AutoCleaned with SSE Edit, Manually removed all entries except those inside proudspire manner, cleaned out the irrelevant edits in the navmesh table, loaded it into the CK, saved, loaded into SSE Edit and ESLified it. Seems to work great, so far.
When I install this (mid-game, using pcb and resetinterior command to reset the house to make this work, but doesn't seem to do anything), some beds are merged into each other and the housecarl room in the basement is messed up, with a cupboard and drawer moving into the void causing random objects to fall all over the place within the cell but not in the house.
One of my kids keeps trying to get to the bed near the door by entering the master bedroom and attempting to walk through the wardrobe and wall near the master bedroom door...
Was looking at using this--I like that the ONLY thing it's supposed to do is enlarge the kids' room and add more beds--but it edits hundreds of other interior cells for no reason I can discern. Literally hundreds, from Killkreath Ruins to Dragonsreach to Warmaiden's and so on--meaning it will overwrite any mods that edit just about any other interior cell in the game.
I went in with SSEEdit and removed the extra cells. Going to look at the edits to the Proudspire interior, and I'll let you know if I find any more issues.
If anyone needs it, Proudspire Manor is Block 8, Sub-block 7 in xedit. You can keep the Proudspire cell can delete all other blocks.
It looks like the creationkit updated the mod with a bunch of missing location data from the main skyrim esp. But since new data is added, it doesn't count as identical to master so cleaning the esp won't get rid of it. You have to manually delete it.
Thank you so much for the in depth comment! This is my first mod so I probably didn't clean up after myself super well. I'm not sure how to remove the extra cells. It is on my list of things to do, but I'm also working on my PhD so my ability to learn new things is rather maxed out.
Any edits outside the Proudspire interior cell are accidental and can be safely removed.
First of all, thank you for the mod. All the other mods which added Proudspire Manor compatibility for Multiple Adoptions don't work with AE, and I really appreciate you taking the time to get one working for this version of the game.
That said, your mod causes an issue with the lower floor of the manor. There is an area where the mesh doesn't exist and you can both see and enter the graybox. It thankfully doesn't kill you or cause you to fall out of world when you enter the graybox, instead putting you back at the basement door of the manor.
I've narrowed it down to your mod causing the issue. Removing your mod fixes the house's mesh immediately, and even removing all mods but this one, the Multiple Adoptions, and SKSE I get the bug.
I've attached a picture to help illustrate the location I am referring to. Let me know if you need anything else to help narrow down where the bug in the mod is coming from.
I know I'm two weeks late responding to this, but to add information I had already bought and entered Proudspire before installing the mod as I was doing the Stones of Barenziah quest. However, I had not made any updates to the house (eg didn't purchase children's bedroom, alchemy table, etc.) prior to the mod. The screenshot was even taken before making any upgrades IIRC.
Hi! Thanks for the mod! I always felt bad moving the kids away from Solitude, they had so much fun running around with the local children. But were you able to fix the hole in the wall? I just installed this mod and I have the hole just like the others said.
Sorry I haven't fixed it yet. I've been busy with school and ended up having to uninstall Skyrim wo make room for other things. I will get to this, but it may be a while.
Congratz for the mod. The room was really nice to see. Beside the gap in the wall, all was perfect with the house, BUT... i dont know why or how, your mod have broken all my creation club mods that comes with my gog AE skyrim. All new homes, areas and quests that comes with the gog version of Skyrim AE, was broken. Im not saying this to do anything else than alert you to this possibility and to you try to find the reason why that happened. Keep working the good work and be safe out there!
31 comments
Seems to work great, so far.
I went in with SSEEdit and removed the extra cells. Going to look at the edits to the Proudspire interior, and I'll let you know if I find any more issues.
It looks like the creationkit updated the mod with a bunch of missing location data from the main skyrim esp. But since new data is added, it doesn't count as identical to master so cleaning the esp won't get rid of it. You have to manually delete it.
Any edits outside the Proudspire interior cell are accidental and can be safely removed.
That said, your mod causes an issue with the lower floor of the manor. There is an area where the mesh doesn't exist and you can both see and enter the graybox. It thankfully doesn't kill you or cause you to fall out of world when you enter the graybox, instead putting you back at the basement door of the manor.
I've narrowed it down to your mod causing the issue. Removing your mod fixes the house's mesh immediately, and even removing all mods but this one, the Multiple Adoptions, and SKSE I get the bug.
I've attached a picture to help illustrate the location I am referring to. Let me know if you need anything else to help narrow down where the bug in the mod is coming from.
Sorry :(
Congratz for the mod. The room was really nice to see. Beside the gap in the wall, all was perfect with the house, BUT... i dont know why or how, your mod have broken all my creation club mods that comes with my gog AE skyrim. All new homes, areas and quests that comes with the gog version of Skyrim AE, was broken.
Im not saying this to do anything else than alert you to this possibility and to you try to find the reason why that happened.
Keep working the good work and be safe out there!