Do you plan on merging your towns into one ESP eventually? Really like the look of them but my load order is stacked and I'm not sure what I'm doing with zMerge
Is there a way to make it so that the key to Fort Greymoor only shows up in Skyrim proper? I've reloaded several times and keep getting sent to Hrodulf's House in Solstheim.
On a brighter note, I like the bridge. Small bridge like that makes a lot more sense on that rural road that nobody uses than the giant stone behemoth the vanilla game puts in.
Hey, I´m using the latest version. In my current playthrough I "accidently" foung Beldeg´s Shield without takting the quest first (I was in that cave for other reasons).
The problem is, that the quest doesn´t trigger / doesn´t even start when I sepak to him. The item gets stuck in my inventory.
I tried console commands (setstage GMVQuest02 0 / 10 / 20 ...). Nothing works :-(
I had another problem with the quest. Even after getting it, and then finding the thing, I couldn't get the dialogue option to return it. He just gave the standard hello. I completed it via setstage.
I really like your series of Mods / Settlements, they fit well with the lore, and my current build.
This one, Greymoor is one of the few that i had to remove for now, because is causes a graphical glitch in Fort Greymoor ... it does not render the last set of stairs in front of the Greymoor Ruins's entrance. I've tested it with no other mods, not even USSEP or the Creation Club Mods, and it gave the same result. The mesh render fine without the mod. I opened the creation kit and checked if that nif is modified by a custom set of textures, which caused for example the gallows in Lainter Dale to be invisible, but the mesh is clean vanilla, unmodified. I have no clue what makes that specific set of stairs not render, until you walk right on it.
Great mod, would love to include it in my setup but, it is incompatible with Enhanced Light and FX which is a requirement for a lot of people. The problems I've found exist in the dungeon area added to this mod at Fort Greymoor. Hopefully a patch comes along at some point so I can include this in my setup again.
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thanks for the amazing work
On a brighter note, I like the bridge. Small bridge like that makes a lot more sense on that rural road that nobody uses than the giant stone behemoth the vanilla game puts in.
The problem is, that the quest doesn´t trigger / doesn´t even start when I sepak to him. The item gets stuck in my inventory.
I tried console commands (setstage GMVQuest02 0 / 10 / 20 ...). Nothing works :-(
Any idea what culd be done?
Thank you
I will have a look at that issue.
Setstage GMVQuest02 100 removed the shield from my inventory! Cheers!
This one, Greymoor is one of the few that i had to remove for now, because is causes a graphical glitch in Fort Greymoor ... it does not render the last set of stairs in front of the Greymoor Ruins's entrance. I've tested it with no other mods, not even USSEP or the Creation Club Mods, and it gave the same result. The mesh render fine without the mod. I opened the creation kit and checked if that nif is modified by a custom set of textures, which caused for example the gallows in Lainter Dale to be invisible, but the mesh is clean vanilla, unmodified. I have no clue what makes that specific set of stairs not render, until you walk right on it.
Would you be willing to grant permission for someone to port this to Xbox?
Thanks!
https://www.nexusmods.com/skyrimspecialedition/mods/9343
Where is that key located for the greymoore dungeon?