fan of your playerhome mods. I would like to kindly ask if theres a way to change the random npc's in the palace with the ones i choose for example, using Housecarl Lydia as a replacement for the one who tends to the bar outside the palace? I am considering replacing the guards too with an npc or follower of my choosing.
257 comments
I'm late I know, but I love the 4 Ayleid homes by this author so much! My only issue and maybe it's a me issue, but I cannot get the followers I send to the home to go through the other cells. For example in the Palace, the bedrooms are to the left of the main cell in another cell, and I can bless the home and send my group to the home, but they only hang out in the main area and don't go venturing through the other doors. I wouldnt bother me so much if I wasn't trying to roleplay, and having 13 npcs just walking around the kitchen at 2:30 am isn't that realistic lol. I was able to disable to npcs in the home, but for instance I have Farkas, Vilkas, and Serana, and I have a few housecarls there as well, Lydia, Iona, Jordis, and they just walk around the main area. I wish they'd go to bed like a normal NPC lol
Yes, I do have bless home and yes I did use it on the home inside the main area (I tried blessing the bedroom area, but then they just hang out there and don't go into the main area. A little frustrating hehe
Yes I have My Home is Your Home, and was able to bless the home and send word to everyone to appear there.
Any idea on how to get them to utilize the whole home and not just the one area? I love love love these homes so much I just wish it was all one big cell.
id rather have a home on my own
click on NPC
disable
Open the Ayleid Palace SE esp.
Expand "Non-Player Character" - there are all the NPCs - DO NOT DELETE THESE - at least not until you do the next step
Click on the one you want to remove
At the bottom, you will see a tab called "Referenced By" - open it
There will be an ACHR reference - double click it and you will be taken to the reference that places the NPC in the world
Two paths now
1) the easiest - just delete the Placed NPC line - either Delete Key, or right click and select "Remove" - while this is ususally ok for a simple mod added NPC - if anything else tries to access the NPC in the world, eg a quest = ctd - so I do not recommend it.
2) the best - while the reference is open, look near the top of the right window - see "Record Header" - expand it. Now see "Record Flags" - right click the space to the right of the title and select "Edit" - click the "Initially Disabled" tab.
Save - either click the three horizontal bars top left corner and select save, follow the instructions, or simply click the "X" to close SSEEdit and it will prompt you to save.
Now, whenever you start etc, that NPC will no longer spawn.
Note if you use Vortex, you will need to redeploy the mods for the changes to take effect (and it will ask you to accept the changes)
This seems complicated, but after using SSEEdit a few times, you will do that in under a minute.
More technical - if the mod you are changing is new, and might get updated - it will overwrite your changes. (this is not one of those, not updated for 6 years) For mods that might get updated - you should make this change as a patch.
This mod has been around for 10+ years, since Oblivion. To ask the author to move one of the most popular player homes ever because some other modder put brand new assets where this building sits is a bit ridiculous. Ask the person who wrote Umbra to change that mod.
For extra collectables/displays I put stuff back to the Palace using Dynamic Autosorting System.
On my first playthrough after fully stuffing it with people and goods it would crash if I hit MAP after leaving so I just walked down the steps and fast traveled from there. Fast traveling back worked fine. Just noting this in case anybody else has the issue.
"Found it the HARD way" ? In what world are you living ? 3 m away, visible in plain sight when you walk toward the door etc.
Holly crap !