Love this mod! Exactly what I was looking for with a vampire home, doesn't feel overly "grand" or like I'm living in a desolate cave and has a good amount of vampire clutter and aesthetics, ideal size as well and fits in nicely with the rest of the world. Though my one issue is the lack of ambient music, would you consider ever creating an optional file that includes the music from Castle Volkihar? I was just going to edit the cells myself, but Creation Kit is broken for me since I kept my files downgraded to stop the AE update so I'd have to reinstall/redowngrade everything to get the CK working again.
quite ample for my lordly preferences *just the right amount of Decor and upscaled lavishness while remaining true to the humble medieval crpg
but the Lord said, those hanging ** look real drab and tattered, and must go down. Gneric Banner Red 01 I dont want htem blocking myglorious view of the halls and stonework these exquisite high quality wooden doors the detail of the masonry
markfordelete any object i dont like, just those banners, and im total-happy.
Rose, Like always you did such an excellent job. I remember telling you the first house was a bit dark. I love the second version without the creepy manequins and adding more light sources. You never disappoint me with your brilliance. I'll always say you are the best house designer. Love ya girl.
I do not actually know, with the homes. >..< I’ll have to ask other more knowledgeable people.
*Have been advised it's at own risk to flag if mod organizer/vortex advises its safe to, basically; that generally mods with new cells aren't, but it COULD be possible if no exterior landscape stuff has been heavily edited, etc. But again all at testing/risk. So. I don't think I'll be doing that.
Well, I tried to eslify one of your houses (the necromancer one), and it seems to work just fine. I think ESLified cells only break if another mod in the load order tries to edit a new cell they contain. It's why Myrwatch breaks if anything edits its interior (and only its interior - the exterior can be safely modded, in fact Skald's Mail and Provincial Courier Service just add a mailbox on its walls - it works because the cell Myrwatch's exterior is in already existed in Skyrim.esm, so it could be safely edited).
tl; dr: what I have been told is that house mods are safe to eslify so long as they 1) don't contain facegen (so no NPCs), 2) don't contain SEQ files (again, no NPCs, although you CAN regenerate the SEQ file in sseedit), and 3) don't have any mod later in the load order edit new cells that the esl mod specifically adds.
The mod of yours I eslified seems to work as intended since it has no seq, no facegens and there's nothing editing its interior, so yeah.
I tried a couple ambients and didn't like them, so kept it just silent except for the couple cooking fires. I don't put music in my homes either cause for me, sounds bother me.
Heya, it shouldn’t require a new save, no. Someone was kind enough to double check for me on their own current save and it was all good. So it might be something conflicting somehow? There’s two mods I’ve been informed of already that conflict so there are probably more. I’m sorry you’re having this issue, hope it’s just a load order thing.
*edit or do you mean the bodies aren’t disappearing? I thought you meant ‘home isn’t there, isn't appearing’ and it was just a wrong word. But if you mean bodies; I think the game has a certain amount of ‘time away from area’ before bodies disappear. I’m not sure how long it is though.
:) Yep. Thank you! Felt like forever although it was a rather short time especially considering it’s size. I suppose having ‘motivation’ for once helped. Hope you enjoy.
Oh rip. That’s too bad. >..< I edited my description to mention that, thank you.
Thank you Slygeezer. :) Indeed whole reason I created was cause I made a vampire character to test other stuff and fell in love with her. Thought she needed a home for her badass self and her clan she’d be making.
Oh I agree they are different. I was only mentioning it so the author can put up a warning that these 2 will conflict physically in the game.
Also mentioned on the other mod's page is that Sinister 7 for SSE https://www.nexusmods.com/skyrimspecialedition/mods/19178 will conflict with the tower, because it spawns a bandit camp there. So I'd assume it will conflict with Rosehla's keep as well.
So now I need to decide if I'm going to use the mage tower, or the vampy keep in my load order. Unless I decide to make different profiles in MO2 for magey playthroughs and vampy ones
would you perhaps consider making the pools with a blood filled option? i like the feel of a blood countess sort of playstyle and your home is perfect for that! ... if not its ok just wondering
No, sorry. It’d only be one too; since the other is communal and human guests and perhaps some clan members wouldn’t actually want to bathe in blood. Would be a beech to clean every time someone wanted a normal bath.
23 comments
Though my one issue is the lack of ambient music, would you consider ever creating an optional file that includes the music from Castle Volkihar? I was just going to edit the cells myself, but Creation Kit is broken for me since I kept my files downgraded to stop the AE update so I'd have to reinstall/redowngrade everything to get the CK working again.
I'll consider it, aye, it would just be the main version though/one with mannequins probably.
quite ample for my lordly preferences
*just the right amount of Decor
and upscaled lavishness
while remaining true to the humble medieval crpg
but the Lord said, those hanging ** look real drab and tattered, and must go down.
Gneric Banner Red 01
I dont want htem blocking myglorious view of the halls and stonework
these exquisite high quality wooden doors
the detail of the masonry
markfordelete any object i dont like, just those banners, and im total-happy.
I do not actually know, with the homes. >..< I’ll have to ask other more knowledgeable people.
*Have been advised it's at own risk to flag if mod organizer/vortex advises its safe to, basically; that generally mods with new cells aren't, but it COULD be possible if no exterior landscape stuff has been heavily edited, etc. But again all at testing/risk. So. I don't think I'll be doing that.
tl; dr: what I have been told is that house mods are safe to eslify so long as they 1) don't contain facegen (so no NPCs), 2) don't contain SEQ files (again, no NPCs, although you CAN regenerate the SEQ file in sseedit), and 3) don't have any mod later in the load order edit new cells that the esl mod specifically adds.
The mod of yours I eslified seems to work as intended since it has no seq, no facegens and there's nothing editing its interior, so yeah.
Schlafenszeit/DexModsOfficial's series of house mods is all esl format, and they work flawlessly, so it might be worth it to ask him how he managed it if you plan to do it in the future. DexModsOfficial's profile at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
I’m sorry you’re having this issue, hope it’s just a load order thing.
*edit or do you mean the bodies aren’t disappearing? I thought you meant ‘home isn’t there, isn't appearing’ and it was just a wrong word. But if you mean bodies; I think the game has a certain amount of ‘time away from area’ before bodies disappear. I’m not sure how long it is though.
Thank you, Rosehla, for yet another fascinating player home! Now I have a reason to play a vampire character again.
Thank you Slygeezer. :) Indeed whole reason I created was cause I made a vampire character to test other stuff and fell in love with her. Thought she needed a home for her badass self and her clan she’d be making.
Also mentioned on the other mod's page is that Sinister 7 for SSE https://www.nexusmods.com/skyrimspecialedition/mods/19178 will conflict with the tower, because it spawns a bandit camp there. So I'd assume it will conflict with Rosehla's keep as well.
So now I need to decide if I'm going to use the mage tower, or the vampy keep in my load order. Unless I decide to make different profiles in MO2 for magey playthroughs and vampy ones