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Tel Nalta SE 2.10


32 Screenshots

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 you have gone through your character creation process on a new game before activating this mod or otherwise the displays in the Trophy room might not work. You can still fix this later-on by completely resetting the mod but that requires some more effort !!
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 adds a growable Telvanni town in the middle of Lake Ilinalta on the exact same spot as the Lady Stone, North of Falkreath.
  • It consists of two mushroom towers and seven mushroom pods circling around the main tower (the player's home).
  • Upon arrival the island is deserted and it is up to the player to grow and build it up to its full potential.
  • New npcs can be hired 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.
1613748545_MainIIcropped.png.f5008d57a17
NPCS.png.7667fac0363b89203dd3d761e3a1e6a
 

~~Features~~

  • Courier Letter -- A courier in-game will give you a letter from Neloth, this letter is necessary to begin building the town, for the "immersion" version you will have to become a member of House Telvanni first, or you can use the "normal" version where the courier will come to you instantly without any requirements.
  • Grow and Build -- It is up to the player to construct everything and hire the NPCs, the first thing you need to do is grow certain buildings through the Saplings and then use the workbench to build the interiors, take a look at the video tutorial or the forum tutorial. There is a cheat version where all materials are included in a chest which is located on top of the construction bench on the island, use this version if you don't feel like gathering all the resources required to construct the town.
  • Player Tower -- Your personal home where you can store all your items and have your spouse and kids move in, you can build either 2, 4 or 6 beds for your adopted children. It includes displays where you can store your dragon masks/daedric artifacts/etc... There is also an enchanting table, alchemy table, staff enchanter, disenchantment font, bone grinder station where you can turn mammoth tusks into powder, a statue that will give you the "Divayth Fyr" blessing and a Soul Gem Altar where you can create/upgrade your own soul gems from normal gems and ore.
  • Consilium Tower -- Secondary tower for the NPCs that includes an Apothecary Shop, a Kitchen area, Library area and a Temple area where you and NPCs can pray to all the Divines.
  • General Stores -- Shop dealing in general goods, she sells Limeware/Ceramic/Glass clutter items and two new magical drinks.
  • Blacksmith -- Shop dealing in weapons and armor, it includes a smelter, anvil, workbench, grindstone, tanning rack. The blacksmith also sells custom armors like Morrowind Glass, Bonemold and Chitin.
  • Catacombs -- An underground area located on the North shore of the lake away from the actual town, here you can "reanimate" new creatures, buy new destruction spells and one new weapon enchantment. After you build the Catacomb through the workbench you can use the small fishing boat on the island to travel there quickly.
  • Bathing Area -- A small pool area in the exterior for NPCs to relax, NPCs will take off/on clothing when entering/exiting.
  • Greenhouse -- There are two gardens where you can grow your own plants, one is located in your Tower Cavern and one inside the Consilium Tower.
  • Fish Hatchery -- A pretty big hatchery where you can breed your own fish.
  • HD Telvanni Robes and Hood -- Six different colors for the robes, buy enchanted ones from the wizard and unenchanted ones from the servant.
  • New Conjuration Creatures and Pets -- 9 new conjuration spells that you buy from either the wizard or the catacomb merchants, 4 Dwarven automatons that you need to construct yourself through the Dwemer workbench inside the Cavern, a Chaurus spider and a small Elven girl.
  • NPCs and Followers -- A merchant, blacksmith, alchemist, farmer, bard, chef, wizard, servant, huntress and 4 guards.(all guards are followers)
  • Automated Storage -- Construct a small Dwarven spider through the Dwemer workbench, any items given to this spider will be placed automatically in different containers around your home. This system is completely optional and if you don't like it you can even deconstruct the Dwarven spider.
  • Spider Imbuing -- Build your own Spider Imbuing Chamber (or not, its optional) and throw your small spider minions at your enemies like a madman!
  • Recall Spell -- Once the Player Tower is grown you can buy the "Recall to Tel Nalta" spell from the wizard, costs 100 magicka to cast and can only be used every two hours (will show up in your "powers" list upon learning).
  • Improved Navmesh -- All added content has been provided with new navmeshes, NPCs follow wherever you go.
  • Optimized Exterior -- Most objects that are out of your view around the town 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 manually to make sure everything is in order.
 

~~Installation~~

  • Always make back-up saves before trying new mods.
  • Make sure you are far away from Lake Ilinalta 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 Tel Nalta (go to a small interior like Whiterun-Breezehome) and make a new save game.
  • Deactivate and uninstall from Nexus Mod Manager, or manually delete the mod.
  • Load your last save game, wait 40+ days (use the console command "set timescale to 300000" and wait a minute, then use the console command "set timescale to 20") and finally save your game again.
 

~~Compatibility~~

  • Compatible with every mod except those that modify the same exterior cells as Tel Nalta.
  • Not Compatible with Tel Avius SE , It is in fact the same mod, except moved to a different location and lots of extras were removed.
  • Compatible with Moon and Star, but only if you install the Compatibility Patch for it.
 

~~Recommended Mods~~

  • My Home Is Your Home : Set any follower on home/sleep/work/guard wherever you like.
  • Hearthfire multiple adoptions : Enables you to move your spouse and children to different homes. Once you have this mod installed, go inside the Upper Tower interior and cast the "bless home" spell, now go talk to your spouse and kids and tell them to move to the new home.
 

~~My Other Mods~~

Lakeview_Extended.png.664fc5d3c25f3c327e     Tel_Avius.png.a7b6b596c4484fdd68ee988403

 

~~Troubleshooting~~

  • Floating Grass Fix -- Also try waiting a few days far away from the town so it can reset and the grass doesn't float anymore.
  • Newly hired NPCs can appear in T-pose and have no dialogue at first, just leave and come back a bit later and they will be fine.
  • Elven Child Eriëlin forever following you, unable to ask her to leave, same thing for the creatures you summon from the Catacomb Summon Alter, unable to get rid of those creatures -> read the forum topic and leave detailed information!
  • Pet followers dialogues glitching out after combat (Dwarven automatons, Chaurus spider, Elven girl) -- This is something I can't seem to fix, but if you enter a new interior or fast travel then the dialogues will reset and work again. If that doesn't work and you use a mod like AFT then make them wait somewhere and leave them, they will return home automatically after a while.
  • With the "grow and build" system there could be activators and markers that don't fully activate unless you wait 40+ days far away from Tel Nalta which will make them reset and become fully active. It is recommended to do this once all buildings have been grown, all interiors have been build and all npcs are activated. Some of the things that might not work properly due to inactive markers are: -Consilium Tower elevator -Dwemer workbench -Bonegrinder station -Spouse and kids system - Artifact displays in the Trophy room(like Masks and Daedric artifacts).
  • If the Artifact displays inside the Trophy room are not working for you even after you waited 40+ days far away from Tel Nalta then I suggest the following steps to fix them:
   -take out ALL your items from the interiors because everything is about to reset, leave Tel Nalta, then save your game.
   -deactivated Tel Nalta from your mod list.
   -load game, save game, exit game.
   -activate Tel Nalta in your mod list, it is preferred you now use the cheat version so you can quickly rebuild the town.
   -load game, Tel Nalta is gone, regrow/rebuild it completely.
   -head over to a small interior far away from Tel Nalta, preferably an interior like Breezehome with minimal NPC activity.
   -open console and type "set timescale to 300000", close console, just wait and do nothing for like 30 seconds.(40+ days must pass)
   -open console and type "set timescale to 20".
   -press T and manually wait for 5 days.
   -go back to Tel Nalta and test the Artifact displays.

(the reason these displays did not work for you is probably because you had Tel Nalta activated in the very beginning on a new game, I believe this makes the scripts for those displays bug out, so if you wish to avoid this in the future then you should only enable Tel Nalta after the beginning carriage scene has ended.)

 

~~Extra~~

  • Safe Storage -- The following containers are safe to store items: all containers in the Player Tower (Tower Lower & Tower Upper), the small strongbox in the Tower Cavern, the small chest on the carpenters workbench in the exterior and the "dragonborn's chest" in the Catacombs. The following interiors are safe to drop items on the floor: only your Player Tower (Tower Lower & Tower Upper). All the other containers and interiors are set to respawn so they are not safe to store or drop your items.
  • Black Book and Elder Scroll displays -- Can only be build from the workbench once you have completed all their related quests, this is done to avoid issues where players would store these quest items while the quests still needed them since this could potentially break the quests.
  • Train skills -- You can train your spell/archery/weapon skills by hitting the target dummies or other things that the npcs use to practice upon.
  • Trash Container -- The Barrel at the exterior pool area will reset every 7 days, so you can dump all your useless junk in there.
  • Apiaries -- Your bees will work hard and apiaries will respawn ingredients every 3 days.
  • Ilinalta's Deep fortress -- This is that sunken fortress just North of Tel Nalta. The walls have been removed and the towers/entrances moved more inland to make the lake larger. (see picture "Ilinalta's Deep Fortress entrances")
  • Lady Stone -- Has been moved to the main land, behind the farm in the exterior. (see picture "Lady Stone Location")
  • Bard NPC (Tidus) annoying you? -- If he is annoying you too much with hes singing you can talk to him to dismiss him, if you regret doing that you can always re-hire him from the Hire Boards again
  • Wait Time -- To make waiting 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.
  • Wait 40+ Days -- If you need to wait this long 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" and then just do nothing for a few minutes so the script engine can catch up.(its preferred you do this in an interior with no npcs, like Breezehome.)
  • Decorate your home -- If you want to place items perfectly inside your home then you need to dump the items on the ground, exit home, re-enter home, place them where you like. If you don't do this then the items will just bounce around the next time you re-enter the home. This trick applies to all the homes in the game.
  • 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 home interior better by removing clutter items you otherwise cannot pick up.
 

~~Credits~~

  • RussianRanger for personally helping with scripting (grow and build system)!
  • Mrpdean for Tel Mithryn modular meshes, extra containers and personally helping with mesh editing!
  • rockyourazz for the exterior optimization system!
  • fileosoft for fixing some textures.
  • ubuntufreakdragon for the summon altar script.
  • ps46183 for door animations on noble desk and cabinet.
  • sLoPpYdOtBiGhOlE for the lights and dining table script.
  • Tarshana for converting the mod to Skyrim Special Edition.
  • ice_fan1436 for converting the MoonAndStar compatibility patch to Skyrim Special Edition.
  • dptheslothking for making a nice video.
  • Earrindo for telvanni assets.
  • Stoverjm & Blary for open books.
  • Blary for alchemy clutter, potionshelf, booksets, foodcontainer, openbooks, ingredients wall art.
  • Oaristys for resources, pack and jars.
  • Runspect, Stroti, Darkfox127, LilaMue, Garnet, Tlaffoon, CD Projekt for resources.
  • Elinen & Ztree for water plants.
  • Tueffelachtein for craftingtables and general displays.
  • Tamira, Birdy & Yughues aka Nobiax for new plants.
  • Rafuel for telvanni robes and hood.
  • Grace Darkling for telvanni robes.
  • Vicn, Dogtown1 for creature assets.
  • alanovichromanov for draugr assets.
  • JonesTheBond, ChampionofHircine, 1shoedpunk for telvanni assets.
  • InsanitySorrow for headstones, rugs, potions, soulgems, pillows, telescope, clock, chessboard.
  • Lilith for Ready Clutter.
  • The_Funktasm for silverware replacement and morrowind clutter.
  • THusky for morrowind armors.
  • B1gBadDaddy for improve skill script on target dummies.
  • Tumbajamba for armored death hound meshes.
  • Ragna_Rok for axe meshes.
  • XunAmarox for disenchantment script.
  • SrRamrod for stained glass lanterns.
  • neuroliquidity for bedroll mesh and texture.
  • Ranaline & tokkimoon for children assets.
  • gosthy for spider imbuing extended.

What's New in Version 2.10   See changelog

Released

No changelog available for this version.


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On 10/24/2022 at 9:02 AM, SirTitania said:

i reckon the hatchery is a spawn point for fish and bugs. well, the bugs started multiplying to no end and there were basically thousands of them...

Do you use a mod called "101BugsHD"? I had the exact same issue and it was because of that mod.

This mod is broken which I made a patch for many years ago, even told that author to just use my files on her mod page but she never replied, its an error in the script that caused infinite spawns, but Nexus banned me so byebye patch. I still have it on my hard drive though. If you do use this mod then its happening all over Skyrim with all insect spawns, you should look at other insect spawn points as well and not just the ones at Tel Nalta.

So let me know if you use this mod and if you need access to the patch I made, but its for normal skyrim, if you want to use it on SE you'll have to maybe change stuff or convert, I dunno.

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On 10/26/2022 at 1:02 AM, Ac3s said:

Do you use a mod called "101BugsHD"? I had the exact same issue and it was because of that mod.

This mod is broken which I made a patch for many years ago, even told that author to just use my files on her mod page but she never replied, its an error in the script that caused infinite spawns, but Nexus banned me so byebye patch. I still have it on my hard drive though. If you do use this mod then its happening all over Skyrim with all insect spawns, you should look at other insect spawn points as well and not just the ones at Tel Nalta.

So let me know if you use this mod and if you need access to the patch I made, but its for normal skyrim, if you want to use it on SE you'll have to maybe change stuff or convert, I dunno.

hey, i checked and i don't think the list features 101BugsHD mod. as far as i can see it's an Oldrim mod (the Lost Legacy is an SSE modlist) and nexus says that i last downloaded the mod in 2015. also, the problem seems to be present only in Tel Nalta. i haven't checked everywhere, but didn't notice any problems elsewhere. i also tried uninstalling Tel Nalta completely as per instructions, but all the bugs (heh) stayed there.

now, Tel Nalta was not meeatnt to be a part of the modlist. i checked and there might be a few mods that can interfere with that worldspace (Moon and Star, the Patch and then DynDOLOD plugin, which i haven't run again tbh, Ryn's standing stones, which i disabled but there might be something left in the patches that come with the list and Skyshards; those are all i know of, but there might be others - idk, Rigmor, but i haven't started the quest). i know it's kind of my fault to use a premade list and edit it on my own, but i'm willing to risk it. i have to have Tel Nalta and i'm a bit too lazy to mod the game from scratch on my own (only recently started playing again after a couple of years, so i re-learned some things and would have to learn a lot still). 

anyway, i'm on a new playthrough on the Librum list (there seem to be fewer edits to the worldsspace where Tel Nalta is) and i'll test out the hatchery thing at some point (don't hold your breath though, it's a grindy kind of modlist and i have irl stuff to...pleasant things, but things that take time nevertheless).

i appreciate the concern and the help. if you have any suggestion as to how to try and fix the problem or where to look what the problem might be, i'd be glad to do it. i am somewhat familiar with SSEEdit, may learn the CK to some extent eventually, but i am still a beginner in these things.

thanks and cheers

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20 hours ago, SirTitania said:

i checked and i don't think the list features 101BugsHD mod

1. wait 40+ days far away from Tel Nalta so all cells can reset, I suggest this in description once Tel Nalta is totally build, this could help with script issues due to the fact that you start Tel Nalta completely disabled (unbuild).

2. go in the creation kit and look for those green floating balls, those are the insect spawn points, double click on them and look at scripts -> properties and see if they have a number set on them, which they should.

3. if neither 1 or 2 helped u need to delete those green balls in the creation kit which means no more insects. And then look around other spots at Tel Nalta as well because I added more spawn points which could also cause issues for you perhaps.

And while your in the creation kit, there are giant red transparent squares everywhere making it difficult to see anything, select one and press "1" at bottom right on keyboard two times to hide this massive square, keep doing this until all those squares are hidden from view so you can finally see stuff.

While in creation kit your going to be using spacebar, shift and mousewheel to move around, try not to select anything unneeded.

--CREATION KIT KEYBINDINGS--
SHIFT - rotate around object.
SPACEBAR - move map with mouse.
V - slowly zoom on object while moving mouse.
F5 - reload cell.
1 - press twice to make object invisible.
ALT+1 - make all invisible object re-appear.
CTRL+F4 - extract facegendata for selected characters. (prevent grey face bug)
2 - open scale change on x, y, z for objects.
A - create a navmesh after selecting 3 other navmesh dots.
CTRL+F - search for navmesh errors.
F - Place object on ground.
SHIFT+W - toggle water on and off.

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Thank you so much for this completely bonkers amazing mod. Do you have a tip jar?

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15 hours ago, krunkheim said:

Thank you so much for this completely bonkers amazing mod. Do you have a tip jar?

Top of description has link to my paypal if you wish to donate.

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FelDelMelPelTel

Posted

On 9/16/2022 at 1:32 PM, Mad Beetle said:

You know what, now that you mention it I was messing around with my load order and I think I took the compatibility patch out and then put it back in at one point. I had another compat issue with moon and star that I later resolved. I'll double check this as soon as I get home from work, I likely forgot to fix the load order on reinstall. Apologies in advance if I ended up bugging you for such an obvious fix, I try not to be that person but this might be just brain fart on my end lol. Thank you for the response

EDIT: So upon double checking my load order, it turns out it was the correct one you specified, and unfortunately the error still persisted. Since I was hoping to use it with Moon and Star both as key parts of a Telvanni playthrough, I think I'll switch over to Tel Avius since that seems like a nice compromise. I appreciate your response, and thanks for sharing these creations.

On 9/26/2022 at 7:22 AM, Slinkerback said:

Not sure if this is wise, but I found you can fix this with the Moon & Star Patch (2.08 and above) from the LE version on Moon & Star's Nexus page, rather than the patch on this page.

It seems to work completely fine, receiving the letter and seeing the sapling placements work fine.

 

I ran into this conflict between Moon and Star and Tel Nalta while rebuilding my mod list after the Bethesda and Nexus calamities.

I am running the GOG Anniversary Edition and paired my mod list down to bare bones, just the Unofficial Skyrim Patch, SkyUI (shouldn't be any conflicts there) Tel Nalta, Moon and Star and the compatibility patch found here.

I have checked my load order: Tel Nalta is before Moon and Star Master which are both before the Tel Nalta M&S patch.

Those exact terrain issues appeared along with a loss of the piece of ground where the bridge joins to the mainland (you can kind of see the missing ground behind the pine tree in the original poster's second image). Many of the wandering NPCs fell into the water and were swept downstream, collecting for a swimming party at the nearby Moon and Star town Islands. Some can get out but others get stuck.

I will try the unorthodox LE version patch on my AE version and see how that turns out. Should be fun.

 

Dear Mod Author: Thank you ever so much for this wonderful interactive player house/small village. It has become essential in my load order. If I can't figure out Moon and Star, then it loses. Tel Nalta stands, always.

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JoriaBael

Posted (edited)

@Ac3s, thank you so incredibly much for Tel Nalta and for not letting it disappear (f$#^&# Nexus!).  I am saddened to hear of the situation Nexus put you in, but I am super happy to find you here with Arthmoor. I searched through the posts and couldn't find a comment about this, so at the risk of being redundant, I'm going to ask...(sorry if this is a stupid question)...Do I need to download all 3 versions from the files?  I read through the description carefully, but I didn't see anything clarifying differences between them (unless I was just too blinded with excitement - LOL).

Edited by JoriaBael
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On 7/26/2023 at 9:15 PM, JoriaBael said:

Do I need to download all 3 versions from the files?

No you just download one version, to know if you would like cheat/normal/immersion read the first lines of the ~~Features~~

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37 minutes ago, Ac3s said:

No you just download one version, to know if you would like cheat/normal/immersion read the first lines of the ~~Features~~

I am such an idiota!!  :crash:  Right in the first section of Features, and I read those, too.  Ugh!  Thank you, Ac3s.  I am REreading the features now, much more closely.  (*exits stage left while kicking self in butt*)

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MAN!!!  I am so glad I finally found your mod again!!!  My life went upside down with divorce and I fell out of modding and playing Skyrim for a couple years.  Back at it again!  I had made an island retreat treehouse mod on the lake next to Tel Nalta and was careful not to interfere with it, even underwater!  I was bummed when I went to reinstall everything and couldn't find your mod on Nexus.  Sorry to hear you had a conflict with them. Glad I have you back now!  I did get it working on Skyrim AE installed with Vortex.   You do great work!

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AndreaZhang

Posted (edited)

I absolutely adore everything about this mod. Beautiful work Ac3s!! However I'm slightly arachnophobia and I'm wondering if and how I can delete/disable the chaurus crawlers (the follower and the small ones) in the dungeon safely...when I dismiss the big one it just goes back to the dungeon. Please help!! It's literally the only thing that's preventing me from entering the dungeon. The rest of everything is gorgeous. 

Edited by AndreaZhang
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16 hours ago, AndreaZhang said:

wondering if and how I can delete/disable the chaurus crawlers (the follower and the small ones) in the dungeon safely...

Make a backup savegame.
Then have you tried to stand very close to the spider, then open console, select spider with mouse, type "markfordelete" without brackets, spider should vanish at this point, then you save the game and load the game.
If you type markfordelete and the spider did not vanish, then you selected something else, probably fog in front of you, if that happens you need to quit the game without saving, and reload that backup savegame and try again.
If this works then play for a while and see if they remain gone, best would be to go to Whiterun-Breezehome and wait 40+ days so the dungeon at Tel Nalta can reset, and then you should know your answer. (you can reload previous savegame so the 40 day waiting didnt happen if you like)

Edited by Ac3s
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9 hours ago, Ac3s said:

Make a backup savegame.
Then have you tried to stand very close to the spider, then open console, select spider with mouse, type "markfordelete" without brackets, spider should vanish at this point, then you save the game and load the game.
If you type markfordelete and the spider did not vanish, then you selected something else, probably fog in front of you, if that happens you need to quit the game without saving, and reload that backup savegame and try again.
If this works then play for a while and see if they remain gone, best would be to go to Whiterun-Breezehome and wait 40+ days so the dungeon at Tel Nalta can reset, and then you should know your answer. (you can reload previous savegame so the 40 day waiting didnt happen if you like)

Wow!! thanks so much for the timely reply!! I'm gonna try that now. Also, I'm wondering if changing the essential/respawn status of the three spiders and killing them would be like, safer? Would the markfordelete console command affect anything like scripts and all? (Pardon me since I'm really new to modding

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Another question——I’m planning to refurbish the 5 house pods on the stairs into display spaces using the Decorator Helper (https://www.nexusmods.com/skyrimspecialedition/mods/11708/?tab=description). Since these pods are set to reset, if I paste furniture/clutter /weapon racks and lock them in place in these pods, does it mean they’ll all disappear when it resets? If so, how can I change these pods to never reset? 
 

Thanks so much!!

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14 hours ago, AndreaZhang said:

I'm wondering if changing the essential/respawn status of the three spiders and killing them would be like, safer?

I explained markfordelete because it doesnt require you to use the Creation Kit or something, but if you know how to use those programs and you can change "respawn/essential" then that might work too.

Quote

Would the markfordelete console command affect anything like scripts and all?

Not on those little spiders or followers, no.
 

Quote

Decorator Helper...pods are set to reset, if I paste furniture/clutter /weapon racks and lock them in place in these pods, does it mean they’ll all disappear...

I don't know, maybe ask someone who has actually played Skyrim in the last 10 years...I bet there's a way to set them to "not reset" in the Creation Kit, probably somewhere in that massive list of all interior cells and then right click on the specific name of that interior cell to get options. But I set them to reset because they are owned by specific NPCs and player shouldn't be in there storing items to begin with.

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AndreaZhang

Posted (edited)

8 hours ago, Ac3s said:

I explained markfordelete because it doesnt require you to use the Creation Kit or something, but if you know how to use those programs and you can change "respawn/essential" then that might work too.

Not on those little spiders or followers, no.
 

I don't know, maybe ask someone who has actually played Skyrim in the last 10 years...I bet there's a way to set them to "not reset" in the Creation Kit, probably somewhere in that massive list of all interior cells and then right click on the specific name of that interior cell to get options. But I set them to reset because they are owned by specific NPCs and player shouldn't be in there storing items to begin with.

Thanks for the detailed answers!!!

Okay so I’ve tried markfordelete, I’m crouched in front of the spider in 1st person and I click on it, markfordelete, save and load, and the ground beneath it/plants around it disappears; I’ve tried multiple angles but it seems the ID popping out is never the spider’s. It’s just really weird. Also I tried making an esp. by removing the essential/respawn flags, it seems to work on the two small spiders( respawn) as I can kill them, but the big follower (essential) can’t die: I see its health bar clear out and it slowly regenerates.

Edited by AndreaZhang
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Found this Mod much to late - It´s so funny to see it grow, see my follower bathing... Thanks a lot :-)

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Amazing mod that I am happy to find! Thanks

I got a questing about the courier, I play Skyrim AE. It as not been that long since I've become a member of house telvanni (using the immersive version) but I am a bit worried by the courier's absence. I did wait for multiple (4 and more) days at the Inn in Whiterun. Is there a console command to summon him, or get the message,  worst case scenario?

Thank you for your time!

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The worst thing you can do for a missing courier is wait in one place. If the courier fails to find you, he’s triggered to try again when you change location. 

Missing courier is a common issue, and I suspect there may be a mod out there that fails to share the Story Manager node properly. I.e you change location, but another quest gets started, and the notification is not passed on to the courier.

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Thanks for the heads-up @ghastley!

So if I understand correctly, it would be better for me to try and switch location after waiting a couple of days in each? Haha what a funny chase it will be!

I'll try and look for a mod that fiddles with such prompts, thanks again

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