Happy New Year. First of all, thank you for providing the good mod. There is a conflict with nemesis when updating. Skyrim version is 1170 (This is a Google translation).
I know, I know, but my actualy Creation Kit 64 is dead (conflict probleme with downgraded SSE, i try different CK version and nothing works) I certainly need to reinstall all my Skyrim and I have no time for that......... If somebody has a OK version for 64, I will be happy to download it.
Thanks for the answer Not a problem with the form 43 I can't change the form for the moment, my CK and Skyrim are "out of order" since the last patch. I try to repair that but I'm a little fed up with bug, crash and "bethesda patch".
This is a delightful idea! Thank you for making it.
Do the NPCs have a schedule? Do they sleep at night? Will they run for cover during dragon attack (or do so if we have Immersive Citizens)?
I think my Sheogorath cheese cultist playthrough must visit this factory and sample the cheeses. If they have to trespass, oh well. No one keeps Uncle Sheo's faithful from cheese!
Thanks No schedule for the NPCs, I don't know how to do that, still have a lot of things to learn. And I don't try a dragon attack, nor immersive citizens.
Downloaded the mod and the patch, and tried each individually, but I'm still getting discoloured faces. Also, M'a Roil looks like a dude, but sounds like a woman, what's going on there? Furthermore, they wont let me explore the factory, it counts as tresspasing.
Discoloration fixes M'a roil speak like a man now Yes, it's trespasing, works as intended, but they are not aggresive and don't call for the guards (except if you use behaviour change mods, not tested)
Love to give this a shot... these little mods add flavour to the game. However, Loot is reporting this as a LE mod. I think it's easy to convert it in CK but thought I would let you know.
Thanks, to be honest, I don't try the mod with LOOT.....
My CK64 do it again.... (not the first time) I build mods with th CK32 (faster, no mods so heavy textures and meshes, no CDT...), polish and save with the CK64 to SSEied the mod, and ESLied in SSEedit (and rename the facegen data) And, once again, all works perfectly but it's tagged as LE. I will check all that as soon as possible, it's not a big problem (and as you say, easy to correct) but their is something rotten somewhere.
Nice atmospheric cheesemonger, I like it. However, there are some issues you might want to look into: - Mod contains a deleted navmesh. Generally, navmeshes should never be deleted, as that can cause CTDs. - The NPCs are blackfaced, most likely due to the facegen/NIF files not matching the NPC formIDs. - The bed inside and all the items in the boxes outside are unowned, and can be stolen.
I hope you'll want to polish these issues up some time, and looking forward to you making more of these small immersive locations.
- blackfaced fixed I hope, (bad copy/paste and tested with Face Discoloration Fix .....) - Items and bed, I will fix that tomorrow, I didn't notice it. - Navmesh .... I remove 1 nod under the house, it was easier to work, and now, I really don't know how to fix that without creating a bigger mess
Navmeshes should never be deleted, for if something else calls for that navmesh ingame, the game will crash.
Generally, navmeshes you want to remove should be trimmed until they are only one triangle, and then be pushed far underground instead. That way it is not deleted, but will also have no function in game.
New package online With NPC correction, owned object, and a missing NIF..... NAVmesh, erffff, it's worst with modification, I need to work again with this subject.
~~unfortunately I am still getting the black face bug even with the patch and with it at the very bottom of the load order. No mods affecting appearance~~ Edit took the time to generate the facegen locally which wasnt hard, and i might of even leaned something. Worth it for such an excellent mod.
If you compact an esp file and renumber the formIDs when changing an esp file to have the esl flag, then yes if those NPC's formIDs are outside the number range for an esl file, they will get renumbered. And then the IDs of the NPC in the file won't match the ID of their .dds and .nif files - resulting in blackface.Either regenerate the facegen files, or simply rename the names of the .dds and .nif to match the new number IDs in the file.
44 comments
I certainly need to reinstall all my Skyrim and I have no time for that.........
If somebody has a OK version for 64, I will be happy to download it.
Not a problem with the form 43
I can't change the form for the moment, my CK and Skyrim are "out of order" since the last patch. I try to repair that but I'm a little fed up with bug, crash and "bethesda patch".
Do the NPCs have a schedule? Do they sleep at night?
Will they run for cover during dragon attack (or do so if we have Immersive Citizens)?
I think my Sheogorath cheese cultist playthrough must visit this factory and sample the cheeses.
If they have to trespass, oh well. No one keeps Uncle Sheo's faithful from cheese!
No schedule for the NPCs, I don't know how to do that, still have a lot of things to learn.
And I don't try a dragon attack, nor immersive citizens.
M'a roil speak like a man now
Yes, it's trespasing, works as intended, but they are not aggresive and don't call for the guards (except if you use behaviour change mods, not tested)
My CK64 do it again.... (not the first time)
I build mods with th CK32 (faster, no mods so heavy textures and meshes, no CDT...), polish and save with the CK64 to SSEied the mod, and ESLied in SSEedit (and rename the facegen data)
And, once again, all works perfectly but it's tagged as LE.
I will check all that as soon as possible, it's not a big problem (and as you say, easy to correct) but their is something rotten somewhere.
- Mod contains a deleted navmesh. Generally, navmeshes should never be deleted, as that can cause CTDs.
- The NPCs are blackfaced, most likely due to the facegen/NIF files not matching the NPC formIDs.
- The bed inside and all the items in the boxes outside are unowned, and can be stolen.
I hope you'll want to polish these issues up some time, and looking forward to you making more of these small immersive locations.
- blackfaced fixed I hope, (bad copy/paste and tested with Face Discoloration Fix .....)
- Items and bed, I will fix that tomorrow, I didn't notice it.
- Navmesh .... I remove 1 nod under the house, it was easier to work, and now, I really don't know how to fix that without creating a bigger mess
Generally, navmeshes you want to remove should be trimmed until they are only one triangle, and then be pushed far underground instead. That way it is not deleted, but will also have no function in game.
With NPC correction, owned object, and a missing NIF.....
NAVmesh, erffff, it's worst with modification, I need to work again with this subject.
Edit
took the time to generate the facegen locally which wasnt hard, and i might of even leaned something. Worth it for such an excellent mod.
I have learn today that when you regenarete a ESL, SSedit regenerate new ID....
And need to build a new house for the cats...
ESL now
Appreciate the update