Hey, First I love this mod. You've added so much depth to the quest - it's amazing, and well done. I wanted to let you know - there are a few issues I'm running into, but I can't tell if they're conflicts from another mod, or from this one, but wanted to check. (The only other mod I have that alters anything related to this is Simplicity of Seeding.) I'm running into 3 issues: 1) When I plant stuff that's not from base-skyrim, I often get different items growing/labled in the soil. For instance, one of the items turned into grapes, despite not having grapes in my inventory etc. (I don't remember what item I planted there, however.) 2) I can't collect profit from Lydia, and when I talk to her about hiring a carriage driver or guards, there's no impact in the game, although the gold is taken from my inventory. 3) When I talk to the farmhands about increasing the number of plots available, it doesn't take my gold, although the number of plots does seem to increase.
These are all on a new character with the most updated version of the mod. Thanks for all your hard work!
Thank you! I'm still testing to see if it fixes the carriage/guards not showing up. They *were* working on the previous update, although I had a (strange) missing texture bug for the carriage, but now they're not there at all. I'll update here if I figure it out, although if you have any thoughts on it I'd love to hear it as well. Great work though!
Clicking the conversation option for either the guards or the carriage takes the gold, but does nothing in game. (if you look closely, you can see that the gold amount isn't displayed in the conversation either, and is instead surrounded by square brackets.)
Sorry for the phone picture - having issues taking screenshots and getting the conversation to stay up at the same time.
I do have Carriage Ferry Travel Overhaul, but I can't imagine that conflicting.
I gave up looking - uninstalled SO many mods and still had no clue what it could be. I'm going to do a fresh install of the game and limited mods and see if that works. It'll be a while before I'm able to tell because I have to remake my char likely, but I'll update if I figure it out. Appreciate your support though :)
Just an update - Its working perfectly now. No idea what mod was conflicting, but it was definitely a mod, because I'm not having any of the issues this play through. Thanks!
Great mod. I like AE and this particular CC piece, but by Azura, it is horribly unbalanced, well, pretty much like the rest of the paid upgrade. I mean you can practically run straight to the farm from Helgen and start farming infinite money.
I'm installing it as a part of Nordic Souls, the description looks both like nice a nice upgrade and fair rebalance. Thank you for making this! Definitely endorsed.
Hi. Started a new game just to play with your mod. Found this by accident. Behind the plot of land for planting plants, where the workers' house was in the original add-on, the terrain changes shape, resulting in grass hanging in the air. If I disable the mod, the terrain and grass are bug-free. Manipulating the loading order doesn't help. Help me please..
I use grass mod Sacred Garden - A Grass Overhaul - Cathedral Grass and landscape mod Riton Landscape 2k. I specifically added a few small villages to check how it would affect the terrain. I didn't find any landscape errors. Maybe this mod needs a patch.. but unfortunately I don't know how to do that..
Love how you refine some of these rough-around-the-edges CC mods. Many thanks for that, endorsed.
Just an optimization tip regarding NPCs, because I notice it while patching lots of mods. NPCs don't need the various Apprentice X, Adept X perks. There's an engine Game Setting called fMagicCasterSkillCostMult (default 0.5), meaning all NPCs already cast all spells at half magicka cost, as if they already have those perks. I've thought about negating it by setting it to 1.0, but I don't trust tinkering with it, too widespread and could break things (NPCs lacking the magicka to cast something to advance a script).
Likewise tiered perks, such as Juggernaut or the various Augmented60 perks, do not require their preceding perks. Helps reduce the grocery list worth of perks some mod authors give their NPCs. Your vampire boss, Merione, in the Dawnguard Tweaks is guilty of this lol.
I haven't touched the quest on my current save, and I added copies of his head mesh and texture to my skychild patch, guess we will see what happens. If he's messed up I can always switch his body to a skeleton.
Is there a way to get dogs like Vigiliance and Meeko to guard Goldenhills the way they do for the Hearthfire homes?
Actually, I think it might be any dog that is in the Hireable Dog faction that can be asked to guard the Hearthfire homes, but I only have interacted with Vigiliance and Meeko so far.
The Goldenhills article states that you can set any dog to guard the farm, but I don't get the dialogue, even inside the house.
Q: I'm stuck at the well. The quest isn't progressing further, when I read the second journal. A: You either installed the mod midsave or have another mod reverting my edits to the quest, or both. If it's the former, look below at how to restart the CC farming content and make a clean save (The steps of the "clean save" method). If it's the latter, please load my mod after any mods that are reverting my edits. (check in xEdit) If it's both, perform the clean save method, down below, and make sure you place my mod after any mods that would revert my edits.
I had to start a new character due to a corrupted save; brand new game, freshly installed modlist. I forgot about the quest until I hit level 60.
Now I've gone back to the innkeepers in Whiterun and Rorikstead and there is no dialogue option about trouble at the farm. When I run getstage ccVSVSSE004_MainQuest it returns 20... Huh. Checked SSEEdit and nothing conflicts. Couldn't figure out how the quest jumped over to that stage...
Then I remembered, way back before I reached level 15, I went out to see the NPCs alive, and I opened the hidden room, and then I went up to Rin's room and found his journal under his bed... After I did that I figured the quest was borked so I loaded a previous save before I went out to the farm and decided to ignore the farm until I got enough money to buy the farm and everything else. Somehow the quest stage got set to 20 through all of this...
1. Make a backup save, in case things go awry. 2. Exit the game. 3. Uninstall the CC Farming plugin (ccvsvsse004-beafarmer.esl) and the my mod's ESP (CC Farming - Tweaks and Enhancements.esp), as well as any patches for my mod and/or the CC Farming plugin. 4. Go back in game with those plugins uninstalled. 5. Make a save. 6. Exit game. 7. Clean the save you made in step 5, using Fallrim Tools. (If uncertain how, please look up some guides.) 8. Go back in game and load the cleaned save. 9. Wait about a minute for the scripts to properly update. 10. Make another save. 11. Exit the game. 12. Reinstall ccvsvsse004-beafarmer.esl + CC Farming - Tweaks and Enhancements.esp and all potential patches. 13. Load the save made in step 10. 14. Profit?
It may have been Jonquil's journal that I interacted with as well (not 100% on that), but I remember Rin's journal most clearly.
Edit: Probably not going to reset the plugin or clean my save, as I am nervous about corrupting another save file. I will just use the console commands to move the quest stage ahead.
How do you uninstall ccvsvsse004-beafarmer.esl? Vortex won't let me, Wrye Bash won't let me. Do I just make a dummy esl with the same name and substitute?
You can only disable Creation content through the Skyrim main menu. You have to go into the Creations browser and then into the Load Order menu and find the beafarmer ESL and disable it there.
Best way would have been to remove the Creation from your Data folder and reinstall it through your mod manager of choice, be it MO2 or Vortex. Don't rely on Bethesda's buggy Creations menu.
To do this you should locate the ccvsvsse004-beafarmer.esl and BSAs. Cut and paste them into a seperate folder. Zip them up and install them through MO2 or Vortex. That way, it's treated like any other mod.
689 comments
First I love this mod. You've added so much depth to the quest - it's amazing, and well done.
I wanted to let you know - there are a few issues I'm running into, but I can't tell if they're conflicts from another mod, or from this one, but wanted to check.
(The only other mod I have that alters anything related to this is Simplicity of Seeding.)
I'm running into 3 issues:
1) When I plant stuff that's not from base-skyrim, I often get different items growing/labled in the soil. For instance, one of the items turned into grapes, despite not having grapes in my inventory etc. (I don't remember what item I planted there, however.)
2) I can't collect profit from Lydia, and when I talk to her about hiring a carriage driver or guards, there's no impact in the game, although the gold is taken from my inventory.
3) When I talk to the farmhands about increasing the number of plots available, it doesn't take my gold, although the number of plots does seem to increase.
These are all on a new character with the most updated version of the mod.
Thanks for all your hard work!
Great work though!
I'm on a new character without any mods modifying the plantation or farming *except for simply seeding* and am running into this issue:
Goldenhills plantation mod bug - Imgur
Clicking the conversation option for either the guards or the carriage takes the gold, but does nothing in game. (if you look closely, you can see that the gold amount isn't displayed in the conversation either, and is instead surrounded by square brackets.)
Sorry for the phone picture - having issues taking screenshots and getting the conversation to stay up at the same time.
I do have Carriage Ferry Travel Overhaul, but I can't imagine that conflicting.
Thanks again for your amazing work!
Thanks!
Thanks!
There is no tall monument or the tree on the rock in sight.
I'm installing it as a part of Nordic Souls, the description looks both like nice a nice upgrade and fair rebalance. Thank you for making this! Definitely endorsed.
Just an optimization tip regarding NPCs, because I notice it while patching lots of mods. NPCs don't need the various Apprentice X, Adept X perks. There's an engine Game Setting called fMagicCasterSkillCostMult (default 0.5), meaning all NPCs already cast all spells at half magicka cost, as if they already have those perks. I've thought about negating it by setting it to 1.0, but I don't trust tinkering with it, too widespread and could break things (NPCs lacking the magicka to cast something to advance a script).
Likewise tiered perks, such as Juggernaut or the various Augmented60 perks, do not require their preceding perks. Helps reduce the grocery list worth of perks some mod authors give their NPCs. Your vampire boss, Merione, in the Dawnguard Tweaks is guilty of this lol.
Thought maybe you did something like your pre-thaneship mod, where you copy the npc's looks somehow.
doesn't Rin's body need a head mesh and face texture?
Actually, I think it might be any dog that is in the Hireable Dog faction that can be asked to guard the Hearthfire homes, but I only have interacted with Vigiliance and Meeko so far.
The Goldenhills article states that you can set any dog to guard the farm, but I don't get the dialogue, even inside the house.
I've set Vigilance plenty of times
Helda stays near the other goats,
I have Thistle near the chicken pens/cows
I have Sweet Roll inside the house
Bone wolf and the Spider stays inside the necromancer cc home,
mudcrab stays in the dwemer home
the 2 bug like creatures from S&S stay in the LotD museum
The skeever I got it in the shadowfoot house in the sewers
"This is your new home, stay here"
Now I've gone back to the innkeepers in Whiterun and Rorikstead and there is no dialogue option about trouble at the farm. When I run getstage ccVSVSSE004_MainQuest it returns 20... Huh. Checked SSEEdit and nothing conflicts. Couldn't figure out how the quest jumped over to that stage...
Then I remembered, way back before I reached level 15, I went out to see the NPCs alive, and I opened the hidden room, and then I went up to Rin's room and found his journal under his bed... After I did that I figured the quest was borked so I loaded a previous save before I went out to the farm and decided to ignore the farm until I got enough money to buy the farm and everything else. Somehow the quest stage got set to 20 through all of this...
To fix this, try the clean save method:
Edit: Probably not going to reset the plugin or clean my save, as I am nervous about corrupting another save file. I will just use the console commands to move the quest stage ahead.
To do this you should locate the ccvsvsse004-beafarmer.esl and BSAs. Cut and paste them into a seperate folder. Zip them up and install them through MO2 or Vortex. That way, it's treated like any other mod.