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Posted
6 minutes ago, Pfiffy said:

visible markers in ZAZ 8+? Did you run a converting tool on the assets?

 

The green markers are not Zaz animations but normal idles, dunno why they show up, only seen on one other mod before "Whiterun sunset home" 

Posted

The Windhelm house has an issue with one of the dungeon cell doors, the player seems to be the only thing that doesnt get stuck in the leftmost jail door. Center and Right work fine and can be opened and moved through by any actor.

Posted

Has anybody else encounter a crash by opening the zaz container and hoovering over the stuff in there in the Whiterun location? And did anybody find the key to the strongbox that is placed in front of the entrance?

 

 

Posted
7 hours ago, Pfiffy said:

Has anybody else encounter a crash by opening the zaz container and hoovering over the stuff in there in the Whiterun location? And did anybody find the key to the strongbox that is placed in front of the entrance?

 

 

 

 

I have another issue with the Whiterun one :- JK's Skyrim covers the door up. 

 

image.thumb.png.7faf12541a34ab756c703254d9df45cc.png

Posted
On 1/24/2023 at 5:15 AM, kohlteth said:

 

Also I noticed that a few of the "Portal doors" seem to change cell so the 10 HSH markers may not work as autosave kicked in so must have changed cell. Although with @Nonseen's Working slaves Mod that is not an issue since HSH seems to never have been expanded to accommodate more "slots" anyways. 

Weird, I'm using it right now... every door is on the same cell,only Riften that has the sewer part that goes to some different places.

 

On 1/24/2023 at 5:15 AM, kohlteth said:

My favourite, it is hard to choose between the Solsteim house (which is massive and needs a "you are here" marker :) ) and Winterhold which I am loving the design of, again massive and thank you for taking the time to build it (though could be easy to miss the Really Old Key and drop it off the map if not careful) 

I'm really stuck with RL stuff, but I'm looking into discovery markers, yes, it's not that far from town though

 

On 1/24/2023 at 5:15 AM, kohlteth said:

Riften one, I liked a lot, but one of the cell blocks has a random water piece at the top of the stairs in one of the cell blocks.

Fixed

 

On 1/24/2023 at 5:15 AM, kohlteth said:

Markarth - I got lost trying to navigate this one, a question :- how do you get to the RIGHT hand cellblock, as I kept coming to a "portal room" with 2 doors to the LEFT one and no door for right. 

Also not too sure I'm a fan of the river running through the place, reminds me of Prison of Despair , but with water :) 

Added walkways, now finishing the navmeshing. Fixed the naming issue, "there were two left hand cellblock" messages. I assure you that is not intentionally inspired in "Prison of Desapair" lol :D

Posted
On 1/24/2023 at 5:15 AM, kohlteth said:

One of them, I can't remember which one but has the 2 vampires in it, the portal takes you to a pool with no stairs out and the other portal to get out of the water is VERY hard to find so you end up going back and forth from the Vampire room many times until you happen to click on the other portal and get to the upper area. 

Well, it was a safeguard in case someone fell into the well lol, but I'll se what I can do...

 

On 1/24/2023 at 5:15 AM, kohlteth said:

Speaking of companions, for some reason none of my companions followed me into any of the houses other than Riften, without me teleporting them in.

 

Finally - I do not know if just my setup, but I kept finding random cage doors everywhere. (see pics below)  Oh and the Mannequins are creepy as hell as they keep moving around 

Huh... are you using third-party mods in these locations? It seems that they give the most issues... About the random cages, it seems there's something wrong with you zaz installation... It's always the same type of cage. The mannekins are just Bethesda lol

Posted
On 1/24/2023 at 5:29 PM, Honorarymold said:

The Windhelm house has an issue with one of the dungeon cell doors, the player seems to be the only thing that doesnt get stuck in the leftmost jail door. Center and Right work fine and can be opened and moved through by any actor.

Noted, fixing it right now

Posted
1 hour ago, kohlteth said:

 

 

I have another issue with the Whiterun one :- JK's Skyrim covers the door up. 

 

image.thumb.png.7faf12541a34ab756c703254d9df45cc.png

f anyone wants to make a patch for JK's Skyrim and other city overhaul mods, be my guest....In this case, at least you can enter and after some time, npcs following you will snap closer to you, right?

Posted (edited)

I see that you have just posted an update, for which tyvm

 

Before I add this to my game, tho, one more quick, hopefully simple, question

 

Using Sexlab Survival, if you leave a city, you have to pay a toll and bad things may be done to your PC if they don't. 

 

On entering one of the existing, nice, HSH friendly, homes based in Windhelm, Survival tells you you have 'left' Windhelm when you enter it, and if you don't then 'leave' it and 'return' to Windhelm within Survival's time limit, the Survival NPCs treat you as an illegitimate escapee and impose draconian penalties etc on your PC.

 

Can you please confirm that each of your 'homes/locations/whatever' is, technically, LOCATED within their respective cities?  It's a PITA trying to find workarounds for Survival if they aren't

 

TIA for your advice on that

 

DQW

Edited by DonQuiWho
Posted
2 hours ago, kadsend said:

Huh... are you using third-party mods in these locations? It seems that they give the most issues... About the random cages, it seems there's something wrong with you zaz installation... It's always the same type of cage. The mannekins are just Bethesda lol

 

 

See I wondered about my Zaz Install, but its not just the wooden cages but there are metal cages doors too, are they supposed to be whole cages? as they seem to be in middle of the corridor in the whiterun one, and strange places in Markarth and Falkreath ones as in the pics. 

Posted
1 hour ago, haloslayer650 said:

hey i was just wondering if the homes come with npc's

No, at least not in the current version 1.2

Posted
1 hour ago, kohlteth said:

 

 

See I wondered about my Zaz Install, but its not just the wooden cages but there are metal cages doors too, are they supposed to be whole cages? as they seem to be in middle of the corridor in the whiterun one, and strange places in Markarth and Falkreath ones as in the pics. 

Indeed there are, I really don't know how to reproduce the bug you're having, but it seems your zaz installation may be broken

Posted
2 hours ago, DonQuiWho said:

I see that you have just posted an update, for which tyvm

 

Before I add this to my game, tho, one more quick, hopefully simple, question

 

Using Sexlab Survival, if you leave a city, you have to pay a toll and bad things may be done to your PC if they don't. 

 

On entering one of the existing, nice, HSH friendly, homes based in Windhelm, Survival tells you you have 'left' Windhelm when you enter it, and if you don't then 'leave' it and 'return' to Windhelm within Survival's time limit, the Survival NPCs treat you as an illegitimate escapee and impose draconian penalties etc on your PC.

 

Can you please confirm that each of your 'homes/locations/whatever' is, technically, LOCATED within their respective cities?  It's a PITA trying to find workarounds for Survival if they aren't

 

TIA for your advice on that

 

DQW

I think they are, I personally made their locations children of the region location

Posted
28 minutes ago, kadsend said:

I think they are, I personally made their locations children of the region location

 

Thanks vm

 

Might take a while to get round them all, but I'll see what happens and let you know if I come across any issues

 

DQW

Posted
3 hours ago, kadsend said:

ndeed there are, I really don't know how to reproduce the bug you're having, but it seems your zaz installation may be broken

 

 

You are a GENIUS !!!  It turns out that I may have d/l ZaZ 8+ a while back as I had vers 2.7 and seems there is a Vers3, it fixed it !!

 

I tried to do a patch for JK's Skyrim, but no matter where I looked in CK I could not find either the Door being blocked, or the rocks JK puts in front of it so I will have to research further. 

Posted

So I have found Falkreath (wow! What a place, but: Even thou I knew what I was looking for, the key was pretty hard to find.) and Morthal (fitting to the area, but not really my taste. Is it intended that I have to steal the key?) 

 

 

Posted
12 hours ago, DonQuiWho said:

I see that you have just posted an update, for which tyvm

 

Before I add this to my game, tho, one more quick, hopefully simple, question

 

Using Sexlab Survival, if you leave a city, you have to pay a toll and bad things may be done to your PC if they don't. 

 

On entering one of the existing, nice, HSH friendly, homes based in Windhelm, Survival tells you you have 'left' Windhelm when you enter it, and if you don't then 'leave' it and 'return' to Windhelm within Survival's time limit, the Survival NPCs treat you as an illegitimate escapee and impose draconian penalties etc on your PC.

 

Can you please confirm that each of your 'homes/locations/whatever' is, technically, LOCATED within their respective cities?  It's a PITA trying to find workarounds for Survival if they aren't

 

TIA for your advice on that

 

DQW

You can manually set any cell to any city in Survivals MCM, though it woul be better if they were properly named.

I remember having to do that for all the cells in LotD museum in Solitude

Posted
1 hour ago, Fredfish said:

You can manually set any cell to any city in Survivals MCM, though it woul be better if they were properly named.

I remember having to do that for all the cells in LotD museum in Solitude

 

Thanks

 

I'd missed that!

Posted
8 hours ago, kohlteth said:

 

 

You are a GENIUS !!!  It turns out that I may have d/l ZaZ 8+ a while back as I had vers 2.7 and seems there is a Vers3, it fixed it !!

 

I tried to do a patch for JK's Skyrim, but no matter where I looked in CK I could not find either the Door being blocked, or the rocks JK puts in front of it so I will have to research further. 

Sure, try selecting the rock with your console, it usually displays which mod, if you have mfg console

Posted
2 hours ago, Pfiffy said:

So I have found Falkreath (wow! What a place, but: Even thou I knew what I was looking for, the key was pretty hard to find.) and Morthal (fitting to the area, but not really my taste. Is it intended that I have to steal the key?) 

 

 

All keys are intended to have been stolen :)

Posted
16 minutes ago, kadsend said:

All keys are intended to have been stolen :)

Ok... we also steal the strange Gems.... It is just that I haven't noticed that on the other Keys.... The NPCs all have a grey face for me. I also have some other grey faces, so it might just be me... 

Next stop will be Dawnstar and Riften....

 

Posted
54 minutes ago, Pfiffy said:

Ok... we also steal the strange Gems.... It is just that I haven't noticed that on the other Keys.... The NPCs all have a grey face for me. I also have some other grey faces, so it might just be me... 

Next stop will be Dawnstar and Riften....

 

Well, the ones located on the jarls room for an example, are marked stolen, the notes as well. Okay, any doubt, I'm here to answer

Posted
9 hours ago, kadsend said:

Well, the ones located on the jarls room for an example, are marked stolen, the notes as well. Okay, any doubt, I'm here to answer

I'm pretty sure, that I didn't have to steal the note... 

Posted

Nice mod. One question. How did you get npcs to actually line up in the furniture? They always float off to the side for me. Is it related to this no furniture collision patch? Because if so I don't know where to find it. Google didn't get me there.

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