Hello, thanks for this nice and unique addition to the game.
During a conflict resolution, I see that it changes stuff it shouldn't, at least not described in the information. According to information, I would expect either changes in Cell -3,17(BYOHHouse1Exterior02) for the variant near the garden, or, Cell -3,-18 (BYOHHouse1Exterior) for the moved one. Things that shouldn't be there are changes in Cell -2,-17(ARTHOakwoodKyneQuestRelocateW) and Cell -2,-18. Would you mind doing a review and cleanup, maybe separation of the changes into feature mods? Reason I am asking is because the area is heavily contested by various mods. I won't mention the many Lakeview Mannor mods, they are sort of "pick one and stick with it", but, there's also the surrounding area that is affected by mods:
Roads for Houses
Just vanilla roads, various changes
Grass changes, we can't have grass popping out through roads, would we?
Landscape & Water fixes, to cover seams in landscape
Other mods
Here is a quick conflict map of the area, for a better perspective of the mods, barring the landscaping and grass ones.
Thank you for sharing your work with the community.
I am fully aware of the conflict map and it will be impossible to make a mod that modifies this area to be compatible with everything that touches that area. As to the cells this mod modifies at the ones around Lakeview manner. The spawn points of the butterflies cover various sells as they intercect and cross in many places in the area. As to the ArthOakwood cell - that I am not sure of as this mod was never loaded with nor modified with Oakwood.
As a player who does a lot of alchemy potions, I loved the plentiful Blue Butterfly wings that this mod made possible. It yielded many butterflies each time I returned home to Lakeview Manor.
However, now it seems to have dried up. I haven't seen any butterlies for many days now.
This sounds like an issue with the base game. I've not touched or modified the critter spawning mechanics/scripts. Be sure you have left the cell (area) for at least 10 days to allow the area to reset.
I love love love this mod, this was something that was severely needed in the vanilla game in my opinion! Any chance you'd consider adding butterfly hatcheries to the other hearthfire homesteads?
Darn. I didn't realize using the armory would make this unusable. Guess I should've read the fine print. :( Will have to uninstall. Shame. Looked pretty neat. I hope you will consider making an alternative location eventually.
this is such an adorable mod, I know you've gotten a lot of comments for it but i sincerely wish there was an option to have it placed a few feet to the left when facing it so it's more compatible with other versions of the Lake View Manor. I am so sad i'll have to uninstall it.
I've add a new version that moves it along the cliff wall near the carriage driver. Hopefully that makes it more compatible with other Lakeview Manor mods.
If you guys want to move this for use with other Lakeviews just use a mod like Jaxons Positioner, it's very user friendly and you can move pretty much anything with it! I use it and it works on LE, SE and even AE! I've personally used it on all three of these myself numerous times.
Yes and no - you cannot move it IF you had build a (eg) kitchen before installing this mod. This while you cannot access the parts for it now anymore. So, moving it - eg near the bee hives - will work, but only before you startet building the wing.
Love the idea and very much needed for an alchemy build! Can this be made compatible with alchemy overhaul/CACO? /they add a lot of new butterflies and would love to be able to hatch those aswell
Its something I have been looking into - however the game takes issue with too many "critter spawns" (Butterflies, Dragonflies, Bees) being all in the same area.
You know, not sure if this can be done, but if you're looking to make this more compatible with whatever structure the player makes the right wing into, perhaps instead you could replace Lakeview's overall Apiary and turn it into the hatchery. That way players can have whatever they want with their right wing, and if they want the hatchery to begin producing insects like bees, moths, and butterflies, they can build the apiary and there we go.
The only problem I could see with this though is with the compatibility with other Lakeview mods that alters that bit of area with perhaps such as "Lakeview Manor Avant Garden EX" or something like that due to the Hatchery's size? I may want to try and test it out with my own esp using both LMAGEX and this mod and see if that is the case. If it doesn't alter anything or at least too seriously then I would give it the thumbs up to go for it mate.
36 comments
During a conflict resolution, I see that it changes stuff it shouldn't, at least not described in the information. According to information, I would expect either changes in Cell -3,17(BYOHHouse1Exterior02) for the variant near the garden, or, Cell -3,-18 (BYOHHouse1Exterior) for the moved one.
Things that shouldn't be there are changes in Cell -2,-17(ARTHOakwoodKyneQuestRelocateW) and Cell -2,-18. Would you mind doing a review and cleanup, maybe separation of the changes into feature mods? Reason I am asking is because the area is heavily contested by various mods. I won't mention the many Lakeview Mannor mods, they are sort of "pick one and stick with it", but, there's also the surrounding area that is affected by mods:
- Roads for Houses
- Just vanilla roads, various changes
- Grass changes, we can't have grass popping out through roads, would we?
- Landscape & Water fixes, to cover seams in landscape
- Other mods
Here is a quick conflict map of the area, for a better perspective of the mods, barring the landscaping and grass ones.Thank you for sharing your work with the community.
However, now it seems to have dried up. I haven't seen any butterlies for many days now.
Any ideas on how to fix the issue?
Can this be made compatible with alchemy overhaul/CACO? /they add a lot of new butterflies and would love to be able to hatch those aswell
The only problem I could see with this though is with the compatibility with other Lakeview mods that alters that bit of area with perhaps such as "Lakeview Manor Avant Garden EX" or something like that due to the Hatchery's size? I may want to try and test it out with my own esp using both LMAGEX and this mod and see if that is the case. If it doesn't alter anything or at least too seriously then I would give it the thumbs up to go for it mate.