I am still working on my Mod List to start playing Skyrim. I have not forgotten about this or abandoned this. I will get working on the Dark Face Issue and possibly add a few torches outside to brighten the area at night. I will also look into any patches it might need with certain mods that are popular IF I have them in MY load order. I do not have any plans to create patches for popular mods that I do not use.
IRL I work a rotating 12Hr work shift 7pm-7am EST U.S. and do other activities outside of playing games when it's nice outside & off work.
Look for the first update to happen around end of May 2023.
If you are using the mod High Poly Project, it will overwrite 3 meshes. This is perfectly fine. The 3 meshes are the Mead Barrel, Spigot & Wine Bottles.
About the Dark Face issue, I found a nif file in there: /meshes/actors/character/facegendata/facegeom/meadery.esp/0000EF0F.NIF I have not looked at it through CK yet & I am uncertain what that facegen is for. I will look into it this coming weekend & report back.
I've tried this from the other site you mentioned. With this as one a few mods installed in a new mod build I was putting together; I had some bugs besides the one you fixed.
1) All the new NPCs had dark face issues, and when I looked at it in SSEEdit I found no conflicts. Brewer and seller had dark face.
2) I also couldn't get more ingredients for the oats than 1 per planting even though I had a harvest mod. Making brewing a decent amount of mead and other drinks very difficult. I guess this would have to be edited in SSEEdit to get it higher, especially if I knew where to look.
Anyone have experiences with items 1 and 2? Just need to know before installing.
Thanks for the effort and yes, I'd like to have a working copy on Skyrim AE.
This doesn't require SKSE64 so it should be AE compatible. I'll crack open CK and see what characters it touches to see if I can get around the dark face. I'll also look in xEdit to see about the ingredients and other things.
I've discovered most dark face issues result from moding where conflicting meshes, and textures cause the issue. Instead of a mod choosing for me I prefer to patch my choices. Faces really are easy to patch between mods. What's not easy to patch are missing files and/or incorrect file addresses. There are several good tutorials on how to do this.
With this mod I had no NPC replacers, body mods, face mods, or textures activated. Just vanilla and meadery requirements loaded and I got dark face which told me something was wrong in the mod causing the issue. To fix this takes a lot of time. You have to dig through the NIF and CK to find it. Something missing or miss-pathed address to files. This may result in having to create all new character looks. There are tutorials on how to do this. 1. Kalilies "How to edit NPCs without Nifmerge" (Nexus) 2. Tutorial: Personal-Use NPC Replacer for Skyrim Special Edition
I'm grateful the mod is now being looked after. When I ran into all those troubles with that version and mod site reputation, I just dropped it thinking there could be greater issues with it. Looking forward to this working. Thanks DontBlnkBadWolf.
is there anyway you can make skooma produce like the rest of the product.... i would love to come back to full stock of skooma for my evil play through
Heya, so for some reason the meadery wont build? Like I built it with all the materials but it's acting like its still burnt to the ground. I played this successfully before skyrim updated. Its been fun and thanks for all the hard work you put into this.
I don't know how difficult it will be, but can you add the option of spending money on rebuilding the meadery (like in heljarchen farm) instad of having a coffer with all the stuff (which it's a bit of unrealistic). That way, you can have the option of rebuild it (spending money) or collecting all the stuff needed.
I'm personally having an issue with the aging casks not functioning properly. I can select them and it says "place one item in the cask" but when the menu for the inventory is brought up it doesn't display the option to go over to my personal inventory and no items pop up at all. Not sure if anyone else is experiencing this so i figured i'd make a post about it to hopefully get some help.
33 comments
I am still working on my Mod List to start playing Skyrim. I have not forgotten about this or abandoned this. I will get working on the Dark Face Issue and possibly add a few torches outside to brighten the area at night. I will also look into any patches it might need with certain mods that are popular IF I have them in MY load order. I do not have any plans to create patches for popular mods that I do not use.
IRL I work a rotating 12Hr work shift 7pm-7am EST U.S. and do other activities outside of playing games when it's nice outside & off work.
Look for the first update to happen around end of May 2023.
About the Dark Face issue, I found a nif file in there: /meshes/actors/character/facegendata/facegeom/meadery.esp/0000EF0F.NIF I have not looked at it through CK yet & I am uncertain what that facegen is for. I will look into it this coming weekend & report back.
1) All the new NPCs had dark face issues, and when I looked at it in SSEEdit I found no conflicts. Brewer and seller had dark face.
2) I also couldn't get more ingredients for the oats than 1 per planting even though I had a harvest mod. Making brewing a decent amount of mead and other drinks very difficult. I guess this would have to be edited in SSEEdit to get it higher, especially if I knew where to look.
Anyone have experiences with items 1 and 2? Just need to know before installing.
Thanks for the effort and yes, I'd like to have a working copy on Skyrim AE.
https://www.nexusmods.com/skyrimspecialedition/mods/42441
With this mod I had no NPC replacers, body mods, face mods, or textures activated. Just vanilla and meadery requirements loaded and I got dark face which told me something was wrong in the mod causing the issue. To fix this takes a lot of time. You have to dig through the NIF and CK to find it. Something missing or miss-pathed address to files. This may result in having to create all new character looks. There are tutorials on how to do this.
1. Kalilies "How to edit NPCs without Nifmerge" (Nexus)
2. Tutorial: Personal-Use NPC Replacer for Skyrim Special Edition
I'm grateful the mod is now being looked after. When I ran into all those troubles with that version and mod site reputation, I just dropped it thinking there could be greater issues with it. Looking forward to this working. Thanks DontBlnkBadWolf.
[00:00] Checking for Errors in [03] Honeystrand Meadery.esp
[00:00] HSMMixer01 "Mixer" [CONT:0300676F]
[00:00] CONT \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [03006205] < Error: Could not be resolved >
[00:00] CONT \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0300982F] < Error: Could not be resolved >
[00:00] CONT \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0300DED1] < Error: Could not be resolved >
[00:00] CONT \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [03006771] < Error: Could not be resolved >
[00:00] CONT \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [030092C6] < Error: Could not be resolved >
[00:00] CONT \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0300724F] < Error: Could not be resolved >
[00:00] [REFR:0303775D] (places HSMKey "Honeystrand Meadery Key" [KEYM:0303775C] in GRUP Cell Persistent Children of HoneyStrandMeadInt01 "Honeystrand Meadery" [CELL:03002DEB])
[00:00] REFR \ XSPC - Spawn Container -> Found a ACHR reference, expected: REFR
[00:00] Done: Checking for Errors, Processed Records: 1801, Errors found: 2, Elapsed Time: 00:00