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Robinsage

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Everything posted by Robinsage

  1. v97 is up featuring a Hearthfire Breezehome-only option and other goodies. We are fast approaching the final release (1.0) and YOUR feedback is making this mod better and better. Enjoy!
  2. "..we’re not some corporate mega-money machine that’s cutting costs by cutting corners, but just 5 gamers trying to provide the best service we can.." This is why we love you =) All things considered you guys are doing one hell of a job keeping up with the popularity and demand. I wish more people had your approach to serving your base. Kudo's, thank you and keep up the good work.
  3. Great! Thane's is a very nice Breezehome. You will find this quite different. Let me know what you guys think. I hope you like it!
  4. Ok everyone ver .96 is out featuring Hearthfire compatibility. Also there are no-Breezehome and Breezehome-only versions available. I hope you try it out! :thumbsup:
  5. Can you go backwards to vanilla Skyrim if you already have Hearthfire? Or would disabling the hearthfires.esm do the same thing?
  6. Version .94 is out with many improvements. Please come have a look. Feeding on feedback! Cheers :biggrin:
  7. Thanks Jason, like I said the objects are not in the CK and I'd like to automate getting rid of them via script, so the users of my mod don't have to manually markfordelete.
  8. Anyone? I'd like to automatically remove vanilla cell ghost objects on a modded cell load via script. The objects aren't in CK and have to be clicked in-game for deletion. Any suggestions would be appreciated ty
  9. Hi everyone. I'm wondering if there is a script I can include in my mod to get rid of a persistent ghost fire and smoke on cell load. Basically my mod replaces the Breezehome interior, and where the sunken fireplace used to be in the vanilla version there is now a rug. Problem is, even though the fire, smoke and light have been removed in the CK they remain in the same spot in game. The rug is on permanent fire! I've given instructions on my main page on how to remove it manually, but I'm hoping for a more automated process when the cell loads. A script to check for the fire and smoke and remove them. So far console disable commands don't work on them, only 'markfordelete'. Any suggestions? Here are the manual instructions. Thanks for any help :biggrin: ************************************* LIVING ROOM RUG FIRE/SMOKE - Be sure to follow the installation instructions if your character had a previous Breezehome. Bethesda made the kitchen fire pit and smoke from vanilla Breezehome very persistent, but they are removable. There are THREE smoke objects, FOUR fire objects and ONE shadow casting light all within that sunken fireplace. That's EIGHT ghosted images many people see! Here's the procedure for permanently removing them: 1. Go outside and SAVE your game. 2. Go back inside and walk right up to the fire and smoke and open the console in 1st person view. 3. Click on the smoke/fire. One of the below listed ID's should come up in the center of your console. If it does, type MARKFORDELETE. A [D] should then appear after it's ID (remember there are 3 fires). 4. Repeat this process until all eight objects have been marked. 5. Go outside and wait for an hour or two (in game). Done! Go inside and the fire and smoke should be gone. You might have to exit/wait/reenter to get some items deleted so you can select the rest of them. Here are the ID's you want to target and delete. If any other ID comes up DO NOT DELETE it. SMOKE: 0809e795, 0809e796, 0805b41a FIRE: 00033da9 (there are THREE of these!), 0004318b LIGHT: 00077fce
  10. Ola! B3 version .93beta is out today. Please come have a look and join the feedback. Enjoy!
  11. Turns out I had a little bit of all those issues. Sorted and fixed, thanks much =)
  12. Thanks Ishara I'll keep that in mind. Although it's awful for Steam to do I'm not that upset because everything is fresh and faster after the recovery =)
  13. My B3 mod has a sizeable subterranean mushroom garden with some skeever tails and brown colored bowls that serves the needs of Whiterun anyway. It's amazing how well they grow! :tongue:
  14. Has this happened to anyone else? The CK was misbehaving so I go into steam and uninstall it, then reinstalled it. When I went to fire up CK again it said it couldn't find 'atmosphere.nif' etc and then froze.. So after some digging I find out all my Skyrim files were gone! The game, esp's, texts, scripts, everything.. It's as if steam uninstalled Skyrim AND the CK. :wallbash: Thank goodness for BOSS modlists..
  15. Well my sneak is not that high but it only happens in my own mod listed below. Because I recently added a bunch of small spiders and rats to add to the creepy factor I'm thinking I added too many. If thinning them out doesn't work I'll post it here. That should be the problem though.
  16. Ok so it sounds like if there are too many bad guys in a single cell they might not aggro properly. Thanks for the suggestions =)
  17. For some reason I can't seem to get aggro on monsters in game, regardless of type. I can walk right up to a spider or a skelly or a bandit and they just look at me. If I talk to it or swing at it the aggro AI finally kicks in, but not otherwise. Anyone know what could cause this?
  18. Ok I have a problem. For some reason I can't seem to get aggro on monsters in game, regardless of type. I can walk right up to a spider or a skelly or a bandit and they just look at me. If I talk to it or swing at it the aggro AI finally kicks in, but not otherwise. Anyone know what could cause this?
  19. Greetings everyone. My chance to repay you for all your great work is finally at hand! Check out the new B3 mod in my signature to help test it out. It has just been posted as v.92beta and has received decent feedback - but more is needed! This improves Breezehome's appeal and adds an undercity network of caves and tunnels known as the Whiterun Burrows. There's an optional version without Breezehome if you don't want to change your current home. There's also new tavern called the Minstrel's Rest. I hope you like it! Cheers
  20. /bumpy bumpy Changing the default acoustic space didn't help. That loud clang is still there each time the cell loads! :wallbash: Any suggestions?
  21. You pretty much described the mod listed in my signature. Go check out the description page, it sounds like exactly what you are looking for. It is not currently compatible with the adopted child's bedroom in Hearthfire but you won't need it as it has lots of other child friendly beds and idles, and couches to sleep on if your not getting along with the spouse! :biggrin: Cheers!
  22. Hi all, In the mod on my signature below, one of the cells is a large and extensive cave network (WhiterunBurrows). Whenever this cell loads in game there is a very loud 'CLANG'. There are several entry points to the caves but the sound happens regardless of where the cell is entered from. It's the same volume and intensity so I don't think it is a load issue relative to entry location. I can't figure out what is causing it. I thought the traps in the cell may be the culprit but so far no success. Has anyone heard of this or have a fix suggestion? ty in advance.
  23. Whenever I post pictures or files to the Nexus I can't see them on the main page. Even after a long wait. I have to go to the member section to see my pics and files. Is this just the way it is or a setting thing?
  24. Thanks Ishara those are great suggestions. My mod is being released as beta so hopefully someone can verify if it works or not before I get around to doing it myself. Feel free to check it out if you like, you helped me along the way you know :rolleyes: --> B3 - Brilliant Breezehome and Burrows.
  25. bumping Rephrasing: Is it possible to have respawning containers in a no-respawn zone, or make safe containers in a respawn zone.
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