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  1. I make videos heres my link https://www.youtube.com/channel/UCBtE4pMXhuuVz8EPWZIrUmQ Hope you like them let me know if i need improvements it would be greatly appreciated
  2. I am starting making my first home mod for TES:Skyrim, I did stuff in the old days before the death of gamespy for Morrowind, and whatnot, so I am not 100% new to this, but I would like imput on ideas. I saw there was a mod alike this for Oldrim, but it's a tad small for my tastes, and although it is fantastic, I feel more can be done. He made a home, I want to make a grand sanctum. I plan already to: Use the extending hallways for hidden rooms, Having more than one chapter, (More details down below) Making the area around the acessable areas feel and look "filled" Having some non-hostile Seekers patroling, Having you gain it only after the main Dragonborn quest. Spouse support? The Chapters I had planned are: Chapter I: Housing, (Bedroom, hearthfire kitchen, follower rooms) Chapter II Crafting (Garden perhaps? Staff enchanting for sure) Chapter III Black Library+Trophies. (Possible support for Undeath's book in one version) Chapter IV: Warp room? likely to key cities and key locations (Dawnguard locations, soul cairn, and so on) I want ideas, I want to make the place as animated and dynamic as possible, while making it still practical enough to enjoy. I do plan to take my time on this and make it fantastic, not a slap dash quick room with some furnishings, I want to make it look amazing.
  3. Hi! I would like to request if it would be possible to make the NPC vampire cattle in castle Volkihar respawnable, i use vampire mods wich i can drain people to kill them, doing so makes me stronger, but i drained the vampire cattles and they don`t respawn, so i got some empty cells on the castle and the emptiness is bothering me, i don`t want it to exploit or anything, just for roleplaying and asthetics, if they would respawn every 1 week, like 5 in each cell, would be great, the thrall place wouldn`t be empty and i would be able to feed and kill them without having to worry about never being able to feed on them ever again. I tried to do it myself on CK but i`m too dumb for this and couldn`t find any mod to help me with that. If you are able to help me, i`m really grateful and even if you wasn`t able to do it, but at least tried, i`m grateful too for spending your time on that!
  4. Hello! I'm on the path to making my first player home mod, and I was curious if anyone remembers the seemingly removed mod that (I think) was called home or hall of the dragonborn? It was a castle-style home that had a throne, and the dragon mask display in the front room. Anyway, that mod had a hall of mannequins in one of the wings, and I'd very much like to add multiple mannequins like that in my player home. Does anyone know of the mod or even the mod author of that player home? If nothing else I would at least like to use that mod again if it's still available.
  5. This isn't really an original idea, but I'd like to throw it out there since it hasn't been done outside of replacing some vanilla furniture with other vanilla furniture... But, has anyone been working on or considering working on a Castle Volkihar overhaul that turns it into an extensive player home? I've always loved the idea of one of the rewards for defeating Harkon being granted ownership of Castle Volkihar as a vampire hunter... But the only option on the Nexus leaves something to be desired in my opinion. (I've been a bit spoiled by skyrimlazz's playerhomes) It would be cool if after defeating Harkon, you'd be given the option to pay someone for renovations and they'd completely redo the interior to add rooms for followers, kids, weapons and armor displays, dragon claw and paragon displays, a library, daedric artifact displays etc, all the while making the decor more... human friendly (though leaving subtle traces of the previous tenants) It also makes sense on the other side too though. Even if you beat Harkon as an evil vampire... Let's be honest, his castle has room for improvement. It was fine in 2012, but a decade later it doesn't seem like much of an inheritance from daddy-dearest in-law lol. It's messy, you're in charge of a bunch of NEETs who's only justification for being allowed to live is that they sell you stuff, and there's a (literally) bloody alter commemorating poor Serana's trauma. Why not kick them all out, say goodbye to Vampire politics and make Castle Volkihar into a Castle Volki-Home? Some of you super talented mod authors might be thinking "Gee! This is a super swell idea! I wish I thought of it!" Well don't you worry your pretty little heads! I hereby grant you my blessing to use this super cool idea I came up with, create a mod, and I won't even charge you for "stealing" my idea :laugh: Jokes aside, I would really appreciate it if someone with extensive knowhow of how to make player homes did something like this. I've been waiting for half a decade to see if someone would without shamelessly asking for one, but no dice :'( Thanks for reading, stinkies -silvercrown5150 P.S How do I change my username? https://imgur.com/a/EBUlWop?
  6. So revisiting M&B, I would like to have a more casual play through. Any mod that adds a central player owned castle that can store extra troops, POWs and gear without faction alignment? If not, any idea how difficult it would be to make one? Thanks in advance.
  7. the caastle tunnels is a very lore friendly place and its not even that big so that it couldnt be integrated with the main castle. I would definetly like if someone makes a mod convert the tunnels as a part of castle itself not as a different cell and integrate it with the armory quest as well as make it buildable with the main castle workbench. Thanks in Advanced
  8. whenever I try to go on the boat or to volkihar castle I crash but I can teleport inside it fine. I have Mods downloaded and have been trying to fix it but cant find the problem heres my crash report Unhandled managed exception (IOException) occurred at Void WinIOError(Int32, System.String)! FrameworkName: NetScriptFrameworkFrameworkVersion: 15FrameworkArchitecture: x64GameLibrary: (null)GameLibraryVersion: -1ApplicationName: SkyrimSE.exeApplicationVersion: 1.5.97.0VersionInfo: Unknown error (possibly not loaded at this stage of initialization)Time: 01 Nov 2021 17:37:09.964 Exception (IOException): The process cannot access the file 'C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\NetScriptFramework\NetScriptFramework.log.txt' because it is being used by another process.{ Callstack { at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost) at System.IO.StreamWriter.CreateFile(String path, Boolean append, Boolean checkHost) at System.IO.StreamWriter..ctor(String path, Boolean append, Encoding encoding, Int32 bufferSize, Boolean checkHost) at System.IO.StreamWriter..ctor(String path, Boolean append) at NetScriptFramework.Tools.LogFile.OpenFile() at NetScriptFramework.Tools.LogFile.AppendLine(String text) at NetScriptFramework.Main.Shutdown() }} Modules{ SkyrimSE.exe: 0x7FF6D02F0000 ntdll.dll: 0x7FFED2350000 KERNEL32.DLL: 0x7FFED0B50000 KERNELBASE.dll: 0x7FFECFA70000 USER32.dll: 0x7FFED0C10000 win32u.dll: 0x7FFED0270000 GDI32.dll: 0x7FFED0560000 gdi32full.dll: 0x7FFED0160000 msvcp_win.dll: 0x7FFECFF30000 ucrtbase.dll: 0x7FFECFE30000 ADVAPI32.dll: 0x7FFED0AA0000 msvcrt.dll: 0x7FFED0720000 sechost.dll: 0x7FFED07C0000 RPCRT4.dll: 0x7FFED0860000 SHELL32.dll: 0x7FFED1040000 ole32.dll: 0x7FFED0F10000 combase.dll: 0x7FFED1E00000 WS2_32.dll: 0x7FFED0EA0000 SETUPAPI.dll: 0x7FFED1780000 cfgmgr32.dll: 0x7FFED02A0000 DINPUT8.dll: 0x7FFECD060000 X3DAudio1_7.dll: 0x615C0000 XINPUT1_3.dll: 0x400000 bcrypt.dll: 0x7FFECFFD0000 binkw64.dll: 0x7FFECD0C0000 OLEAUT32.dll: 0x7FFED0590000 IPHLPAPI.DLL: 0x7FFECEEC0000 WINHTTP.dll: 0x7FFEC6860000 steam_api64.dll: 0x61580000 MSVCP140.dll: 0x7FFEAE550000 WSOCK32.dll: 0x7FFECB420000 VCRUNTIME140.dll: 0x7FFEC8030000 d3dx9_42.dll: 0x7FFE70980000 d3d11.dll: 0x7FFECBA00000 HID.DLL: 0x7FFECE320000 WINMM.dll: 0x7FFEC5860000 dxgi.dll: 0x7FFECE360000 dbghelp.dll: 0x7FFEC9FB0000 VCRUNTIME140_1.dll: 0x7FFEB56A0000 CRYPTBASE.DLL: 0x7FFECF430000 IMM32.DLL: 0x7FFED0E70000 binkw64_.dll: 0x180000000 skse64_steam_loader.dll: 0x7FFEB76C0000 VERSION.dll: 0x7FFEC9390000 inputhost.dll: 0x7FFEC6390000 shcore.dll: 0x7FFED03A0000 CoreMessaging.dll: 0x7FFECCE60000 wintypes.dll: 0x7FFECC390000 PROPSYS.dll: 0x7FFECAFD0000 bcryptPrimitives.dll: 0x7FFECFDA0000 CoreUIComponents.dll: 0x7FFECCB00000 ntmarta.dll: 0x7FFECE760000 kernel.appcore.dll: 0x7FFECD990000 windows.storage.dll: 0x7FFECDB90000 Wldp.dll: 0x7FFECF4C0000 shlwapi.dll: 0x7FFED0660000 profapi.dll: 0x7FFECF9B0000 steamclient64.dll: 0x7FFE6D3B0000 CRYPT32.dll: 0x7FFED0000000 imagehlp.dll: 0x7FFED0540000 PSAPI.DLL: 0x7FFED1D80000 vstdlib_s64.dll: 0x7FFEACD60000 tier0_s64.dll: 0x7FFE7C140000 MSWSOCK.dll: 0x7FFECF220000 Secur32.dll: 0x7FFEBA5F0000 SSPICLI.DLL: 0x7FFECF960000 NetScriptFramework.Runtime.dll: 0x7FFECAF80000 mscoree.dll: 0x7FFEB3EB0000 mscoreei.dll: 0x7FFE7BFC0000 clr.dll: 0x7FFE6C0A0000 VCRUNTIME140_CLR0400.dll: 0x7FFEBAEB0000 ucrtbase_clr0400.dll: 0x7FFE708C0000 mscorlib.ni.dll: 0x7FFE6AAA0000 clrjit.dll: 0x7FFE6D260000 amsi.dll: 0x7FFE8D470000 USERENV.dll: 0x7FFECF930000 MpOav.dll: 0x7FFE8D3F0000 MPCLIENT.DLL: 0x7FFEC0380000 WINTRUST.dll: 0x7FFECFD40000 MSASN1.dll: 0x7FFECF650000 gpapi.dll: 0x7FFECE330000 System.ni.dll: 0x7FFE69E20000 System.Core.ni.dll: 0x7FFE693A0000 diasymreader.dll: 0x7FFE69230000 TextShaping.dll: 0x7FFEC1010000 uxtheme.dll: 0x7FFECD410000 MSCTF.dll: 0x7FFED1C60000 textinputframework.dll: 0x7FFEC6500000 skse64_1_5_97.dll: 0x7FFE690E0000 cbp.dll: 0x7FFE71220000 hdtSMP64.dll: 0x184ECD00000 skee64.dll: 0x7FFE686F0000} Plugins (0){} I use vortex btw
  9. In fact I am thinking about that a long time, browsing mods and hoping someone would have the idea, not just me, and make it. There are a couple of mods out there which provide castle walls in a fully repaired, in fact pre-war status. But that doesn't seem to be entirely lore friendly to me. So I was hoping for a mod that would just clean out the rubble from the vanilla castle wall meshes and instead add the interiors which where 'blocked away' by the rubble, but only so far as vanilla meshes exist. The damages to and gaps in the walls would still be there. The thought behind is that the settlers would not be able to reconstruct the castle in it's pre-war form. Instead they would clean everything up, remove all rubble and debris, thereby digging into formerly rubble-filled and blocked off interior areas (red areas in the attached images). Then they would repair the gaps using their 'rag tag shanty town' resources (or whatever means the workshop might provide - vanilla plus workshop mods installed). So what's needed is a 3D modder who knows how to get vanilla nifs into his favorite 3D modelling software, add new meshes including collision and textures etc, then export it back into nif files. To me, whose knowledge about 3D modeling admittedly ends at spelling the words, it wouldn't seem like too much of an effort... I could be wrong though... Those meshes then could serve to supply a mod, which would after the initial takeover of the castle, replace the destroyed rubbled walls by the destroyed cleaned up walls during the players first absence (similar to the disappearing of some mirelurk nest objects - I am certain I could make that). Once the player returned they could start building and repairing. I hope the description is somewhat clear and understandable (if not please ask any question coming to your mind) - and I even more hope that some modeller might like the idea and help me with that - it would be very much appreciated, and - that goes without saying - the creator of the models given full credit once said mod might ever come into existence.
  10. I'm Russian-speaking, in advance I'm sorry if the text is strange in places. The Castle has many good mods, affecting its ruined walls, and transfer blueprints. However, there are practically no mods that affect the construction area. I propose to make a mod that will expand the territory almost in two times, at the expense of land and lake near the castle walls. Move the border to multi-storey buildings in front of the Castle. This way you can arrange two posts away from each entrance. And at the lake you can arrange a whole settlement on stilts. It will not be superfluous to tidy up the "...IVANS" building , remove the spawn points of opponents and that clumsy house near the ship. Because, seriously, it's very wasteful - do not master the territory at our own walls.
  11. Hi people. I'm Russian-speaking, so the whole next text you'll hear a strong Russian accent. Do not resist.Near the Castle there are ruins of a snack bar (we met there with the Minutemen before the storming of the Castle), and several cars with puddles of fuel.I tried to remove these cars and puddles with the help of CK, but they still appear in the game. I'm just starting to learn CK, so correct if I'm wrong. I think this is somehow connected with the quest "Old Guns", during which we need to test the Minutemen's artillery on these area.So, my question is: how to remove these cars and puddles forever? Remove them in the game with the help of "Scrap Everything" is not an option
  12. If some one could perhaps fix the castle mod I would be very grateful. For some reason the only thing that shows up is a bunch of blank spaces and nothingness. http://www.nexusmods.com/fallout4/mods/9044/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D9044%26preview%3D&pUp=1
  13. ok, finally got around to clearing the castle last nite and started to build my defenses but I noticed the Minutemen I assign to guard they stand in places that do not have guard posts and in particular they sometimes float in the air (south entrance, I believe). I'm well aware of how the guard post defense works (patrol between guard posts). Its the fact that it seems like theres invisible guard posts at the Castle specifically, not an issue anywhere else. I'm guessing there are markers in those spots that are flagged as guard posts, I'm gonna mess with the Creation Kit tonite after work, but I'm wondering if someone has or is working on a fix for this? it really is annoying since I put guard posts up but they dont use them.
  14. I can't build anything inside the walls of the castle at all. Anything I try to place falls through the floor and can't be placed at all. I thought this was an issue with Craftable Wall Patches but I've gone back many saves uninstalled it and tried to build and this was still an issue. From what I read, if anything is added to the Castle worldspace this floor issue happens. I'm not sure what other mods I have that edit the Castle worldspace but I can't think of any. Is there anyway to fix this without reinstalling from scratch and hoping the mods I install don't repeat the issue? My load order (LooT decided the order): Fallout4.esm=1 DLCRobot.esm=1 DLCworkshop01.esm=1 DLCCoast.esm=1 DLCworkshop02.esm=1 ArmorKeywords.esm=1 ConcealedArmor.esm=1 Loads.esm=1 Snap'n Build.esm=1 Robot Home Defence.esm=1 NewCalibers.esp=1 SettlementKeywords.esm=1 Homemaker.esm=1 ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp=1 AutoUnequipPipboy.esp=1 CBBE.esp=1 Jessica Preset 13 Nuclear Breezed.esp=1 Jessica Preset 13 So Sultry.esp=1 Natasha_Face_Texture.esp=1 AzarPonytailHairstyles.esp=1 KSHairdos.esp=1 ZellaHairDye.esp=1 THBrows.esp=1 Armorsmith Extended.esp=1 ArmoredNick.esp=1 NewNeonEyes.esp=1 SuperNaturalEyes.esp=1 Companion Infinite Ammo and Unbreakable Power Armour.esp=1 NoNegativeAffinity.esp=1 NoAffinityCooldown.esp=1 EveryonesBestFriend.esp=1 Magnolia.esp=1 Armorsmith Automatron.esp=1 WOTC.esp=1 Eli_Faction Housing Overhaul - AiO.esp=1 Weaponsmith Extended 2.esp=1 RaiderOverhaul.esp=1 ConcealedArmor.esp=1 Armorsmith Far Harbor.esp=1 Craftable Armor Size.esp=1 Craftable Armor Size - Fix Material Requirements.esp=1 DX Adventurer Outfit.esp=1 DX Chem I Care Outfit.esp=1 DX Commonwealth Mini Dresses.esp=1 DX Commonwealth Shorts.esp=1 DX Vault Girl Shorts.esp=1 DX Courser X-92 Power Suit.esp=1 1nivDX Courser X-92 Power Suit Male.esp=1 Eli_Apocalypse Attire.esp=1 Eli_ArmourCollection.esp=1 Eli_AlecusRogueHD.esp=1 Eli_Accessories.esp=1 HN66-SiriusArmor.esp=1 Kerrigan.esp=1 B-90.esp=1 GlovesOfTheCommonwealth.esp=1 NanoArmor.esp=1 slootyVaultSuit.esp=1 The Rebel.esp=1 KerriganGlasses.esp=1 Rangergearnew.esp=1 el_precursorsuit.esp=1 Eli_PrudyVaultJumpsuit.esp=1 el_AgentOutfit.esp=1 Armorsmith Ellise.esp=1 Armorsmith Deserter X.esp=1 NX Pro - Farm Core.esp=1 SuperMutantMod_1_Vanilla.esp=1 Armorsmith Elianora.esp=1 Eli_NukaStuff.esp=1 Armorsmith Kerrigan.esp=1 Armorsmith Kerrigan Color Changer.esp=1 MultiHat.esp=1 UNnaked Power Armor.esp=1 More Power Armour Mods.esp=1 More Power Armour Mods - Automatron.esp=1 Evermarch Submariner Uniforms.esp=1 Evermarch Sub Uniforms AE Patch.esp=1 Minutemen Beret.esp=1 Standalone.esp=1 MMP4APA-blue.esp=1 autoweapons.esp=1 LegendaryModification.esp=1 50 cal Lovin.esp=1 CTHColoredFriendliesWeaponDrawn.esp=1 Machete Damage Boost .esp=1 No Lowered Suppressor and Bayonet Range.esp=1 Lasers Have No Recoil.esp=1 M4A1.esp=1 FN Five-seveN v1.3.esp=1 Glock20.esp=0 mysteriousmagnum.esp=0 Regent.esp=0 AK2047.esp=0 M2216.esp=0 M9.esp=0 RangerSequoiaCraft.esp=0 GaussRifleMk2.esp=0 GaussRifleMk2 - AWKCR.esp=0 DD_M79_Launcher_woooot.esp=0 DD_bleu_Ump_Extreme_Lore_friendly_edition.esp=0 GatlingRifle.esp=0 GatlingRifle-AWKCR.esp=0 GatlingRifle-AWKCR-Commando.esp=0 GatlingRifle-AWKCR-NoIdiotSavant.esp=0 ASVektor.esp=0 Eli_RuggedOutfits.esp=1 NanoSuit.esp=1 NanoSuit_AWKCR_AE.esp=1 BattleRifle.esp=0 Eli_MarlboroughHouse.esp=1 SuperMutantOverhaul.esp=1 Weaponsmith - Super Mutant Redux Patch.esp=1 Fireaxe.esp=0 AxePack.esp=0 TacticalKatana.esp=0 M14.esp=0 MP153.esp=0 G3.esp=0 BowieKnifes.esp=0 BowieKnifesAWKCR.esp=0 AxePackAWKCR.esp=0 Karambit.esp=0 TacticalKatanaAWKCR.esp=0 KaBarBeckerBK3.esp=0 KaBarBeckerBK9.esp=0 THSurvivorKnife.esp=0 WO-ScarH.esp=0 WO-G3.esp=0 WO-USAS.esp=0 WO-AK47.esp=0 WO-G20.esp=0 WO-L96.esp=0 WO-M82.esp=0 Wasteland Ordnance Merged.esp=0 3dscopes.esp=1 3dscopes-AddToSpawnList.esp=1 3dscopes-framework.esp=1 3dscopes-FarHarbor.esp=1 Loads of Ammo - Leveled Lists.esp=1 CommChemExpanded.esp=1 Crafting Workbench.esp=1 Crafting Workbenches - Removed Crafting Experience.esp=1 Crafting Workbenches - Ammo.esp=1 Crafting Workbenches - Ammo Special.esp=1 Crafting Workbenches - Automatron DLC.esp=1 Crafting Workbenches - Junk Items.esp=1 Crafting Workbenches - Power Armor.esp=1 Crafting Workbenches - Pre War and Manufactured.esp=1 Crafting Workbenches - Loads.esp=1 Crafting Workbenches - Loads Ammo Special Patch.esp=1 Crafting Workbenches - Ammo Special - VIS Patch.esp=1 Crafting Workbenches - Loads - VIS Patch.esp=1 OCDecorator.esp=1 OCDispenser.esp=1 BetterSettlers.esp=1 BetterSettlersNoLollygagging.esp=1 BetterSettlersCleanFacePack.esp=1 SettlersRename.esp=1 NX Pro - Harvest Overhaul.esp=1 NX Pro - Farm Core - Homemaker.esp=1 NX Pro - Farm Core - No Requirements.esp=1 NX Pro - Farm Core - Valdacil's Item Sorting.esp=1 ConvenientStores.esp=1 AlternateSettlements.esp=1 Eli_Rockin Red Rocket.esp=1 GSE_Legacy_Assets.esp=1 Underhouse_PH.esp=1 PowerArmorT49.esp=1 mk14.esp=0 mk14-awkcr.esp=0 MK14EBR_Apparel.esp=0 Eli_Bunker.esp=1 AdvSettleTurretSet.esp=1 BetterStores.esp=1 EvilViking13_MinutemenMorale.esp=1 Companion_BloodRose.esp=1 CompVictoria.esp=1 BS-ExtraCustomProps.esp=1 BS-FarHarborExpansion.esp=1 FunctionalDisplays.esp=1 BobbleGirl.esp=1 BS-FunctionalDisplaysPatch.esp=1 FunctionalDisplays-AID-VIS-Weightless.esp=1 FunctionalDisplays-Collectibles.esp=1 FunctionalDisplays-MISC-VIS-Weightless.esp=1 FunctionalDisplays-Patch-DLC03-VIS.esp=1 Eli_Crafting Shiz 9000.esp=1 Vivid Weathers - FO4.esp=1 Vivid Weathers - FO4 - Far Harbor.esp=1 Vivid Weathers - Natural Bright.esp=1 LegendaryModification2LM.esp=1 LegendaryModification2LMConcealed.esp=1 LegendaryModificationMisc.esp=1 LegendaryModificationGroknak.esp=1 LegendaryModification - DLC Far Harbor.esp=1 LegendaryModification - DLC Far Harbor (2LM).esp=1 LegendaryModification - DLC Far Harbor (2LM Concealed).esp=1 Repaired Sanctuary Bridge.esp=1 Repaired Roofs.esp=1 Better Vendor Stalls.esp=1 Homemaker - Unlocked Institute Objects.esp=0 Homemaker - Greenhouse and Bunker Disabler.esp=0 SanctuaryPartsSKE.esp=1 Synth Overhaul.esp=1 Weaponsmith - Armorsmith - Synth Overhaul Patch.esp=1 Raider Overhaul - AE Patch.esp=1 AdvBubbleTurretSet.esp=1 Homemaker - Greenhouse and Bunker Disabler SKE.esp=1 Homemaker - Streetlights Use Passive Power SKE.esp=1 Homemaker - Streetlights Use Passive Power.esp=0 Homemaker - Unlocked Institute Objects SKE.esp=1 dinomore.esp=1 Weaponsmith - War of the Commonwealth Patch.esp=1 dinoshelf.esp=1 dinoshelf_extra_ammo.esp=1 dinoshelf_retex.esp=1 LooksMenu.esp=1 rfortaleza2.esp=1 rfortaleza2_AE.esp=1 LooksMenu Customization Compendium.esp=1 ChairFace.esp=1 LovingCurie_1.0.3b.esp=1 LovingPiper.esp=1 LovingPiperDeviations-DarkPrecursor.esp=1 LovingCait_1.0.1.esp=1 Evil Detective Outfit.esp=1 WeaponDisplays.esp=1 OWR_CraftableDecor.esp=1 OWR_CraftableDecor_CW.esp=1 OWR_CraftableDecor_SKPatch.esp=1 Clean Wasteland Workshop.esp=1 AkaWaterWorld.esp=1 NexusMenu.esp=1 BasementLiving.esp=1 SSEX.esp=1 OWR.esp=1 DD_Michael_Faraday_Time_yo.esp=1 My_Minutemen.esp=1 DD_Elevators_TT.esp=1 Dont Throw Stones.esp=1 DDP_Ramps_mark1.esp=1 Grasslands - Healthy.esp=1 Grasslands - Healthy - Extreme.esp=1 Clean Water - Tropical - Rads.esp=1 DD_CBBE_SLooty_Castle_Innie_Vajayjay_4k_Fix.esp=1
  15. Hey community i downloaded a very nice castle mod about a year ago and now i dont find it anymore, here a the things i know: 1 it has a fully voiced quest to recapture a castle from monsters 2 it started with a letter 3 u get a sword after finishing the story 4 the castle was full off trees and plants before u finished the mission 5 there are some bath and bedrooms i also have one screenshots left, maybe it help u to remind, thx for the help ^^ Oh, and the blue thing in the background isn´t a moon mod, it is part of the castle befor u finished the quests
  16. Okay, I give up. Where's the "Strange Cave" in which, apparently, the key to Draconham Castle is to be found? Normally, if one runs a tight search in the general area of a mod, a cave symbol, or whatever, will pop on the search. So far, no show and I'm running out of patience. Which is too bad 'cause the mod looks to be pretty good...what I've seen of it. NEVER MIND. FOUND IT, Widened the search grid a bit. Tedious but well worth it. So far the mod is a total hoot. Oh, haven't found the key yet and I seriously don't recommend going out on an exterior balcony without the key. BTW, first treasure vault that actually lived up to the name. Blackbeard, eat your heart out. Also, make sure that you leave a trail of breadcrumbs as you wander about. This castle's gonna take some familiarization. Okay, found the key(s). Mistake about the exterior balconies. Don't need the key to get back in, just need to do a careful edge search for the door opener. Try looking up very near the top of the door(s). Great stuff Maynard.
  17. I'm wondering if someone can, it's even possible, to modify the cells of several of the existing settlements to include the below ground areas WITHOUT loading screens? Notably the Cellar at the back of the house in Sanctuary Hills, the tunnels under The Castle, and the radiation dump cave under the {Sanctuary hills) Red Rocket. Or at the very least MOVE the house and basement entry in Sanctuary Hills so that it isn't right on the build area bordef?
  18. There's been a persistent bug with Radio Freedom since the game launched where any attack on The Castle could cause the radio operator to get up, permanently disabling Radio Freedom (which not only makes artillery strikes impossible, but also makes it impossible to complete certain quests like Old Guns). There was a workaround for a while that involved using console commands to allow assignment of a different Minuteman to the radio console. This bug was supposedly fixed in 1.3, however it still seems to exist. My radio operator got up and I can't find any way to get him, or anyone else, to sit back down at the radio. The old workaround doesn't seem to work, either; instead of sending a different Minuteman to the radio, any other Minuteman assigned to the radio will now just freeze in place and won't go anywhere. Has anyone found a solution for this issue? Note: I've already tried all the basic stuff, like making sure there's adequate power, or that it's connected properly. That's not the issue. The issue is with the operator getting up and never sitting back down.
  19. Welcome to my Castle! This took about 35-40 hours. No mods, no cheats, only infinite settlement space. Here's the link: https://youtu.be/EEHK9tTkwQA Enjoy! Feedback is welcome! :)
  20. About 3 weeks ago when I would try do normal settlement building things. I would CTD in every settlement. After a while it would only do it randomly. I was going to figured out what conflicts I had with the mods I installed. Then it stopped and was working correctly. It came back and it would only CTD at the castle when trying to build things. Once in a while I could do everything normally but now it will only CTD when trying to scrap something at the castle. Troubleshooting I have done so far I checked my ini file and config settings. Disable, uninstalled mods and still having the issue. Erased Nexus and Fallout files even the backups and re installed. Checked many saves I had at the castle and still CTD. I did not try to fix my mods because even with mods off it would CTD before and after when I was troubleshooting. Still the same issue occurs. I know that I have two scrap mods and I have disabled one or both and still CTD. I am leaning to a corrupt save but having checked about 10 saves and everything else works it's a long shot. Even with a clean install, no mods it stills CTD at the castle when I try to scrap things. I am now fully at a loss on what to do next. Any help would be great. Thank in advance. This is what I had before I re-installed everything: New Mods I use:
  21. Ok my request is simple, Id like to disable the Battlehorn Men-at-arms's respawn and make them essential, the reason why is that I want to change their armor and weapons to something a bit more... potent, I dont want a mod that replaces thier armor and weapons, I just want their respawn gone Ive been trying to make it on the construction kit but ive been unable too, I hope that there is someone willing to do this and thank you for reading P.S: It would be nice if it is combatible with the unofficial patches for oblivion and battlehorn castle too, I think that is where I messed up
  22. TL;DR - All preexisting buildings in every settlement in my game do not have collision in the floors. I first noticed this problem when building in Starlight Drive-In. For whatever reason, the floors in the buildings didn't have any collision, meaning any object I tried to place would just clip through it. I largely ignored it because those rooms aren't really integral to the settlement, so I ventured on. I noticed it again at County Crossing, in the small, broken building. Again, not extremely important, so I moved on. Finally, I took the Castle, and as I started scrapping and setting up shop, I noticed the SAME problem inside of all of the walls: objects would just sink right through the ground. I really don't know where to turn to at this point. I don't believe any of the mods in my load order (found below) could cause this. Any insight that you can offer would be greatly appreciated. I've got about 25 hours into this character and I would prefer not to have to lose him. Thanks!
  23. So i started a new game and Preston doesn't give me quests after completing Tenpines Bluff quest and i cant continue( i usually dont mind those random quests by preston i just ignore them but i want the castle as minuteman HQ). i have already helped 12 settlement and theyre part of the minutemen now but preston is still like just a normal companion which will not give me the quest to take the castle (already cleared but there are just settlers at the moment).
  24. At times it bugs me that there's all that room right under the Castle but no way to make viable use of it; after the armory quest of course. I think it would be awesome for it to be turned into a functioning player home separated from the rest of the settlement. Whether this is done by merely cleaning it out and placing a workbench or a complete custom job like NV player home mods, but like so many other mod ideas it will likely have to wait for the GECK(at least for the latter version).
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