ps4 user, I really like the house alongside what texture mods I have. It's quaint, minus the constant wind howling. I had an idea of like what if per chance the player could sort of like claim this rundown house and using a workbench like in Hearthfire, the player could replenish the home into what it used to be before it became ran-down. A decent mod in my opinion and to be honest it makes me want to make a mod like this but somewhere in Windhelms region.
Noticed a few issues while looking at the mod in xEdit. The bigger issue is that it looks like while compacting formIDs to add an ESL flag, the Arena patch wasn't updated to reflect this change. The formID for the encounter zone doesn't match up anymore, nor does that of the location it references. This could cause record collisions with other mods, so I'd highly recommend correcting this. The smaller issue is that the cell record 00000D74 reverts the region changes from Dawnguard.esm (a consequence of later-loading DLCs erroneously reverting them as well), so I'd recommend forwarding them in xEdit. Also, not an issue, but, since you add a location to the FrostshoreShelterExterior01 cell, I'd recommend adding the C.Location Bash Tag to the description of the main plugin. You can do so within Wrye Bash or by adding this line to it:
Thank you very much for your comments on both mods. I'll fix the issues you found but I've got a few questions too.
I wasn't sure about bash tags because I tried running various scripts in xEdit but none of them recommended any tags be added. It makes sense that C.Location should at least be added but I don't know why this wasn't picked up?
Should I put bash tags in the plugin header or in a separate folder?
Should I also forward Max Height Data from something like USSEP for worldspace 0000003C?
Again, thanks much for letting me know. I'm very interested in this sort of thing.
You're welcome! For your questions: 1. IIRC, the script bundled with xEdit is extremely out-of-date. There are more up-to-date versions available, but they can't distinguish between intentional, important edits that warrant tags & edits that don't (e.g., USSEP forwards like the region edits, wild edits). I'd highly recommend checking the Wrye Bash docs to see what edits are covered by a tag & manually inspecting your plugins to see if any edits warrant it. Also, as I alluded to, intentions are an important part of tagging mods. E.g., a mod that rebalances the stats of various weapons would likely warrant the Stats tag, but, if it made a few minor edits to the models of a few weapons, you probably wouldn't want to tag it with Graphics to prevent it from overwriting edits from a mod that completely overhauls the graphics of various weapons. An automated script can't make these distinctions. 2. Header is preferable. A BashTags file is more for personal use, comprehensive guides, or if the tags don't fit in the header. They overwrite almost all other tag sources (the hierarchy is listed in the docs I linked), so its best to avoid it for distribution if possible. 3. No. IIRC, there's no consensus on whether it even does anything. It's also generated by the CK on a per-plugin basis, so forwarding it from another plugin likely won't do you any good.
Just tried on the Xbox, and again awesome! It felt again it belonged to the vanilla game from the beginning. And according to your answer down on another comment, it respawns, which is even better! You got yourself another fan! Cheers :)
thanks for the mod I would have liked several small village of bandits with 3 houses of this type in several places in skyrim (with a slight increase in the power of the bandits ... with a final boss) and evolve slowly to a guild of bandits in futur
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{{BASH:C.Location}}
- I wasn't sure about bash tags because I tried running various scripts in xEdit but none of them recommended any tags be added. It makes sense that C.Location should at least be added but I don't know why this wasn't picked up?
- Should I put bash tags in the plugin header or in a separate folder?
- Should I also forward Max Height Data from something like USSEP for worldspace 0000003C?
Again, thanks much for letting me know. I'm very interested in this sort of thing.1. IIRC, the script bundled with xEdit is extremely out-of-date. There are more up-to-date versions available, but they can't distinguish between intentional, important edits that warrant tags & edits that don't (e.g., USSEP forwards like the region edits, wild edits). I'd highly recommend checking the Wrye Bash docs to see what edits are covered by a tag & manually inspecting your plugins to see if any edits warrant it. Also, as I alluded to, intentions are an important part of tagging mods. E.g., a mod that rebalances the stats of various weapons would likely warrant the Stats tag, but, if it made a few minor edits to the models of a few weapons, you probably wouldn't want to tag it with Graphics to prevent it from overwriting edits from a mod that completely overhauls the graphics of various weapons. An automated script can't make these distinctions.
2. Header is preferable. A BashTags file is more for personal use, comprehensive guides, or if the tags don't fit in the header. They overwrite almost all other tag sources (the hierarchy is listed in the docs I linked), so its best to avoid it for distribution if possible.
3. No. IIRC, there's no consensus on whether it even does anything. It's also generated by the CK on a per-plugin basis, so forwarding it from another plugin likely won't do you any good.
Edit: I noticed you have another mod, a cave. Is that also an ESL flag?
I would have liked several small village of bandits with 3 houses of this type in several places in skyrim
(with a slight increase in the power of the bandits ... with a final boss)
and evolve slowly to a guild of bandits in futur