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Lakeview Extended SE 3.24


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About This File

This is the Skyrim Special Edition version, if you want the Normal Skyrim version then click here.

If you would like to leave me a donation I'd appreciate it.

!! Make sure the original Lakeview Manor is completely build with the upgrades you want to have (through workbenches and steward) before activating this mod or any optional files !!
!! If you start a new game or switch character you need to deactivate the mod and optional files until the Lakeview Manor is build !!

Requires Skyrim Special Edition


~~Permissions~~

  • This mod is not to be uploaded or used anywhere else, not even in mod lists, no monetary gains can ever be made from my mod, not even free donations/patreon/etc, no patches/replacers of/requiring my mod are allowed.
  • Permission is never granted to be used on websites that have a none-revocable/infinite distribution license, if a website does not grant you the ability to permanently delete your own files then don't even bother asking me.
  • I reserve the right to change/revoke these permissions at any point, you must agree to the changed permissions in the future regardless of any circumstances.
  • Any changes, use of content or translations of this mod will require my explicit permission, contact me. (you will have to agree to all the above and mention me as the original author)

 

~~Intro~~

  • This mod is all about beauty and lore friendliness, I tried to keep the exterior as simple as possible without making it feel like a castle while taking away the shortcomings of the original. It changes nothing regarding interaction of the original vanilla content, all this mod does is expand the exterior.
  • I also made the mod modular so you can choose to disable/enable certain upgrades if you want to and even install some optional files for other changes.
  • New npcs are added to give it a small town feeling and are realistic regarding their appearance, clothing and use of weaponry/spells, they also keep themselves busy with chores during the day and sleep at night.

1871453100_Maincropped.png.b467993cf775f
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~~Features~~

(most upgrades, except for the pool/villa/walls/watchtower, can be enabled/disabled by talking to the little dragon in the villa.)

  • Pool -- for those that fancy taking a swim, npcs will take off/on clothing when entering/exiting.
  • Wall & Gates -- north fence and a south wall with 2 gates.(gate keys in the villa chest, see picture "21 Key Location")
  • Villa -- providing beds for 5 people, info book and a small dragon on the wardrobe to disable/enable certain upgrades.
  • Watchtower -- defensible position to protect the fence.(you can train your spell/archery/weapon skills by hitting the target dummies)
  • Extra Flora -- for those that love trees/plants/farm plots, not to mention statues.
  • Fish Hatchery -- for an easy fishing time, same as the Windstad Manor's hatchery.
  • Fungal Cave -- an underground mushroom garden including little chaurus gardeners, entrance at old necromancer's altar.
  • Road -- connecting your manor to both main roads.
  • Hortus Sanctum -- greenhouse cavern including ores, insects and spriggans.
  • Apothecary -- a cave where your alchemist shop is located, including 4 beds, entrance under watchtower.
  • Prison -- tower on top of the mountain, entrance is next to your manor at the bottom of the mountain.
  • NPCs -- a merchant, blacksmith, alchemist, gardener, huntress, housemaid, necromancer, fisherman and 4 guards.
  • Vanilla Necromancer's Altar -- all items of this horrible looking altar right next to your home are disabled and replaced with a garden.
  • Improved Navmesh -- all added content has been provided with new navmeshes, npc's should follow wherever you go.
  • Optimized Exterior -- most objects that are out of your view around the manor will get disabled, this allows for less CPU to be used and a significant increase in FPS.
  • TES5EDIT Cleaned -- first cleaned automatically and then checked everything manually to make sure everything is in order.

 

~~Optional Files~~

(any of these optionals can be used without my main Lakeview_Extended.esp, they are in fact separate mods.)

  • Lakeview_Extended_BackRoom -- this replaces the backroom of the main hall with mannequins and some weapon racks.(see picture "26 Optional BackRoom_Mannequins")
  • Lakeview_Extended_Basement -- an extra bedroom in the basement with beds for 8 people.(see picture "24 Optional Basement_Bedroom")
  • Lakeview_Extended_CM -- these esp's remove unnecessary collision markers so your npcs can walk past your house, install only one .esp per wing. example: I build the kitchen yet the armory collision marker is there thus my npcs will not walk past it.(see picture "25 Optional Collision_Markers_Fix")
  • Lakeview_Extended_Grindstone_Workbench -- If you wish to remove that useless drafting table, chest, carpenters workbench - Open the console in game, select those items, type "markfordelete", save and load game - This esp will move the normal grindstone/workbench there instead.(see picture "23 Optional Grindstone_Workbench")
  • Lakeview_Extended_Interior -- stops your manor interior from resetting, I made this because I got sick of old items respawning and bumping away my own placed items.

 

~~Installation~~

(I will repeat that first yellow warning in more words here: You need to build EVERYTHING on the Lakeview Manor before activating my mod, that includes the house, wings, interiors and all the upgrades the steward provides such as cow, horse, carriage driver, chickens,...
You can choose to skip certain upgrades like interiors in case you want to use other mods for that, or cows/chickens/horse if you simply don't like those, just DON'T try to build anything anymore once my mod is enabled.
Basically you need to construct the entire manor through the bench in the exterior, then all the benches in the interiors and then the upgrades from the steward.
All of this begins if you start doing quests for the Jarl of Falkreath.
Only after this is done you should activate the mod and start upgrading through Nagra the little dragon in the villa, you can still activate/de-activate any of my upgrades through the dragon, but you should NEVER use those original benches or steward anymore.
Failing to heed my advice and activating my mod before you have that lakeview manor finished can result in the following bugs, such as not being able to buy lumber, not being able to hire a steward, not being able to advance through the "build lakeview" quests, certain original upgrades never becoming visible and the lakeview map marker not showing up.
So again, if you start a new game, DE-ACTIVATE my mod and build the original lakeview manor first!)

 

  • Always make back-up saves before trying new mods.
  • Make sure you are far away from Lakeview manor before installing.
  • Nexus Mod Manager: download the .ESP and .BSA files and activate it to install.
  • Manual: open the 7zip file, then drag and drop the .ESP and .BSA files into Skyrim's Data folder.

 

~~Uninstallation~~

  • Dismiss all potential followers from my mod, make sure none of them are actively following you.
  • Make sure you are far away from Lakeview manor before uninstalling, wait 40+ days.
  • You can deactivate and uninstall from Nexus Mod Manager, or manually delete the mod.

 

~~Compatibility~~

  • Since this mod stretches over the whole area around the manor, moving items everywhere, even altering terrain, its safe to guess that other mods in the exterior area are NOT compatible.
  • My mod does not change anything in the interior(unless you use the optional files), so you are free to use other mods for the interior as you please.
  • Compatible with DynDOLOD: obviously you cannot enable my mod until the vanilla Lakeview Manor is completely build, once you enable my mod you need to run DynDOLOD once again and make sure it includes my mod or else objects will pop in and out of existence, however DynDOLOD will not actually create LODs for the Lakeview area so you cannot see the manor (or anything else from my mod) from a large distance, for more details go look under my mod forums tab.
  • Compatible with Lakeview. Manor - As It Should Be, mod load order should be: Lakeview_Extended.esp, LKVM-Part I.esp, LKVM-Part II.esp. Read that mod's description carefully as you need to install that mod BEFORE you build the manor, as opposed to my Lakeview_Extended mod that needs to be installed AFTER you build the manor. Make sure you do not install any of my optional files that change the interior, also do not install the LKVM NoGrass optional file since that will cause landscape incompatibility in my mod

 

~~Recommended Mods~~

 

~~My Other Mods~~

Tel_Nalta.png.c428398200fcd4c87e8ddaef64     Tel_Avius.png.a7b6b596c4484fdd68ee988403

 

~~Troubleshooting~~

  • Dragon in the villa voice/options not appearing -- quicksave and quickload the game, then speak to him again.
  • Dragon in the villa not there -- he sometimes bugs out but you can press that tiny button on hes rock to put him back in position.
  • Enemy spiders/wolfs/bandits/giants still spawning at manor entrance -- you need to wait 40+ days far away from Lakeview so that the exterior can reset.
  • Carriage driver still sitting at old location and floating a bit in the air -- you need to wait 40+ days far away from Lakeview so that the exterior will reset.
  • Floating Grass Fix -- also try waiting a few days far away from the Lakeview exterior cell so it can reset and the grass doesn't float anymore.
  • Some people have game freezing/infinite loading screen when loading a save in the exterior or exiting the manor, removing certain upgrades like extra flora/farms/road/prison/fish hatchery helps with this.(talk to the dragon on the wardrobe in the villa.) If you are unable to get to the Villa to disable upgrades because your game freezes or CTD around the exterior, open the console and type "COC LakeviewVilla", this will directly transport you there.

 

~~Credits~~

  • skubblebubble for converting this mod to work on Skyrim Special Edition.
  • sa547 for giving me permission to edit and use hes Lakeview Pool and Hot Bath for Hearthfire mod.
  • jhdez for giving me permission to edit and use hes Lakeview Manor Fish Hatchery plus opt Mill mod.
  • rockyourazz for optimizing the exterior, objects out of view will get disabled, thus lessening the CPU load and increasing FPS.
  • subtanker for providing the pool scripts.
  • hex0id for making the Carriage and Ferry Travel Overhaul Compatibility patch.
  • dptheslothking for making a nice video.
  • Xubarku, xxGODLIKExx, ps46183 and all commentators that share their idea's and give constructive criticism.
  • B1gBadDaddy for improve skill script on target dummies.

 

~~Extra~~

  • Safe Storage -- Only use your own Manor to store your stuff, all the new interiors that I added are for the npcs. All these containers and interiors are set to respawn so they are not safe to store or drop your items. Even if you use the "no-npc version" you still can't use these new interiors to store your items.
  • To let wait time go faster, open console and type "TFC", one day will pass in a second now instead of waiting for every single hour to pass, when done type "TFC" again.
  • If you need to wait 40+ days then I suggest you open the console and type "set timescale to 300000", close the console and then do nothing for like 30 seconds, when done type "set timescale to 20".(its preferred you do this in an interior with no npcs, like Breezehome.)
  • To decorate your home, dump items on the ground, exit manor, re-enter manor, place them where you like.
  • To make your bard Llewellyn essential, type "setessential 03018DE0 1" in the console. He has a bad habit of playing the hero in every fight while dying one second later.
  • If you don't like certain items/plants/trees, you can always open the console in game, select the item, type "disable" or "markfordelete" to remove it. When using "markfordelete" you need to save and load again, but beware that the item will be gone forever, and make sure you have a backup save ready in case you deleted the wrong item. You can also use these commands to make your manor interior better by removing clutter items you otherwise cannot pick up.
  • Since my mod adds guards there is a high probability that when your spouse gets kidnapped(quest) the bandits will be in combat and die before you can open dialogue with them, this can cause a bug to occur that when after you save your spouse he/she will walk backwards all the time and generally does not follow you anymore, as if stuck in place while moon-walking. To fix this open console, select your spouse and type "recycleactor".

User Feedback

Recommended Comments



Sorry for replying so late! 
Lakeview Extended has a villa that houses up to 5 followers.  I see there is also a mod with this info that might help you that Ive not tried "Lakeview_Extended_Basement -- an extra bedroom in the basement with beds for 8 people.(see picture "24 Optional Basement_Bedroom")" from the Lakeview Extended mods page info ❤

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On 3/24/2022 at 7:16 PM, Ac3s said:

"Lakeview.Manor - As it Should be" is actually highly compatible with my mod, but that mod I think requires you to never build anything on the vanilla Lakeview manor, then install that mod, and then you need to install my mod. Only thing I noticed that was a slight incompatibility was the exit from the cellar in the exterior.

But if you want to use that mod you need to know in advance, once your at a point where you already build things on the vanilla Lakeview manor you can't use that mod anymore, unless you go back to a previous savegame.

My mod (Lakeview Extended) does not require you to build everything on the vanilla manor, it states "original Lakeview Manor is completely build with the upgrades you want to have", so you need to build the vanilla manor(or not) but once you use my mod you can't ever touch that vanilla build system again, but the other mod adds everything inside of the manor to begin with and requires you to not touch ANYTHING on the vanilla build system.

Or at least thats how I think it goes, its been many years, but read the instruction on either mine or the other mods description to know all details.

I actually mention this other mod in my "compatibility" section with what you need to do.

Cant edit  previous reply but I just have to say, imagine what you could do to a place like Hjerim which is why Im on here, looking for a good upgrade for that, the "Better Hjerim" collectors edition does seem to be the most popular but I dont need all that collectors stuff since Im playing LOTD and Id love a more feminine touch to it and a beautiful big pool in a basement lol

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On 4/21/2022 at 7:38 AM, Starseede said:

imagine what you could do to a place like Hjerim which is why Im on here

I never was interested in the other Hearthfire Manors, so its kind of pointless to even ask me, plus I don't even play Skyrim anymore, I'm just here for support on my mod.

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Maybe it is a stupid question, but if I start a new game, should I disable the mod before starting the new gameplay, or after I escaped from Helgen? 

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12 hours ago, Karioshi said:

Maybe it is a stupid question, but if I start a new game, should I...

!! Make sure the original Lakeview Manor is completely build with the upgrades you want to have (through workbenches and steward) before activating this mod or any optional files !!
!! If you start a new game or switch character you need to deactivate the mod and optional files until the Lakeview Manor is build !!

meaning, you start a new game and the mod has to be disabled, in the ~Installation~ part of the description I explain it even in more detail, read the description...

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How does one add support of anniversary edition fish for the hatchery? Is it through creation kit or quick patch through xedit

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3 hours ago, lawless9580 said:

How does one add support of anniversary edition fish for the hatchery? Is it through creation kit or quick patch through xedit

I suggest you simply don't install my "basement bedroom.esp".

Its either that so you can enjoy the fish hatchery in the basement, or you will have to mod with the creation kit to remove the entire hatchery, or move it, or move my bedroom to another part of the basement, or maybe there is an option in this "anniversary edition" where you can turn off the fish hatchery, who knows...

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Anyway to remove some exterior features to make it compatible with Oakwood from Arthmoor?  Just checking.  Cannot live without LV extended.

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Where is the CFTO patch? It's listed in the credits, but it isn't in the available files and it isn't on hex0id's nexus page. They don't seem to have an AFK page. 

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On 5/15/2022 at 5:08 AM, pivot_ob said:

Where is the CFTO patch? It's listed in the credits, but it isn't in the available files and it isn't on hex0id's nexus page. They don't seem to have an AFK page. 

I need someone to use SSEEdit, load up this patch, and show me what the patch changed exactly and if it changed any navmeshes or not.

This patch was made for LE 2.3, I updated to 2.4 and changed how all the navmeshes work in my mod, but I don't have SE, so I need someone on SE to check this patch for me, which nobody wanted to do so I never found out if the patch would still be okay or not, hence I'm not uploading a path if I don't know it still works or not.

So...are you offering to check the patch in SSEEdit and show me everything the patch changes?

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I am now in my second playthrough, and I would like to build the storage room instead of the alchemy tower. May your mod be compatible this building part too?

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On 5/10/2022 at 5:22 AM, Ac3s said:

I suggest you simply don't install my "basement bedroom.esp".

Its either that so you can enjoy the fish hatchery in the basement, or you will have to mod with the creation kit to remove the entire hatchery, or move it, or move my bedroom to another part of the basement, or maybe there is an option in this "anniversary edition" where you can turn off the fish hatchery, who knows...

I feel totally lost without the basement bedroom....before I upgraded to AE (unintended) Lakeview Extended was my first and primary home...I was able to house 16 followers in the basement (using MHIYH2)....I had other "followers" but most of them were eyecandy and not really used during gameplay...I figured if I had 16 followers that were of assorted combat styles/skills that would be enough for a serious playthrough...anyway, enough of rambling...

If I had to suggest a location to attach the extra bedroom in the basement, would it be simple to just create access point (like the one that accesses the basement) in the middle of the main basement area and your bedroom be in a completely different cell below the basement?

thanks for reading...

 

V\R

pops

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On 7/29/2022 at 8:27 PM, popvirus2 said:

If you had to suggest a location to attach the extra bedroom in the basement...

That is your call, you could make a new interior cell and add an extra hatch somewhere in the main house interior, or in the basement.(would be easiest)

Or you could create a new opening in the wall somewhere else in the basement and move the room.

But remember that followers need navmeshes to walk on, so besides relocating the room itself you will also have to add/redo navmeshes, then check for navmesh errors, then finalize the navmeshes, anyone with a bit of experience in the Creation Kit knows what this means and what it does, so I hope you have some experience as well, if not, first steps are always the hardest and I wish you good luck then. When I modded I looked at many videos on youtube from Darkfox127, perhaps those videos can help you too: youtube.com/watch?v=5JGpfOLiLic

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On 4/2/2022 at 8:41 AM, TreeLot said:

Greetings,

For those of you who have used this mod, do you also use Oakwood? Are they compatible?

Cheers,
TreeLot

technically no, but the incompatibilities are minor enough that you could probably just ignore it. the road leading down to the fishing shack doesn't quite sync up perfectly with the slope on the east side of oakwood. if you don't mind occasionally seeing through the ground, it's not a huge issue. if you're a stickler when it comes to multiple mods playing nice together, you're going to be slightly disappointed. 

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What collision file should I use with Lakeview manor extended? It says to build the kitchen and alchemy lab, but then the 3rd option it says to use for west is the bedroom and there are no files in the CM download for a bedroom, just enchanting tower and greenhouse. Will one of those work OK for the bedroom west wing?

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Hello...

 

Can I do Lakeview Extended CM WestWingGreenhouse and Lakeview Extended CM North WIng AlchemyLab as espl?

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On 9/14/2022 at 4:03 AM, tinman6 said:

What collision file should I use with Lakeview manor extended? It says to build the kitchen and alchemy lab, but then the 3rd option it says to use for west is the bedroom and there are no files in the CM download for a bedroom, just enchanting tower and greenhouse. Will one of those work OK for the bedroom west wing?

If there is no "collision.esp" for the wings you have, then that means those wings are the biggest wings possible and so they already have the proper collisions from vanilla, its only the smaller wings that have issues with collisions as the big collisions overlap them, meaning for your smaller wings I had to remove the collisions of the big wings to allow npcs to walk around normal. I had this explained nicely on the Nexus page, but that's all gone now.

"It says to build the kitchen and alchemy lab", it does not say that, I give that as an example, you can choose whatever wings you want.

"Will one of those work OK for the bedroom west wing", no it will not be OK, you say you have the bedroom, and no .esp is included for that as its already the biggest wing, so you don't need an .esp for that, its already working properly in vanilla. If you instead had the enchanting tower or the greenhouse, then you should use the correct .esp for that specific wing.

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Ac3s...I hope you are still monitoring regularly, as I have a rather serious issue I need help with. In short, I can't get rid of the changes your mod has made to my game even when I load from a backup save and re-install your mod! Please can you help.

Problem Details:

So I backed up my save files and made a copy to test this great expansion of Lakeview Manor. I love everything you've done with it. Then I went back to my original save (before loading LE) to see if 'Lakeview Manor - As It Should Be', works with yours. In fact, the exterior and the CM mods do work but NOT the interior changes unfortunately.

The problem arose when re-loading your mod with LMaiSB I keep getting the other options I previously bought with only your mod build, appearing again! And this keeps occurring on every time I load from a new save! And now there is a missing stairway next to the main gate, the road I purchased is persistent with gaps in the ground alongside it and in other places where your mod isn't displacing the original grounds.

I've tried to re-install your mod several times but I can't seem to get rid of all previous options and now I have several holes in the landscape appearing. I don't know how to correct all of this, nor understand why it keeps appearing on a new save before I loaded your mod. Any ideas what's wrong?

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Quote

The problem arose when re-loading your mod with LMaiSB I keep getting the other options I previously bought with only your mod build, appearing again! And this keeps occurring on every time I load from a new save! And now there is a missing stairway next to the main gate, the road I purchased is persistent with gaps in the ground alongside it and in other places where your mod isn't displacing the original grounds.

You did not mention in which order you build things and what the load order in your mod list is, for "Lakeview Extended" and "Lakeview Manor - As It Should Be" there is a very specific way you need to build things in order for it to work.

From my description:

Quote

Compatible with Lakeview. Manor - As It Should Be, mod load order should be: Lakeview_Extended.esp, LKVM-Part I.esp, LKVM-Part II.esp. Read that mod's description carefully as you need to install that mod BEFORE you build the manor, as opposed to my Lakeview_Extended mod that needs to be installed AFTER you build the manor. Make sure you do not install any of my optional files that change the interior, also do not install the LKVM NoGrass optional file since that will cause landscape incompatibility in my mod.

If you use any of my optional interior files or any other parts of LMAISB then you will get issues, you can only use Lakeview_Extended.esp, LKVM-Part I.esp, LKVM-Part II.esp, and you need to first install LMAISB, then build the manor (meaning you can not have anything build on the vanilla manor), once the manor is totally finished then install my mod.

This way, you only use LMAISB for the interior, and you only use Lakeview_Extended for the exterior, I don't know if those CM exterior files from me are even needed as the manor wings might be different than before, but if they are the same then I think you can use those CM files as well and perhaps other options from my mod that change the exterior, either way, the missing stairway and floating stone path are clear indication that you are using something from LMAISB that also changes the exterior, probably the "NoGrass" option, which I already said in my description that you cannot do.

Does any of this help you?

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Ac3s thank-you for your quick reply. Yes, I read you're description and installed LMaiSB first and build everything I wanted. I even went back to the Falkreath steward to see if there was anything else I'd missed. However, there were  no other options and only then did I install your lovely mod. I was very happy to see all your work installed and all the options also, but it was midnight and I couldn't see the grounds so well. In daylight there appears to be several holes through the ground that I can't understand. I then uninstalled you mod and used a backup save to try again and the errors seemed to compound themselves...there were a few more issues that weren't there the first time I loaded your mod. And like I said in my 1st post, the other options persist even on my backup saves.

Oh, one other thing I forgot to mention in my first post...inside the small home, when I try to pick up the book on the chest next to the key, my game CTD's. So, I don't pick it up, lol! But I figured out how to use the dragon options and everything else seems to work well.

I don't like the vanilla Lakeview Manor or else I would just use that, as there didn't seem to be any ground issues, so I will persist to get this working if I can. I will check my load order to see if it's correct (it probably isn't, lol) and then try again.

EDIT: Just noticed in your COMPATIBILTY directions above..."also do not install the LKVM NoGrass optional file" which is the cause of my entrance errors. I did as you said and installed everything I wanted but missed this warning...perhaps it should be included in your INSTALLATION section as there it states specifically to build everything on the Lakeview Manor before activating your mod (just a thought). At least now I can fix this issue.

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Just an update from above report on errors installing this mod...

Everything is now working as it should. Initially, I made a few mistakes installing the mod. Firstly, I missed this page's description about not installing the NO GRASS option and also AndreeaA's new install directions which make some changes from the older version. With the original grass all of the holes in the ground I mentioned and the missing entrance gate stairs, corrected themselves. Reading the description book no longer CTD's my game and the optional purchases I reported always being there, I am concluding are supposed to be there until deactivating! All in all, it seems to be working now.

And now I can continue with the mod as I remember it in my previous playthroughs. The only thing I'm missing are the chickens, Bard and Steward LVMaiSB reports adding. But I will fix that in my next play through. Thanks again Ac3s for your time devoted to this mod it is truly worth a d/l. I would endorse if I could.

FYI...'Lakeview. Manor-as it Should Be' by Nimee has been updated to version 2 with a brand new description page with some nice additions along with a revised install procedure. The old Part 1 & 2 files are now combined into 1 install file. I recommend reviewing all the new changes as there are a few.

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Hello Ac3s... I need your advice again. Please can you help me solve a few problems I've run into? Since my initial test of your mod with LKVMaiSB, I've started my game and have just installed your mod to finish LKVM. I have installed everything as it should be and I saved my game inside The Sleeping Giant to install your mod. The Extended exterior seems fully operational and so I next started to explore the other features. Upon entering the Hortus Sanctum I was attacked by invading assassins (from SOT I think) and then the spiders! I managed to escape but now I can't re-enter without freezing my game because of countless spiders!

My question is this...if I wait 40 days will this cell reset and the spiders disappear or should I just reload a previous save? Also, during prior testing there were many enemy spawn points inside the grounds that proved challenging. Will these also disappear after a 40-day wait? (It'll probably be best to wait before going back to the manor for this to work.)

Finally, I have one last problem with the exterior collision fix esp's. Whenever I have the two I'm using, activated (northern Alchemy Tower & eastern Kitchen - for my many followers) my save won't load - I CTD every time! Do you have any idea what might be causing this? I'd really need these fixes.

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On 10/22/2022 at 5:25 PM, captncorajus said:

countless spiders...

should be like 15 of them, they do nothing unless the player attacks the Spriggans, then spiders attack player.

If you use another mod that messed with that then its out of my control and best thing you can do is go in creation kit and delete those spiders, but assassins should NOT be in there...perhaps you did an AOE attack on the assassins and accidentally hit one of the spriggans or spiders?

I can't remember if that cave resets, I think it does since it has planters in there but I'm not sure, but you can give it a try and wait 40 days, but then those attacks might happen once more so I don't see how it solves anything.

On 10/22/2022 at 5:25 PM, captncorajus said:

problem with the exterior collision fix esp's. Whenever I have the two I'm using, my save won't load...

Lakeview is known to cause CTD issues even without mods (the way Bethesda made those Hearthfire homes is a total mess), my mod only made it worse, and now your saying you have tons of followers walking around with who knows how many 4k texture skin/armors on them, it all adds up.

-Have you tried to remove the followers and see if that causes less CTDs?

-Or remove the collision .esps but keep your followers and then see if CTDs still happen?

-Also try to speak to the little dragon in the villa and disable all flora outside.

You need to do proper testing to find out what causes it, because I cannot believe that removing two collision boxes is causing CTDs.

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16 hours ago, Ac3s said:

should be like 15 of them, they do nothing unless the player attacks the Spriggans, then spiders attack player

You say what? Ha ha... that's what escaped to outside the HS (15x) when I exited, and I killed them! However, when I tried to reenter there were countless still, like the entire entrance corridor and beyond was choked with them (halting our progress) - I estimate at least 30 or more! And then my game froze... (maybe each time a Spriggan is hit it releases 15 more spiders ad infinitum?).

So, maybe that's where all those spiders come from? Each attack suffered from at least 3 assassins with AOE strikes triggered 15 more spiders until the violence stopped? (Just a guess.) So, I will do as you suggest and remove the spider threat altogether as it won't work with my game mods SOT & Genesis Unleashed - both severely increase enemy attacks everywhere (GULP).

Anyway, I was testing your mod with 3 followers at lvl 30+. I encountered several bandit attacks inside the grounds and outside at various times (even inside LKVM). I didn't have any problems with these during my initial testing...just par for the course. FYI I use an Intel i7-9000 series CPU with an 8 Gig VRAM video card and 16 Gigs of RAM and my game is otherwise stable with few texture mods. But as you mentioned, I might have one or two followers (including my toon) with some 4K textures (I do try to limit these to 2K wherever possible).

17 hours ago, Ac3s said:

-Or remove the collision .esps but keep your followers and then see if CTDs still happen?

As far as the problem esp's are concerned...they always cause infinite load screen whenever activated. They don't cause CTD's in game just stop my game from loading at all. This makes your testing suggestions redundant as I can't start my game to do any testing. Also, if they are not activated then my game loads and my 3 followers can play endlessly without CTD. I would take your advice and deactivate the flowers and reduce follower count but I don't think this would relieve the problem. If you have any other suggestion as to why my game won't load with these 2 esp's activated I'd appreciate any help as I would like these for my followers. Thanks again for your continued support for this excellent mod, I'm still hopeful we can get it working as intended, cheers.

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