Looking at the ESP, it has a bunch of very small edits to objects in other Riverwood houses (Gerdur, Sven, Faendal). They look like ITMS. Are they intentional? There are also some NPC (Sven, Hilde) and Location records that look like ITMs. The Abandoned Prison location record in particular looks unintentional (and conflicts with Lawbringer Guardsman). Finally, there are a bunch of worldspace ITMs (trees, rocks, navmesh).
I would suggest auto-cleaning the file in SSEdit, but it might be good to take a look and make sure that doesn't hit anything it shouldn't or miss anything it should. :)
I didn't think about that at all. I poked around to see how they worked before starting my own. I've not used SSEdit before, so if I can when I next install the game, I'll clean it up.
Okay... that's odd. Very odd. I'm really sorry about this.
(edit: ) Okay, 1.03 download fixes this bug. Really sorry again, it turns out I forgot to include the script for the dialogue that actually starts the quest. I didn't name it properly so it didn't show up when I was zipping the scripts. Thank you for your patience.
If you wouldn't mind doing it, that'd be a real help. I'm not planning on updating again (I realized I hadn't included facegen data last time) and don't have much experience with esl at the moment.
I get this message when I run the "Find esp plugins which could be turned into esl" script in SSEEdit: "can be turned into ESL by compacting FormIDs first, then adding ESL flag in TES4 headerWarning: Plugin has new CELL(s) which won't work when turned into ESL and overridden by other mods due to the game bug"
Its okay to eslify a mod adding a new cell on one particular condition: you have nothing else affecting the new cell.
So you can eslify this, as long as you don't do anything else to the cell. If for example, you eslify this, and GGUNIT makes a LUX patch for it, then you won't be able to use that patch. However, as long as you let nothing else affect the new cell, then its fine to eslify.
Great idea to make a quest to go with this player home, especially one with consequences.
The idea of having NPCs there is interesting. Reminds me that I always wanted a player home that comes with the Dragonborn's family, like father/mother and a sibling, there are mods like that, but none with a quest that makes you feel like they are related to you, they are just vanilla basic followers. Anyway, I appreciate that this isn't a simple player home like most you found on Nexus. Good job!
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I would suggest auto-cleaning the file in SSEdit, but it might be good to take a look and make sure that doesn't hit anything it shouldn't or miss anything it should. :)
(edit: ) Okay, 1.03 download fixes this bug. Really sorry again, it turns out I forgot to include the script for the dialogue that actually starts the quest. I didn't name it properly so it didn't show up when I was zipping the scripts. Thank you for your patience.
So you can eslify this, as long as you don't do anything else to the cell. If for example, you eslify this, and GGUNIT makes a LUX patch for it, then you won't be able to use that patch. However, as long as you let nothing else affect the new cell, then its fine to eslify.
Is there any chance you might do a few more exterior screenshots, to provide a better overview of how it might fit into a modded Riverwood?
The idea of having NPCs there is interesting. Reminds me that I always wanted a player home that comes with the Dragonborn's family, like father/mother and a sibling, there are mods like that, but none with a quest that makes you feel like they are related to you, they are just vanilla basic followers. Anyway, I appreciate that this isn't a simple player home like most you found on Nexus. Good job!