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Mod Release - Karlov Manor Version 4.0 (LE/SE)


Alter Native

130,450 views

 

Short Description

This mod adds a medium sized vampire castle to Skyrim and various screenshot locations (accessible via the carriage in the court or the location access room). It is located in north of Solitude. 
Even though normal house usage and gameplay is possible, it is intended for taking screenshots. 

 

Version:              4.0 LE/SE
Release date:     19.03.22 V4.0
Author:              Alter Native
Language:         English
Dependencies:  Skyrim LE/SE, Dawnguard, Dragonborn

 

 

 

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Long Description

Are you a millennia old vampire and tired of living in Harkon's dreg heap of a castle? Are you looking for class and luxury and a place to live your devious, bloody vampire fantasies? 
Fortunately Baroness Nora Karlov had to leave Skyrim on urgent business of the realm, and she was kind enough to grant you living rights in Karlov Manor during her absent. 

This mod adds a medium size manor to Skyrim. It is kept in a dark fantasy baroque style fitting for a vampire character or similar. The castle is located west of Solitude lighthouse, or accessible via the console ("coc ACCastleEx").
The manor features a large living area with various rooms. In an underground area you'll find thrall dungeons for your bloody needs, as well as crafting areas. Furthermore, this mod adds a gothic church/chapel dedicated to Molag Bal. Besides the mod adds various locations I used in my story blog "Of Blood and Pleasure" accessible via the main hall and a secret area. 
 

In more detail the main manor features:

  • An entrance hall
  • Kitchen
  • Dining/ballroom
  • Master bedroom including bathroom
  • Trophy & weapon room
  • Church dedicated to Molag Bal 
  • Various guest rooms
  • Gallery
  • Crypt 
  • Basement storage area
  • Crafting areas
  • Prison
  • Attic
  • Atelier
  • A courtyard (Exterior)

 

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Furthermore this mod features several screenshot locations, accessible via the carriage in the court or the location access room:

 

High Rock

  • Villa Adraa, a large, Renaissance style villa in it's own worldspace
  • Villa Valek, a medium sized abandoned villa.
  • A Noble house located in High Rock
  • Sanctuary, a destroyed church in the High Rock Worldspace
  • Ruined Cathedral
  • Fallen Shrine & Courtyard

 

Hammerfell

  • A new Hammerfell worldspace
  • City of Al Mahan
  • Palace of Al Mahan with private Quarters
  • Palace Garden and Bath
  • Temple of Salomne
  • Bathhouse
  • Hidden Altar
  • Vampire Church

 

Imperial City

  • Dusk Cathedral
  • Necropolis
  • Nightmare
  • Underground Vampire Club
  • Shrine

 

Noir Estate

  • Grand Ballroom
  • Royal Hallway
  • Somber Boudoirs
  • Abandoned Saloon

 

Miscellaneous

  • An Anor Londor version of the Manor, with changed lightning compared to the main manor with several different and new rooms
  • 'Blood Room'
  • The old, more basilica like version of the church of the main manor
  • Various other smaller locations I built for scenes in my stories 

 

 

Trailer (Version 3.0)

 

 

 

 

 

Spoiler

 

 

 

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Permission

This plugin must not be shared commercially.
The rights to the game, all official plugins, additional files and the Creation Kit are property of Bethesda Softworks.
Used external resources (listed below) in form of textures, models, sound effects etc. are property of the original authors.
Please do not distribute or offer this mod for download without my permission to do so. Any upload to the Steam Workshop, Bethesda.net, ModDrop and any form of console ports are prohibited.

Many of the used assets are from a store called "DAZ3d" (https://www.daz3d.com/shop/) which is effectively a stock database for 3D assets. Those can not be uses anywhere without acquiring the respective object and license from the store. (List below)
For any kind of permission please contact me first.


 

 


Credits

Special thanks to:
Collygon for creating custom models and textures for this mod, as well as creating animations
Antistar for Clockwork castle and making it a modders resource, which - in a way - kicked this project off as I had a solid asset base to start from (mostly textures in the style I liked).
Collygon for alpha testing.
Marmotte for beta testing and valuable feedback on lightning and general advice.
Tirloque for beta testing.
devious-Drunna for beta testing
Lord Inquisitor for beta testing
Crw0 for beta testing
Tinaa Slobodnik for beta testing

kozakowy for beta testing

Myst for beta testing
2xGHoSTx2 for beta testing the SE version
Artsick for improving various meshes and general advice.
Everybody who provided feedback and bug reports after release
All readers of my Skyrim Story Blog "Of Blood and Pleasure".

 

Everyone who created modders resources and allows the use of their assets.

You'll find a detailed list of those in the readme, as well as further credits, installation instructions and details about incompatibilities and bugs (No bugs and incompatibilities known as of yet).

 

 

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Thanks for reading and downloading, have fun!

- Alter Native

 

 

 

Additional Screenshots:

 

 

Spoiler

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Changelog

 

Spoiler

Version 4.0:


Hammerfell Section
- Added Hidden Altar
- Added Vampire Church

 

High Rock Section
- Added a Ruined Cathedral
- Added a ruined Courtyard
- Added Melancholy

 

Added an Imperial City Section
- Added Dusk Cathedral
- Added Dusk Cathedral Tower
- Added Necropolis
- Added Nightmare
- Added Underground Vampire Club
- Added Dressing Room & Theatre
- Added Shrine

 

Added a Noir Estate Section
- Added Grand Ballroom
- Added Royal Hallway
- Added Somber Boudoirs
- Added Abandoned Saloon


Karlov Manor
- Added a Crimson Wing
- Added an Atelier
- Added Hannah's Room

 

Bugfixes and smaller changes
- New wall textures in the main Karlov Manor
- Various new clutter added throughout the Manor and other rooms
- All textures now have mipmaps
- Various smaller bugfixes

 

 

 

 

 

 

Version 3.01:

- Changed the Pool in the High Rock Sanctuary to be better usable for screenshots
- Fixed a broken mesh in the main manor potentially causing CTD
- Fixed two columns in the master bedroom not showing up correctly
- Fixed the library framerate by making the shadow caster an optional enable


SE only:
- Fixed broken LODs in the High Rock Worldspace at the Sanctuary
- Fixed the bedframe not appearing on SE

 

 

Version 3.0:
Hammerfell Section
- Added City of Al Mahan
- Added Temple of Salomne
- Added Bathhouse
- Added Palace of Al Mahan with private Quarters
- Added Palace Garden and Bath
- Added a separate palace room
- Added Destroyed Temple
- Added 'Hammerfell Studio' screenshot location
- The Hallway and private quarters have interior versions in case the shadow casters are not working for you

 

High Rock Section

- Added a Sanctuary to the High Rock Worldspace
- Reworked the Noble House

 

Karlov Manor

- Added a new dressing room including a storage area for gameplay
- Added an attic 
- Added a new room to the library
- Reworked the Bathroom
- Added a new 'Blood Room' accessible via the location access room

 

Anor Londor
- Added a new dining room
- Added a sunny version of the ballroom


Bugfixes and smaller changes

- The weapon plagues are now usable
- Cleaned all used assets to reduce disk space usage
- Added gameplay functionality to the church of Bal, you are now able to get 'Blood of the Ancients' by praying at the Molag Bal shrine
- Added a cleaned up version of the dark room in the first floor
- Removed the night version of the library (it's now part of the main library)
- Expanded the travel system
- Fixed the clipping leaves on SE in the Courtyard
- Fixed the Bathroom sink
- Fixed the not activatable gargoyles in the Guest Bedroom
- Fixed various clipping errors
- Fixed various chairs and furniture to be usuable now
- Fixed various floating objects
- Fixed smaller navmesh issues
- Fixed various .nif issues
 

 

Version 2.0:

 

- Reworked the Church of Karlov Manor
  -> The old version of the Manor was a very popular screenshot location so an unaltered copy of it was kept and is still accessible via the location selection menu
- Reworked parts of the Palor
- Reworked parts of the Master Bedroom, especially the oriel
- Reworked parts of the Dining/Ball Room 
- Reworked 'Valentina's room' 
- Reworked the 'Golden Room' and it's tileset completely, including furniture
- Reworked parts of the entrance hall
- Reworked the exterior area of Karlov Manor
- Added a Gallery to the main building
- Added many new furniture pieces throughout the castle
- Added several screenshot locations with switchable furniture
- Added a carriage to the court for fast travel
- Reworked the "Location access room" with different areas for the different locations

- Several doors to various rooms changed
- Removed the Gargoyle Balcony from the main building, it is only accessible via the location selection area.
- Reduced overhaul red/orangeness of the light
- Further optimization in terms of the amount of candles used which should increase the draw distance

- Fixed Nora Portrait as Door in the story location area
- Fixed a missing texture in the bathroom mirror
- Fixed the collisions of several furniture pieces
- Fixed a room bound problem in the church
- Fixed several glitches in the exterior area
- Fixed the visual bugs at the entrance to Amelia's room

 

 

 

 

 

Version 1.0.1:
Made Karlov Manor it's own location 
Redone/Improved textures for the golden room, Amelie's room and Valentina's room
Redone textures for the knight armors in the west wing
Redone/changed textures for the golden mirrors
Various Bookcases are now containers and can be used for storing items
The Molag Bal seats in the church are now useable. Watch your neck!
Reduced the total number of candles a bit 
Tied many candles to the light enable/disable system in order to increase the draw distance of the candle flames in the main hall
Adjusted Erics death year to no longer be in the future
Various room bound optimizations

Fixed an issue where some god rays would appear green to some players
Fixed a bugged texture of a knight armor that could cause a crash
Fixed a missing blood texture that was used by some of the blood glasses
Fixed a texture bug of an unsupported L8 format 
Fixed a room bound problem regarding the entrance of Amelie's room
Fixed the collision for the cellar load door.
Fixed a deleted navmesh in the exterior cell
Removed identical to master records
Various smaller cosmetic bugfixes

 

 

 

 

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Edited by Alter Native

236 Comments


Recommended Comments



Awesome work. How the fu** could I have missed that mod so long?!? It is absoluty briliant. Especially the lighting is overwhelming. I never got that working in my mods. I feel now like my house mods are crappy stuff lol. Do you need still any meshes/textures? Have a huge ressource collection of modders from the last 6 years and also converted a ton of meshes from free models website to skyrim with blender/3dmax (houses, wineglasses, plants, fireplaces, combs, pillows, keys, compass, chess, brushes, statues, curtains and many many more). I planned to use them some day for a mod but I have not enough time right now for working on mods. btw you also might like the texture resource from Mr Dave or from MurderClan since it involves also patterns in the style you are using. 

 

Edit: for the SSE version I had three tiny things I noticed and didn't got mentioned so far:

1. the plants (woodbranches, forgot their names) are from vanilla but since the Mod Skyrim 3D Trees and plants (very often used mod in SSE) replace that vanilla model with a unique one. It might be better to duplicate the vanilla one with a different saving path then to avoid conflicts.

2. SSE sadly suffers from the problem with normal maps making things too shiny. Especially if u use meshes from the resource from runspect but also some others, you have to add an alpha layer to the normal maps of the meshes. But like I said, it just a tiny issue that only appears with a few meshes. Most people probably wouldn't even notice lol :)

3. The bench in the middle of the room (villa Adra) before exit to balcony didn't show up. All other things were for me visible, so not disabled like raikano mentioned in his/her post. But maybe because I used the SSE version? Anyway... Villa Adra is the most amazing place with that view. Totally worth it to live there :) Are u planing to make it playable at some point or will it stay as screenshot house only? 

 

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On 10/14/2020 at 1:52 AM, Moosmupfel said:

Awesome work. How the fu** could I have missed that mod so long?!? It is absoluty briliant. Especially the lighting is overwhelming. I never got that working in my mods. I feel now like my house mods are crappy stuff lol.

Thank you very much for the nice comment! Glad you like it.

On 10/14/2020 at 1:52 AM, Moosmupfel said:

 

Do you need still any meshes/textures? Have a huge ressource collection of modders from the last 6 years and also converted a ton of meshes from free models website to skyrim with blender/3dmax (houses, wineglasses, plants, fireplaces, combs, pillows, keys, compass, chess, brushes, statues, curtains and many many more). I planned to use them some day for a mod but I have not enough time right now for working on mods. btw you also might like the texture resource from Mr Dave or from MurderClan since it involves also patterns in the style you are using. 

Also thanks for the suggestions, I'm always looking for new resources to build new content or improve existing one. I like the texture collection you linked, I may use one of the marble textures. Thank you very much for the suggestion!

If you are willing to share your ported collection I'm more than happy to have a look at it! Your help/suggestions are very much appreciated. 

On 10/14/2020 at 1:52 AM, Moosmupfel said:

 

Edit: for the SSE version I had three tiny things I noticed and didn't got mentioned so far:

1. the plants (woodbranches, forgot their names) are from vanilla but since the Mod Skyrim 3D Trees and plants (very often used mod in SSE) replace that vanilla model with a unique one. It might be better to duplicate the vanilla one with a different saving path then to avoid conflicts.

I'm not sure about this one cause the point of a replacer is to replace all instances of an object and customize the game to your liking and that includes mod additions like mine. It would be in the responsibility of the creator to make sure the replacer remains compatible with all possible uses of the object. 

On 10/14/2020 at 1:52 AM, Moosmupfel said:

2. SSE sadly suffers from the problem with normal maps making things too shiny. Especially if u use meshes from the resource from runspect but also some others, you have to add an alpha layer to the normal maps of the meshes. But like I said, it just a tiny issue that only appears with a few meshes. Most people probably wouldn't even notice lol :)

Yes, I'm more and more replacing runspect's work with other/new models. Thanks for the hint.

On 10/14/2020 at 1:52 AM, Moosmupfel said:

3. The bench in the middle of the room (villa Adra) before exit to balcony didn't show up. All other things were for me visible, so not disabled like raikano mentioned in his/her post. But maybe because I used the SSE version? Anyway... Villa Adra is the most amazing place with that view. Totally worth it to live there :) Are u planing to make it playable at some point or will it stay as screenshot house only? 

Thanks for the bug report, it shows up fine on LE, but I'll give it another check.

At some point I planned to have a playable Nexus version, however that involves more work than initially thought and I prefer to spend that work creating new content. Never say never, but I'm not working towards a nexus player house version right now.

 

That said, the mod can be used as a player house without problems. The chests don't re spawn and all the crafting stations are available. So feel free to move in.

 

 

On 10/4/2020 at 4:36 AM, StrongBlade said:

Looks amazing. I need this. Thank you for share ❤️ 

Thank you very much!

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 Sorry for the very late response... I thought I had already replied to your comment :grimace:...

Thank you very much for the very in depth feedback you provided, this is exactly what I needed. I'm working on version 3.0 right now and I have already fixed some of the problems you reported on so thank you very much.

 

On 9/16/2020 at 12:44 AM, Raikano said:

 

Uffff. Until here.

 

PD: I say it again, All areas is so beautiful and awesome. Thanks a lot again. 

 

I will be waiting to see the next version. Perhaps it will comes as a gift for Christmas?

I can not promise a new version before Christmas, I don't want to put myself under pressure in my hobby, there's enough of that already in my job.

But I am working on a new version with new areas and improved existing ones. 

On 9/16/2020 at 12:44 AM, Raikano said:

PD2: I almost forgot, In the future you could thinking about add a small (and perhaps secret) room to save gold and other treasures.

Gold and the reaches are very important for vampires, to keep their luxury lifestyle.

 

Thanks for the suggestion, I see what I can do, my idea was always that you wouldn't store many of your valuables in your house, but I can see how this is a standard for Skyrim player homes. 

 

 

On 9/30/2020 at 4:25 PM, berenike50 said:

I love it.

 

Thank you very much!

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On 9/29/2019 at 6:07 AM, Azzhat said:

I sincerely hope you'll be willing to make a version for Special Edition. 

This a SE and LE release. 

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3 hours ago, Craig2696 said:

This a SE and LE release. 

Little late to the party bub. I posted that over a year ago. And at the the time it wasn't.

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Yay! New update! :)
TBH, I personally would love to see a Cyrodiil expansion at some point. It would be cool to see your take on at least some parts of it. :)
Also, any chance for a teleport spell for the manor? It would be nice to have. :)

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9 minutes ago, Spasticon1 said:

Yay! New update! :)
TBH, I personally would love to see a Cyrodiil expansion at some point. It would be cool to see your take on at least some parts of it. :)
Also, any chance for a teleport spell for the manor? It would be nice to have. :)

 

Thanks! I have plans for something more gothic like that I'll have placed in Cyrodiil, but nothing is sure yet. 

There is a travel system for getting to locations quickly. The one with the carriage, + various activatable books troughout the Manor that let you fast travel. 

For example in the new Private Quarters of Hammerfell or in Anor Londor or in Villa Adraa. + You have the location access room which kind of works as an access point to all locations.

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Just dropping into say that Karlov Manor (though it's far beyond just one manor now ?) has become pretty much my favorite and default screenshot location when I don't want Vanilla worldspaces, surpassing old time-tested goldies such as GP Land and Aether Suite. Though have you considered making a teleport menu to quickly access locations outside of the carriage, something like what Millepon did with both Aether Suite and Vignettes?

 

Also one somewhat unrelated question if you don't mind, you are using Grim & Somber as ENB in those screenshots of yours, right?

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42 minutes ago, ASlySpyDuo said:

Just dropping into say that Karlov Manor (though it's far beyond just one manor now ?) has become pretty much my favorite and default screenshot location when I don't want Vanilla worldspaces, surpassing old time-tested goldies such as GP Land and Aether Suite. Though have you considered making a teleport menu to quickly access locations outside of the carriage, something like what Millepon did with both Aether Suite and Vignettes?

 

Thank you for the praise. 

This is a request I have gotten from other people as well and I am aware of the problematic. Here I my thoughts on it:

 

First: The location access rooms serves as a fast travel system in a way. You can reach all relevant locations from there and it is accessible from almost everywhere. It's devided via a loading screen, I get that, but to me it feels nicer than just clicking buttons in a menu.

Second, I have placed various books throughout the manor that allow for fast traveling besides the carriage. 

There is one in villa Adraa, one in the Anor Londer selection room and another one in the private quarters of the hammerfell palace. I assume that most people have missed those (unsurprisingly).

I'm not really sure how to solve that problem elegantly in a way I like. I don't want to drop a spell in your inventory that you can use to travel. I'm open for suggestions here. 

 

 

42 minutes ago, ASlySpyDuo said:

Also one somewhat unrelated question if you don't mind, you are using Grim & Somber as ENB in those screenshots of yours, right?

I used to use it for a long time, about a year ago I switched to Caffein ENB. 

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Hi absolutely amazing mod. However I ran into an issue and thought I'd let you know that a certain .nif file causes ctds for me when trying to load into cells that it's present. I am playing on legendary edition. Specifically it is the meshes/accastle/baroque/rosette.nif 
Tested everything else and all fine so far, however this mesh causes ctd ingame, in CK however it seems to load fine.
I cannot see any issue with it myself but I am no expert, nifhealer did also not find an issue with it... So I'm not really sure, thought i'd give you a heads up anyhow.

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1 hour ago, BloodSplatter said:

Hi absolutely amazing mod. However I ran into an issue and thought I'd let you know that a certain .nif file causes ctds for me when trying to load into cells that it's present. I am playing on legendary edition. Specifically it is the meshes/accastle/baroque/rosette.nif 
Tested everything else and all fine so far, however this mesh causes ctd ingame, in CK however it seems to load fine.
I cannot see any issue with it myself but I am no expert, nifhealer did also not find an issue with it... So I'm not really sure, thought i'd give you a heads up anyhow.

Thanks for reporting. What makes you sure it is this .nif that is causing the problems? 

Does it crash every time or just sometimes? How did you find out it was that nif?

I personally can't find any problems with that .nif.

 

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3 hours ago, Alter Native said:

Thanks for reporting. What makes you sure it is this .nif that is causing the problems? 

Does it crash every time or just sometimes? How did you find out it was that nif?

I personally can't find any problems with that .nif.

 

I thought it could be a nif since I kept crashing when loading into the main hall but not the other cells. So I removed the Accastle mesh folder and it then allowed me in without a crash (though all the models were missing, obviously). Then I removed half the contents of the Accastle content and tried again. I repeated that until I was just down to a few .nifs. The only one causing it was the rosette.nif. It always crashes if I have it included, I am not sure why. : /

I will do some more testing, for now I can just remove it and still enjoy the mod. Maybe it's texture related but I can't imagine why, never seen ctd because of textures. But I also can't see anything wrong with the nif in nifskope.

 

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On 1/30/2021 at 8:55 PM, BloodSplatter said:

I thought it could be a nif since I kept crashing when loading into the main hall but not the other cells. So I removed the Accastle mesh folder and it then allowed me in without a crash (though all the models were missing, obviously). Then I removed half the contents of the Accastle content and tried again. I repeated that until I was just down to a few .nifs. The only one causing it was the rosette.nif. It always crashes if I have it included, I am not sure why. : /

I will do some more testing, for now I can just remove it and still enjoy the mod. Maybe it's texture related but I can't imagine why, never seen ctd because of textures. But I also can't see anything wrong with the nif in nifskope.

 

Ok, thank you very much for reporting.

There seems to be indeed a problem with that mesh, I'm going to replace it in the upcoming patch. 

Let me know if you notice any other problems or bugs.

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I had a quick question, in the bath house/area, the water is clear, like almost invisible? Is this a bug? Anyway to make the water appear normal?

 

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13 minutes ago, cthulhu worship said:

I had a quick question, in the bath house/area, the water is clear, like almost invisible? Is this a bug? Anyway to make the water appear normal?

 

Yes and no. 

How the water appears in your game mostly depends on the water mods installed and on your ENB.

Some people prefer clear water for character shots while others do not. 

However I'm considering changing the water a bit in patch 3.01 as I'm also not entirely happy.

 

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I use the realistic water 3.0, which i tend to be happy with, but not sure i'm enjoying the clear water in certain places, usually indoors.

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12 hours ago, FlufyFox said:

My game is crashing when i get close to the place that is located in Skyrim map, idk why in any sve game...

I'm having the same problem also 

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15 hours ago, FlufyFox said:

My game is crashing when i get close to the place that is located in Skyrim map, idk why in any sve game...

 

3 hours ago, darkraven37 said:

I'm having the same problem also 

Interesting, thanks for reporting to both of you.

It's working for most people, so my guess would be that there might be a conflict with some commonly used mods that modify that exterior area and that both of you use (most likely the modified navmesh is causing the issue).

 

Here is something to test for both of you:

First could you try using the teleport command "coc ACManorKarlov"? That should port you directly to the Manor interior.

See if that loads.

Then try to use the door behind you, back to the exterior area. 

It should then crash again.

 

Can you think of any mod that you use that is editing the area around the manor? Or a mod that is adding new stuff in/around that area?

 

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17 hours ago, Alter Native said:

 

Interesting, thanks for reporting to both of you.

It's working for most people, so my guess would be that there might be a conflict with some commonly used mods that modify that exterior area and that both of you use (most likely the modified navmesh is causing the issue).

 

Here is something to test for both of you:

First could you try using the teleport command "coc ACManorKarlov"? That should port you directly to the Manor interior.

See if that loads.

Then try to use the door behind you, back to the exterior area. 

It should then crash again.

 

Can you think of any mod that you use that is editing the area around the manor? Or a mod that is adding new stuff in/around that area?

 

the mod does work but this happen i install it go to skyrim i did made a save before save 14 when i try it before install etc.....on save 14 i thought i mess my game for moment  went check out the load list enable on it was still doing it so uninstall that mod went back to game save 14 was fine everything look fine made a another save so install the mod again one more time now on new save 15 it causing this again i'm not sure what is going on....sooo yea 

TESV 2021-02-10 20-29-04-24.jpg

TESV 2021-02-10 20-29-11-39.jpg

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What is that long white gown the Red Head is wearing? I've been looking for something like that for NPC Vampires, very Hammer Horror Vamp and all that.

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Greetings! Thanks for the update.

So far no problem. 

Couldn't automatic undress be put in here ?

Perhaps in the field of lights I don’t know how much it could affect where the light sources are the more it would look. Picture 

It takes a while for me to roam through and if I find something, I signal.

Thanks.

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On 2/11/2021 at 3:38 AM, darkraven37 said:

the mod does work but this happen i install it go to skyrim i did made a save before save 14 when i try it before install etc.....on save 14 i thought i mess my game for moment  went check out the load list enable on it was still doing it so uninstall that mod went back to game save 14 was fine everything look fine made a another save so install the mod again one more time now on new save 15 it causing this again i'm not sure what is going on....sooo yea 

TESV 2021-02-10 20-29-04-24.jpg

 

 

Sounds very much like a problem unrelated to my mod. 

Also punctuation was invented for a reason... ;)

 

 

 

On 2/11/2021 at 7:17 AM, RJLbwb said:

What is that long white gown the Red Head is wearing? I've been looking for something like that for NPC Vampires, very Hammer Horror Vamp and all that.

It's SC - Dragon's Whisper Gown.

 

50 minutes ago, Laikuss said:

Couldn't automatic undress be put in here ?

 

No, I won't add any auto undressing to this mod. Just use the console for fast undressing of NPCs.

 

50 minutes ago, Laikuss said:

Perhaps in the field of lights I don’t know how much it could affect where the light sources are the more it would look. Picture 

 

Sorry,  I don't understand what the problem/suggestion here is.

 

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Perhaps in the field of lights I don’t know how much it could affect where the light sources are the more it would look. Picture 

 

Sorry,  I don't understand what the problem/suggestion here is.

For example, that this candlestick has no light, see the shadow from the window.

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On 2/10/2021 at 6:03 AM, Alter Native said:

 

Interesting, thanks for reporting to both of you.

It's working for most people, so my guess would be that there might be a conflict with some commonly used mods that modify that exterior area and that both of you use (most likely the modified navmesh is causing the issue).

 

Here is something to test for both of you:

First could you try using the teleport command "coc ACManorKarlov"? That should port you directly to the Manor interior.

See if that loads.

Then try to use the door behind you, back to the exterior area. 

It should then crash again.

 

Can you think of any mod that you use that is editing the area around the manor? Or a mod that is adding new stuff in/around that area?

 



Hey hi, now its ok xD i just reinstalled some lasts mods and the map and start to work, idk but maybe some of the mods i installed messed up something, so the problem was anothers mods, your mod is working fine ^^

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