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Mekii

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Posts posted by Mekii

  1. WE demand a SHRUBBERY! and a Jester's Court, but most importantly, a SHRUBBERY!

     

    Edit: Oh, a place where one can chop down a tree with a herring would be nice as well. A nice clearing with a tall, tall tree in the middle or something, yes.

     

    Now, why would anyone try to chop down a tree with a fish? :unsure:

  2. For the first one; I don't have a clue about the cause, nor

    a solution at this time.

     

    For the second: in the console type; player.placeatme <Base ID> # to spawn i.e an NPC (# equals to amount).

     

    I'm not aware of a Skyrim wide reset command so you'll have to do one by one.

     

    Using this list here is useful for spawning lost/dead npc.

    NPC Base IDs

     

    If some of the bodies may not have disappeared yet, click the body and type; Resurrect

  3. No, wait, sorry, never mind.Had idea but didn't check your list thoroughly :whistling:

     

    I know you already have a market but if you're stuck for more liveliness in your town, as it hits a certain size there's always room for a specialized butcher/baker/and one or more upper/lower class pubs.Gotta give the local yokels something to do in the evening instead of just sandboxing in their homes.

     

    That's a great idea actually, the butchery could give an nice illusion combined with pig farms.

    A bakery with the mill as well. The pubs/Inns is planned to have a bit more life than Skyrims

    average Inns (i.e at different hours the visitors may start to sing, cheer and some might dance).

  4. No guild love? A town of that size would surely have at least a local TG chapter, especially if you've cleared the quest. And maybe a DB startup. And a couple of mages disgruntled with the college.

     

    :wub: I got lots of Guild love.

    Interesting ideas, and yeah, have to give the mages some attention too :huh:

     

    You should get this if you do not have a Guard Barrack. Maybe good idea?

     

    It's something to have in mind, something to work with :happy:

  5. Check if the DLCs is activated by clicking Data Files

    in the launcher, or in NMM if you use that.

     

    Or...

    Around level 9-10, guards will be speaking about

    that the Dawnguard is reforming, you may also

    run into an Orc talking to you about it.

     

    For Heartfires you can just go to an anvil and look

    for the Building Materials category.

    May also show up an courier with an letter from a

    Jarl mentioning about buying a house.

     

    Can't tell about the hi-res texture pack, I personally

    don't use it, but I'd imagine that things looks better

    than before?

  6. Looks good, I just thought of three things but they were already on the list. Dont know if this fits with the location but building a dock and upgrading a boat would be neat. rowboat > sailboat > ship

     

    Oh my gawd! I had the same idea some days ago, seem as I forgot about that as well. :wallbash:

    I'll put it on the list as well.

  7. Assuming that you are playing on a PC

     

    You could try to teleport to her with the console (player.moveto 0001A67F).

    If she have gone completely missing, like, you can't teleport to her, then you can

    spawn her (player.placeatme 00013BB8 1).

     

    Or load a previous save before you talk to the Jarl that leads to talking to the wizard etc. etc.

     

    I'll say that you might want to avoid talking to the Jarl directly, go out of Dragonreach/Whiterun wait or do something for about a day or two and then go back and talk to the Jarl.

  8. Swimming pool eh? Not sure that quite fit in, though a Japanese inspired

    bath is planned +useable hot springs.

     

    asgora, oh my, how could I forget about that now when I have a torture chamber?

    Execution square is something to add to the list.

  9. [Update - I decided to add a Unit list to this post as well]

     

    Hi,

     

    For the mod that I am working on the player may be able to build and run

    their own King-/Queendom (depending on how the player choose). Their land

    can hold, at this time a Castle City and a Village (later upgrade able to City) which

    the player (with some help if wanted) will have to build from scratch.

     

    I'm not going to go explain the whole idea at this time, I'm rather looking

    for ideas of more buildings to add to my list of build able structures.

    My to do list is quite filled already, but still I feel I can squeeze in some

    more, does anyone have any ideas/suggestions of buildings/structures to add?

     

     

    The Current To Do List

     

    b]Master Buildings[/b]

    • Castle (+wooden-/stonewalls)
    • Fort (+wooden-/stonewalls)
    • Town hall
    • Mine

     

    Civilian Buildings

    • General Goods Store
    • Armor Store
    • Weapon Store
    • Fletcher
    • Jeweler Store
    • Market
    • Alchemy Store
    • Inn
    • Sawmill
    • Mill
    • Stable
    • Residential Housing
    • Farm
    • Brewery
    • Hunter’s Huts
    • Miners' Bunkhouse
    • Clothing Store
    • Butcher
    • Bakery
    • Mage Tower
    • Library
    • Fishers' hut

     

    Warfare

    • Guard Barrack
    • Soldiers Barrack
    • Prison w & w/o torture chamber
    • Execution square
    • Workshop
    • Beast tamers' yard

     

    Misc.

    • Storage House – Armory
    • Storage House – Materials/Construction
    • Storage House – Food/Ingredients
    • Greenhouse
    • Dock > Trading Port
    • Shrubbery
    • Royal Garden

     

    Guilds

    • The Warriors Guild
    • The Miners Guild
    • The Engineering Guild

     

    Gambling

    • Gladiator Arena
    • Gambling Den > Skooma House > Brothel

    ------------------------------------------------------------------------------

    [Factions and Units]

    The mod intend to let you meet familiar factions such

    as the Empire, the Stormcloaks, Thalmor, the Dawnguard

    and few others. Beside the more familiar the player will meet

    the dark and evil Mornborn* and the natives to the "new

    land" known as the Speechless.

     

    *Mornborn is at this time not the official name.

    ------------------------------------------------------------------------------

    (Note: These are the factions planned for the first release.)

     

    The Alliance

     

    Units

    • Alliance Guard F/M
    • Alliance Soldier F/M
    • Alliance Archer F/M
    • Alliance Mage F/M
    • Alliance Heavy Soldier F/M
    • Alliance Scout F/M
    • Alliance Dog Handler F/M
    • Alliance Battle-Maiden F
    • Axmen of Windhelm M
    • Horsemen of Whiterun F/M
    • Dawnguard Slayer F/M
    • Dawnguard Soldier F/M
    • Dawnguard Crossbowmen F/M
    • Dawnguard Troll handler F/M

     

    Hero Units

    • Zeya Battle-Maiden F
    • General A. Kurslev M

     

    Malacath’s Children

     

    Units


    •  
    • Malacath’s Children Guard F/M
    • Malacath’s Children Soldier F/M
    • Malacath’s Children Archer F/M
    • Malacath’s Children Shaman F
    • Malacath’s Children Mammoth Rider F/M
    • Malacath’s Children Hunter F/M
    • Malacath’s Children Wolf Handler M

     

    Hero Units

    • Malacath’s Children High chief M
    • Rokk of the Battle-Breeded Clan M

     

    Mornborn

     

    Units

    • Dragon rider F
    • Mornborn Blade Dancer F
    • Mornborn Guard F
    • Mornborn Sword-arm F
    • Mornborn Scout F
    • Mornborn Archer F
    • Mornborn Battle-Mage F
    • Mornborn Elements Witch F
    • Mornborn Berserker M
    • Mornborn Aggressor M

     

    Hero Units

    • Queen Judea F
    • Morina (Commander of the Dragon riders) F

     

    Thalmor

    Units

    Hero Units

    Stormcloaks

    Units

    Hero Units

  10. Do you run the game with any mods?

    If yes; post your mod list, this helps rooting out conflicts.

     

    Other things you could try:

    • Verifying your game cache in steam have in some cases solved this issue.
    • Delete Hearthfires.bsm/.esm and re-install the DLC.
    • Nexus holds some unofficial patches that you could download and install: http://skyrim.nexusmods.com/mods/25127

     

    Known mods conflicting with Hearthfires

     

    (w) Dovahkiin's Hideout - Breezehome CTD. Status: Not compatible with Hearthfire.

     

    (w) Birds and Flocks - Invisible Windstad Manor in Hjaalmarch (Marthal). Update to: B&F Hearthfire Edition. Delete, and Un-subscribe from the old edition in your Data Files before subscribing to the new version.

     

    (n) Skytest: Realistic Animals and Predators - Invisible Heljarchen Hall in The Pale and freeze-ups @ Windstead Manor. Update: To v1.27e Full Edition or just add ,1.27E ESP if you already have one of the 1.27a/b/c/d Fulls. Note: Freeze-ups may be due to conflict with other mods. Try placing Skytest near the bottom of your load order.

     

    (n) Ultimate Followers Overhaul Breaks the dialog with the Stewards - Check this thread for a workaround. Update: (n) UFO Hearthfire Housecarl Fix. Description:

     

     

    These scripts add the hearthfire housecarls into the UFO mod recruit/dismiss system. It should be noted that hearthfire housecarls all have their own unique recruit/dismissal dialogue lines and fixing it requires modification of the UFO\'s main .esp file and that requires permission. So this fix makes them speak the default housecarl recruit/dismissal lines. So far contacting fLokii, the UFO author has been unsuccessful.

     

    (n) Skyrim School of Witchcraft and Wizardry CTD entering Breezehome Update to: Version 2.0.

     

    (w) Real Wildlife Skyrim Invisible home Windstad Manor Status: Author now aware of the issue and will be making a new version. Note: If you uninstall this mod some of the animals may get stuck in their animations and you may also be unable to recover items from them. A clean install of Skyrim may be required to fix. See the Comments section of the mod for more info. Workaround. Temporarily disable mod until Windstad Manor is built.

     

    (w) Grey Ledge Manor Causing CTD Update to: Grey Ledge Manor II

     

    (w) Scenic Carriages CTD in Lakeview Manor area. Status: Arthmoor has provided a Hearthfire Fix for the Nexus Version. The mod can be downloaded with the Nexis Mod Manager, but the patch will have to be installed manually from the Downloads page (full update in the works). Note: The Scenic Carriages update doesn't require Hearthfire, just fixes the navmeshes so they won't conflict with it.

     

    (w) Places: Oakwood Causes CTD when approaching or fast traveling to Lakeview Manor. Update to: Places: Oakwood Hearthfire Edition

     

    (w) Places: Laintar Dale Update to: Places: Laintar Dale Hearthfire Edition

     

    Note: The Nexus versions of the Places series are no longer supported.

     

    (w) Open Cities Sykrim CTD Breezehome Status: Patched to v0.9.4 (now v0.9.5)

     

    (w) More Dynamic Shadows with Lighting Fixed. Causes CTD upon entering Breezehome. Status: Author is aware of the issue. Update: Try the new Breezehome-Hearthfire CTD fix

     

    (w) [ VoidCraft ] Breezehome Invasion. Status: Not compatible with Hearthfire.

     

    (n) Rayya Redux - Hearthfire Housecarl Immediate CTD as game loads. Fix: Download the ApachiiSkyHair mod too.

     

    (n) House Map Marker - Multi or (w) Plus Unable to convert Breezehome Alchemy area to Child's room. Fix: Update to latest version.

     

    (w) Collector's Vault. CTD when entering Breezhome. Status: Not compatible with Hearthfire.

     

    (w) Hjerim Improved. (n) Hjerim Improved. Secret Smithing room blocked by wall, plus another wall flickering. Fix:

     

    Quote:

    Enter the console and click on the wall in the wardrobe and use the displayed number for 'markfordelete xxxxxxxx', close the console, then save game and load this savegame again, the wall will be gone and your items still down there were you left them.

    You may be able to do the same with the flickering wall.

     

    (w) Stones of Barenziah Quest Markers. (Droppable version) Causes problems with NPCs and room additions in Proudspire home. See this thread for a solution.

     

    (n) Castle Orlok CTD Upon entering Breezehome

     

    Source

  11. I am aware of that FNIS and animation mods that have not been

    updated/adjusted for i.e 1.8 can cause this issue.

     

    If you're using FNIS:

    Updating FNIS, if that doesn't work; delete FNIS (make sure to get rid of possible FNIS leftovers).

     

    If you use any animation mods:

    Update these mods, if there's no update from the author you should turn them off/delete them

  12. All mods and Skyrim/Dawnguard/hearthfire are located in the Skyrim data folder.

    (steamapps>common>Skyrim>Data)

     

    Deleting them or moving them out of the data folder would work.

  13. Are you using FNIS?

    If yes; update FNIS or remove it.

     

    Do you use any animation mods?

    If yes; update your animation mods (Poser mods, battle animation mods, idle animation mods etc.) if able, else inactivate them or delete them.

  14. Ah! This is good!

    How do you two handle such things as dialects? Which dialects can you do and which can you not?

     

    @Tim, how much brighter/higher can you take your voice?

     

    @Mat, opposite, how much lower can you take your voice?

     

    Edit: I might add that I have just begun with my mod and I'll just require voice actors at a later time. Never wrong to hunt down your needs early though!

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