dragonslayer2k12 Posted June 11, 2015 Posted June 11, 2015 (edited) I have always wondered why this happens but cannot find an answer for it. Basically if I mod breezehome in ANY way at all, the starting debris for the housecarl space are not showing in game. Doesn't seem to matter what mod is used it always does that. Leave breezehome default and lydia's junk is there just fine before she moves in. Also and maybe this is just me I don't know but, the debris may or may not go away after buying the upgrades if a mod for breezehome is used. I noticed the scripting in CK has only generic references for decoratemarker and oldmarker but those are not specified in the housepurchase quest. Now if I add something like a guest room and go through the process of adding a script for that room then simply copy/paste the source from lets say the alchemy lab... then the oldmarker and decoratemarker things are definable under properties of that script but those things are not defined by default under properties from default scripts? I think this is what causes the debris to stick around if a mod is used sometimes. So then all the markers have to be defined in the default scripts properties or they won't go away. I am now incorporating both dawnguard and hearthfire DLCs into my breezehome mods and the unofficia patches for skyrim, dawnguard, and hearthfire so there won't be any problems with those things and my mods. Of course when I have all those things loading up in the CK I get a lot of warning about unofficial skyrim patch and stuff. Edited June 11, 2015 by dragonslayer2k12
dragonslayer2k12 Posted June 12, 2015 Author Posted June 12, 2015 Well DEEEEERRRRRPPPP! Maybe if I had unchecked initially disabled option for the housecarl start xmarker OMG!!! :-( Feel so dumb for missing that one oh well it works now. I always thought it was a bug or something lol.
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