Jump to content

Ac3s

Members
  • Posts

    18
  • Joined

  • Last visited

1 Follower

Recent Profile Visitors

571 profile views

Ac3s's Achievements

Clanfriend

Clanfriend (1/10)

7

Reputation

  1. I too wish I could just place screenshots in order, but sadly its not possible.
  2. No idea, try to not use Vortex and just manually install the mod instead, Vortex is giving issues with my mods, other people even told me its renaming the mod name to "deleted" as well, go figure....more Nexus crap.
  3. Vortex and Nexus are causing it, my mod is no longer on Nexus yet its still using meta-data that is supposed to be deleted but its clearly not. This is a Nexus and Vortex issue, you should bring it up with them, all I can suggest is to not use Vortex for my mod and just manually install it.
  4. Not sure if Creation Club is the same as Creation Kit, either way its up to you if you want to continue to test or not, but since my mod is no longer on Nexus people should really just manually install it because Vortex is a Nexus program, the issue your having with Vortex renaming a mod from another website to "Deleted" really is a Nexus issue and should be talked about with them, its their causing, not mine. Though I do try to help where I can but its Nexus' responsibility to begin with.
  5. copy paste from that topic: WARNING:Two things have been reported to not work properly since converting the mod to Skyrim Special Edition, we suspect it has something to do with players using follower mods and then the player manually trying to change the creatures though dialogues given by these follower mods, if you experience an issue like this PLEASE let us know what follower mods you use and what actions you took ingame to get to this issue with the creatures, the more information you provide the better we can attempt to solve this, because as of right now we seriously lack information and all reports given by players so far were lacking in this. -The first is the Elven child "Eriëlin" that will follow you and act as a pet follower (like dogs ingame) the moment you talk to her, her dialogues seem to get broken for some players and then she won't be able to be dismissed. -The second thing is the summon alter in the Catacombs, some players won't be able to turn these creatures "back to dust" at the altar since again this dialogue option from the altar itself seems to malfunction. If however you did talk to the Elven child "Eriëlin", you can get rid of her with console commands. Her base ID: B68A7A -depending on your own game and what mods you use, the base ID will be slightly different in the first 2 number or letters that get added, so open console and type "Tel_Nalta", you will see many things in the list, what are the first 2 numbers or letters of those ID's?(mine is 79) Remember that and add it to the front of Eriëlin's base ID. -open console and type "show playeranimalcount", it should say "1" since shes following you. -type "set playeranimalcount to 0" -type "setessential 79B68A7A 0", kill her. (again, the 79 in front of the ID is from my game, yours will likely be different) -type "setessential 79B68A7A 1" -select her corpse with left mouse button in console, then type "recycleactor", also type "resurrect" Now shes back alive, back on essential, no longer counting as a "pet follower" and she is also no longer following you, now please don't talk to her again. If however you did summon a creature from the altar in the Catacombs, you can get rid of it with console commands. Summon Altar creatures base ID's: Deathhound: B6819E ,Armored Deathhound: B681F9, Armored Deathhound: B681FC, Draugr Archer: B684EA, Draugr Berserker: B68501, Draugr Caster: B684DC, Draugr Warrior: B6850C, Feral Minion: B68517, Feral Minion: B68518, Burnt Spriggan: B68196, Frost Gargoyle: B68217, Lightning Gargoyle: B68216, Poisonous Gargoyle: B68215 An example, lets say you summoned the Armored Deathhound(B681F9): -depending on your own game and what mods you use, the base ID will be slightly different in the first 2 number or letters that get added, so open console and type "Tel_Nalta", you will see many things in the list, what are the first 2 numbers or letters of those ID's?(mine is 79) Remember that and add it to the front of the base ID's. -Now type "setessential 79B681F9 0", close console, kill creature. (again, the 79 in front of the ID is from my game, yours will likely be different). -You can actually keep using the Summon Altar like this, however the script will remember your last 2 summoned creatures, so if you want to summon this Armored Deathhound again, you will need to summon and kill 2 more creatures with console commands in this manner. You can leave comments here, remember to tell us what actions you took ingame with your followers and ESPECIALLY if you used any follower mods to somehow change them, without proper info we can't do much. Also in version 2.10 there were more Altar Summon Creatures added and those base ID's arn't added in this topic because I havn't gotten around to it...and nobody asked or even replied about it in all this time so...
  6. I have that patch but it was from Lakeview Extended 3.23 and before, v3.24 has different navmeshes and I need someone who knows how to use SSEEdit to open the patch and look if it changed any navmeshes or not, if it does not change any navmeshes then it should still be compatible, but I can't check myself so I'm not sharing it until someone can confirm this to me. So...do you know how to use SSEEdit and check this for me?
  7. In the right top corner click on "downloads", then in category select "Skyrim-> houses and dwellings", its there. Or also in right top corner type in the search field "Lakeview Extended".
  8. ty for the good feedback and pics, makes it easier to pinpoint what might cause it. Clearly Nexus lied and did not delete all my mod data then, you are using vortex which is a Nexus mod program, you then install the Tel Nalta files from AFK mods but you enter them into Vortex, then Vortex still goes to look at the "meta"-data on Nexus, meta data is like a bit of file information (name, data, file size, stuff like that) but doesnt have to include the actual files. So Nexus clearly did not remove that meta-data, I can only hope they did indeed delete the actual mod files or else they lied once again, and Vortex goes to compare the remaining meta-data on Nexus which is likely why you come up with the name "delete" for my mod now since the last thing I did on Nexus was to rename all my mod files to "delete" before filling in that deletion form(from their deadline) on Nexus and then Nexus telling me it was all permanently deleted. I suggest you do the following: 1. unload the v2.10 mod from Vortex. 2. try to simply edit the .esp file in the creation kit really quick and all you need to do is increase the version number to anything above 2.10, like 2.11 (I don't think you need to even load the mod, just open the creation kit, select the file, and you'll see the version number right there, increase it and close the creation kit, then reopen the creation kit and check if version is still indeed increased), maybe just by doing this the meta-data on Nexus won't be used anymore since the higher version number never existed on Nexus to begin with. If you could do this and tell me how it went I'd appreciate it, cause if you can confirm it does indeed helped to prevent this "remove" issue then all I need to do is increase my version number to prevent other people from having the same issue like you. 3. load the v2.11 mod into Vortex, see if name goes back to "delete" or not. 4. if none of the above works, don't use Vortex for my mod and simply manually install it and drop it to he bottom of your skyrim mod list and hope it works out, I never used vortex so I don't know exactly how it functions, but clearly its comparing data still on Nexus and giving you this issue.
  9. -Show me a screenshot. -Are you still using a file that you once got from Nexus? On Nexus I renamed all my files to "delete" right before they got permanently deleted, but I don't understand how that can have anything to do with the files here on AFK mods, are you certain you have downloaded the files from AFK mods? -Test out if Immersion and Cheat versions also say "delete" or not. -Which mod program are you using? Have you tried a manual install?
  10. I'm glad you enjoy the mod, summer was pretty messed up with what Nexus did tbh, how they instantly banned me without so much as a single official warning on my account first, they could have just taken away my comment posting privileges for like a month or whatever, but instead they decided as in their own words "enough is enough, we don't want you nor your mods anymore, byebye" because I was opposing them too much on the forums and they just banned me completely for it, they just seem to make up whatever they want and label stuff they don't like as "misinformation" while rarely giving strait answers themselves, its all so messed up how they do things now with censorship, deleting comments, locking topics, banning people who speak out, which is truly sad because they became the biggest modding website by doing the exact opposite of how they are behaving now. But I guess this is what happens when you become the "biggest and most popular", greed sets in and ruins all. Tel Nalta was indeed based on the Morrowind Uvirith Player Tower, I remember fondly how RussianRanger send me screenshots and videos on how the interior looked and then I even made sketches on paper for the Tel Nalta interior layout, granted we couldn't just fly to the top like in Morrowind with the elevation spell so thats where the stairs came in
  11. Version 1.01

    38 downloads

    !! 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 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 Telvanni tower on top of 'The Lone Mountain', West of Whiterun. It consists of one massive tower that has an upper, lower and cavern level. Two Dunmer npcs will already live there and are realistic regarding their appearance and clothing. They also keep themselves busy with chores during the day and sleep at night. ~~Features~~ Player Tower -- Your personal home where you can store all your items. 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. Greenhouse -- Where you can grow your own plants, located in your Tower Cavern. HD Telvanni Robes and Hood -- Six different colors for these robes that you buy from the wizard. New Conjuration Creatures -- 9 new conjuration spells that you buy from the wizard. Spider Imbuing -- Build your own spider minions and throw them at your enemies like a madman! Recall Spell -- You can buy the "Recall to Tel Avius" 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. 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 The Lone Mountain 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~~ 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 Avius. Not Compatible with Tel Nalta SE, Tel Avius is in fact the same mod, except moved to a different location and lots of extras were removed. Compatibility Issues with Legendary Cities - Tes Arena - Skyrim Frontier Fortress, You can install all the cities from that mod except for Blackmoor. ~~Recommended Mods~~ My Home Is Your Home : Set any follower on home/sleep/work/guard wherever you like. ~~My Other Mods~~ ~~Troubleshooting~~ Floating Grass Fix -- Also try waiting a few days far away from the tower so it can reset and the grass doesn't float anymore. If the Artifact displays inside the Trophy room are not working for you even after you waited 40+ days far away from Tel Avius 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 Avius, then save your game. -deactivated Tel Avius from your mod list. -load game, save game, exit game. -activate Tel Avius in your mod list. -head over to a small interior far away from Tel Avius, 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 Avius and test the Artifact displays. (the reason these displays did not work for you is probably because you had Tel Avius 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 Avius after the beginning carriage scene has ended.) ~~Extra~~ Safe Storage -- The following containers are safe to store items: all containers in the Tower Lower & Tower Upper levels and the small strongbox in the Tower Cavern. The following interiors are safe to drop items on the floor: only the Tower Lower & Tower Upper levels. Black Book and Elder Scroll displays -- Be careful when placing your Elder Scrolls and Black Books in these because these are quest items and when you still need these for certain quests it could potentially break the quests. Only place your scrolls and books in those displays when you have finished doing all quests that require those items. Trash Container -- The Barrel in the exterior (hidden behind a mushroom, close to your tower entrance) will reset every 7 days, so you can dump all your useless junk in there. 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~~ Mrpdean for Tel Mithryn modular meshes, extra containers and personally helping with mesh editing! fileosoft for fixing some textures. ps46183 for door animations on noble desk and cabinet. sLoPpYdOtBiGhOlE for the lights and dining table script. 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. 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. XunAmarox for disenchantment script. SrRamrod for stained glass lanterns. gosthy for spider imbuing extended.
  12. Version 1.01

    18 downloads

    !! 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 Update 1.9.32.0.8 / Hearthfire DLC / Dawnguard DLC / Dragonborn DLC / SKSE(skyrim script extender) Nexus Exclusive Mod -- Do NOT upload these files to other sites. ~~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 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 Telvanni tower on top of 'The Lone Mountain', West of Whiterun. It consists of one massive tower that has an upper, lower and cavern level. Two Dunmer npcs will already live there and are realistic regarding their appearance and clothing. They also keep themselves busy with chores during the day and sleep at night. ~~Features~~ Player Tower -- Your personal home where you can store all your items. 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. Greenhouse -- Where you can grow your own plants, located in your Tower Cavern. HD Telvanni Robes and Hood -- Six different colors for these robes that you buy from the wizard. New Conjuration Creatures -- 9 new conjuration spells that you buy from the wizard. Spider Imbuing -- Build your own spider minions and throw them at your enemies like a madman! Recall Spell -- You can buy the "Recall to Tel Avius" 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. 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 The Lone Mountain 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. If you get the "Exception of type System.OutOfMemoryException" error when installing this mod through Nexus Mod Manager (NMM), then you are using the 32 bit version of NMM, this version cannot automatically install mods larger then 500MB, so you will have to manually download and install the mod. ~~Updating~~ Take all your items out of the containers and the displays in your Tel Avius tower, we are about to reset the whole mod and the scripts from your save game. Type "TGM" in the console to carry infinite amount of weight. Make sure you are far away from Tel Avius (go to a small interior like Whiterun-Breezehome) and make a new save game. Uninstall your current version of 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. Use the Save Game Script Cleaner program to clean your last save game with the "FixScriptInstances" function, this will remove the old rogue scripts from your save game. Install the new Tel Avius version and make sure you play it on that last save game where you waited 40+ days and also cleaned with that Script Cleaning program. ~~Uninstallation~~ 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. Use the Save Game Script Cleaner program to clean your last save game with the "FixScriptInstances" function, this will remove the old rogue scripts from your save game. ~~Compatibility~~ Compatible with every mod except those that modify the same exterior cells as Tel Avius. Not Compatible with Tel Nalta II, Tel Avius is in fact the same mod, except moved to a different location and lots of extras were removed. Compatibility Issues with Legendary Cities - Tes Arena - Skyrim Frontier Fortress, You can install all the cities from that mod except for Blackmoor. ~~Recommended Mods~~ Telvanni Reborn : Better textures to make the mushroom buildings look phenomenal. My Home Is Your Home : Set any follower on home/sleep/work/guard wherever you like. ~~My Other Mods~~ ~~Troubleshooting~~ Floating Grass Fix -- Also try waiting a few days far away from the tower so it can reset and the grass doesn't float anymore. If the Artifact displays inside the Trophy room are not working for you even after you waited 40+ days far away from Tel Avius 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 Avius, then save your game. -deactivated Tel Avius from your mod list. -load game, save game, exit game. -activate Tel Avius in your mod list. -head over to a small interior far away from Tel Avius, 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 Avius and test the Artifact displays. (the reason these displays did not work for you is probably because you had Tel Avius 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 Avius after the beginning carriage scene has ended.) Some people may experience lag and drop in FPS, so I suggest you make the following changes to your .ini files: -Add/change this to your SkyrimPrefs.ini file: [Display] fMeshLODFadePercentDefault=1.2000 fMeshLODFadeBoundDefault=256.0000 fMeshLODLevel2FadeTreeDistance=2048.0000 fMeshLODLevel1FadeTreeDistance=2844.0000 fMeshLODLevel2FadeDist=3072.0000 fMeshLODLevel1FadeDist=4096.0000 (these changes will alter how soon certain objects like plants will show up in front of you in-game, normally everything loads with the standard settings but this causes a lot of lag, with these changes most things too far away from your character will stop rendering and fade out, I highly suggest you use these settings!) -Add/change this to your Skyrim.ini file: [MapMenu] sMapCloudNIF=0 bWorldMapNoSkyDepthBlur=1 fWorldMapNearDepthBlurScale=0 fWorldMapDepthBlurScale=0 fWorldMapMaximumDepthBlur=0 fMapWorldYawRange=3600.0000 fMapWorldMaxHeight=130000.0000 fMapWorldMinHeight=5000.0000 (these changes will alter how you view the map in-game) ~~Extra~~ Safe Storage -- The following containers are safe to store items: all containers in the Tower Lower & Tower Upper levels and the small strongbox in the Tower Cavern. The following interiors are safe to drop items on the floor: only the Tower Lower & Tower Upper levels. Black Book and Elder Scroll displays -- Be careful when placing your Elder Scrolls and Black Books in these because these are quest items and when you still need these for certain quests it could potentially break the quests. Only place your scrolls and books in those displays when you have finished doing all quests that require those items. Trash Container -- The Barrel in the exterior (hidden behind a mushroom, close to your tower entrance) will reset every 7 days, so you can dump all your useless junk in there. 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~~ Mrpdean for Tel Mithryn modular meshes, extra containers and personally helping with mesh editing! fileosoft for fixing some textures. ps46183 for door animations on noble desk and cabinet. sLoPpYdOtBiGhOlE for the lights and dining table script. 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. 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. XunAmarox for disenchantment script. SrRamrod for stained glass lanterns. gosthy for spider imbuing extended.
  13. Version 2.10

    480 downloads

    !! 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 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. ~~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~~ ~~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.
  14. Version 2.10

    141 downloads

    !! 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 Update 1.9.32.0.8 / Hearthfire DLC / Dawnguard DLC / Dragonborn DLC / SKSE(skyrim script extender) ~~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 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. ~~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 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. If you get the "Exception of type System.OutOfMemoryException" error when installing this mod through Nexus Mod Manager (NMM), then you are using the 32 bit version of NMM, this version cannot automatically install mods larger then 500MB, so you will have to manually download and install the mod. ~~Updating~~ Dismiss all potential followers from my mod, make sure none of them are actively following you. Take all your items out of the containers and the displays in your Tel Nalta tower, we are about to reset the whole mod and the scripts from your save game. Type "TGM" in the console to carry infinite amount of weight. Make sure you are far away from Tel Nalta (go to a small interior like Whiterun-Breezehome) and make a new save game. Uninstall your current version of 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. Use the Save Game Script Cleaner program to clean your last save game with the "FixScriptInstances" function, this will remove the old rogue scripts from your save game. Install the new Tel Nalta version and make sure you play it on that last save game where you waited 40+ days and also cleaned with that Script Cleaning program. Done! Now rebuild the town (you might want to use the cheat version). ~~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. Use the Save Game Script Cleaner program to clean your last save game with the "FixScriptInstances" function, this will remove the old rogue scripts from your save game. ~~Compatibility~~ Compatible with every mod except those that modify the same exterior cells as Tel Nalta. Not Compatible with Tel Avius, It is in fact the same mod, except moved to a different location and lots of extras were removed. Not Compatible with Moon and Star. Compatible with Aurora Village. Compatible with Undeath. Requiem places a Giant Slaughterfish in the middle of the lake, use console commands TGM and DISABLE to get rid of it. ~~Recommended Mods~~ Telvanni Reborn : Better textures to make the mushroom buildings look phenomenal. 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~~ ~~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. 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). Possible tree LOD issues with other flora mods -- If you notice some of the trees being in the wrong place when viewing them from a long distance then this is probably due to an incompatibility between my mod and another flora mod, to fix that you need to install TES5LODGen. On that mod file page you also need to install the correct "billboard" file that corresponds with the flora mod you are currently using. Now just run TES5LODGen and generate new "Trees LOD" for the "Tamriel Skyrim" worldspace. (do not generate the "Objects LOD" since that is not required, my mod includes terrain and objects LODs but they generally do not conflict with flora mods since flora mods should only ever change tree LODs.) 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.) Some people may experience lag and drop in FPS, so I suggest you make the following changes to your .ini files: -Add/change this to your SkyrimPrefs.ini file: [Display] fMeshLODFadePercentDefault=1.2000 fMeshLODFadeBoundDefault=256.0000 fMeshLODLevel2FadeTreeDistance=2048.0000 fMeshLODLevel1FadeTreeDistance=2844.0000 fMeshLODLevel2FadeDist=3072.0000 fMeshLODLevel1FadeDist=4096.0000 (these changes will alter how soon certain objects like plants will show up in front of you in-game, normally everything loads with the standard settings but this causes a lot of lag, with these changes most things too far away from your character will stop rendering and fade out, I highly suggest you use these settings!) -Add/change this to your Skyrim.ini file: [MapMenu] sMapCloudNIF=0 bWorldMapNoSkyDepthBlur=1 fWorldMapNearDepthBlurScale=0 fWorldMapDepthBlurScale=0 fWorldMapMaximumDepthBlur=0 fMapWorldYawRange=3600.0000 fMapWorldMaxHeight=130000.0000 fMapWorldMinHeight=5000.0000 (these changes will alter how you view the map in-game) ~~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 "26 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. 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.
  15. Version 3.24

    1123 downloads

    !! 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 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. ~~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 Home Is Your Home : Set any follower on home/sleep/work/guard wherever you like. ~~My Other Mods~~ ~~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".
×
×
  • Create New...