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Immersive Daedra Worship: Temple of Molag Bal Addon


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Posted

Ah! I figured it out. LC Build your own noble house(The mod recommended by the the creator of IDW) completely breaks the cells of this mod. Removing it was surprisingly safe to do and everything was fixed as soon as I got rid of it.

  • 4 weeks later...
Posted
On 2/23/2023 at 2:31 AM, Miauzi said:

The entrance to the house does not work - obviously 2 buildings overlap


I then went through the "shell" with "tcl" and went through the floor hatch.


In the temple itself everything seems to be in order.
But I haven't had any interactions other than talks

 

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Hi have the exact same problem, did you manage to get it fixed?

Thanks

Posted
Vor 1 Stunde sagte ypX3A:

Hallo, ich habe genau das gleiche Problem. Konnten Sie es beheben?

Danke

 

No - unfortunately not.

Since I had other problems with other mods and was able to solve them - the planned scenes (for my story) in the temple are cancelled.

Posted (edited)

i can't replicate this problem even when using a minimum load order with only the original mod, its requirements and the addon enabled

Edited by ungodlytomato
  • 3 months later...
Posted (edited)

Hello all i have also an issue with the cabin.

If load the base mod no issue at all.

 

Not sure whats the cause of it i am the latest version of SE AE on steam

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Edited by ypX3A
Posted
19 hours ago, ypX3A said:

Hello all i have also an issue with the cabin.

If load the base mod no issue at all.

 

Not sure whats the cause of it i am the latest version of SE AE on steam

the ruined cabin replaced the previous house. nothing wrong in your pic if i am seeing it right. the trapdoor leading to the temple is inside.

Posted
2 hours ago, ungodlytomato said:

the ruined cabin replaced the previous house. nothing wrong in your pic if i am seeing it right. the trapdoor leading to the temple is inside.

Ok fair enough but its nots visible on the floor i need to use the TLC command to use the trap door

Posted
16 hours ago, ypX3A said:

Ok fair enough but its nots visible on the floor i need to use the TLC command to use the trap door

seems like some other mod has elevated the terrain around the cabin. on the other hand the original mod without addon is fine...

i dunno fam i think i am just gonna delete the thing lol. everything looks good in the creation kit and in-game with a minimal load order but ppl are reporting problems. i am lost here.

Posted
On 11/8/2023 at 3:39 AM, ungodlytomato said:

seems like some other mod has elevated the terrain around the cabin. on the other hand the original mod without addon is fine...

i dunno fam i think i am just gonna delete the thing lol. everything looks good in the creation kit and in-game with a minimal load order but ppl are reporting problems. i am lost here.

On the same day Serana Dead Sexy gets a huge update...

https://www.reddit.com/r/skyrimmods/comments/17qe6wy/serana_dead_sexy_new_features_and_updates/

  • 2 months later...
Posted (edited)

For people having trouble with the farmhouse overlapping the ruined house, or random bits of interior structure blocking the tunnels inside, try cleaning the addon with SSEEdit. The addon as shipped contains a lot of deleted reference records, which SSEEdit will convert to disabled references. Deleted references are super buggy, but disabled references work reliably.

Edited by murfk
  • 2 months later...
Posted

I just want to thank you. The fixed meshes are so much better—which means I don't have to have those goddamn scripted doors as a workaround in v0.9, which is well underway. The new version is going to be DOM-based, and I'm stoked. I'm redoing most of it from the ground up. The ritual will be much more dynamic and rewarding.

 

Speaking of which, how did you fix the noisy fires? And do you know how to make furniture  meshes? Because if so and you're interested, I could definitely use some help. (You're already getting a massive shout-out in the credits for the meshes.)

Posted (edited)
15 hours ago, The Man in Black said:

I just want to thank you. The fixed meshes are so much better—which means I don't have to have those goddamn scripted doors as a workaround in v0.9, which is well underway. The new version is going to be DOM-based, and I'm stoked. I'm redoing most of it from the ground up. The ritual will be much more dynamic and rewarding.

 

Speaking of which, how did you fix the noisy fires? And do you know how to make furniture  meshes? Because if so and you're interested, I could definitely use some help. (You're already getting a massive shout-out in the credits for the meshes.)

 

hi, it's great to see that the mod is alive again! and yeah, your scripted doors were something else haha. it took me 2 days straight of figuring out how to make them work like normal doors. and i wasn't (and still i am not) an experienced modder, so it was pain and i almost gave up on them. in the end got lucky and somehow got them to work.

 

the fires i think i used the light version instead of heavy in my addon. as to furniture, no, i dunno how to make it from scratch. for example both benches from the daedric tileset resource i made to work like furniture by copy-pasting things in nifskope. there is a small issue with them that makes camera get stuck if you use them. i couldn't figure out how to fix it. it's not gamebreaking but a bit annoying.

Edited by ungodlytomato
Posted

I like the work you've put into it, but sadly I no longer use this mod. Maybe if SDS became compatible with Ostim SA, but according the the MO, that's not going to happen.

  • 2 months later...
Posted

Thanks for the update, new NPC's in there are cool, the one criticism i'd have though is that it is still awfully dark so to navigate anywhere i need to spam the candlelight spell.

 

Get the dark nature is for the atmosphere but a little bit less dark so you can see where you going without light spells would be cool (imo)

Posted
12 minutes ago, pinky6225 said:

Thanks for the update, new NPC's in there are cool, the one criticism i'd have though is that it is still awfully dark so to navigate anywhere i need to spam the candlelight spell.

 

Get the dark nature is for the atmosphere but a little bit less dark so you can see where you going without light spells would be cool (imo)

Is yours ruined cabin not stuck in the floor and inaccessible unless you tcl?

Posted
7 minutes ago, Bunniie said:

Is yours ruined cabin not stuck in the floor and inaccessible unless you tcl?

 

Not in the way peeps mentioned above, it is a ruined house but the door is perfectly accessable



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I'd suggest downloading more informative console and clicking on the ground in the console and see what you have that is raising up the ground level



I don't have anything changing it so the last edit is by this mod

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Posted
1 hour ago, pinky6225 said:

 

Not in the way peeps mentioned above, it is a ruined house but the door is perfectly accessable

 

  Hide contents

 

 


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I'd suggest downloading more informative console and clicking on the ground in the console and see what you have that is raising up the ground level

 

  Hide contents

 

 


I don't have anything changing it so the last edit is by this mod

ScreenShot341.png.642b11f49a6bef038f813afc95486918.png
 

 

 

Yeah I've been messing with it in console, its just the ground there thats above the house, under the ground is just the backdrop. Ive been moving it in my load order to no avail, that fixed the LC_Noble House which had seams in the floor and everything was all messed up, but moved it to bottom of load order and it fixed it. This one is just always that way regardless of where it is in load order :/ Damn, well Im happy its working for youski tho even if I am jelly! haha

Posted (edited)
8 minutes ago, Bunniie said:

Yeah I've been messing with it in console, its just the ground there thats above the house, under the ground is just the backdrop. Ive been moving it in my load order to no avail, that fixed the LC_Noble House which had seams in the floor and everything was all messed up, but moved it to bottom of load order and it fixed it. This one is just always that way regardless of where it is in load order :/ Damn, well Im happy its working for youski tho even if I am jelly! haha

I am fool of fools. I moved the patch to the bottom of my load order but not the original esp. All works now! Sorry I'm a derp, love you all!

 

(Edit: I also previously cleaned it, though it didnt seem to make a difference. just wanted to add that in there in case it did and someone else is having the issue. So cleaned the patch esp and then put both the original esp and the patch esp at the bottom of my load order [under LC_Build Your Own Noble House] and BAM, worked. Silly me.

Edited by Bunniie
Posted

Cool you got it working @Bunniie

 

For others having issues with the house still you could try going in via the other entrance south west of winterhold



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Posted (edited)

Think i've worked out what the issue is peeps are having as mine was working fine until i tried to go there today and the house was now back as per the original mod and not the ruined house, i disabled the house so i could get inside and looking around everything has re-populated (i.e. ingredients on shelfs etc that i'd taken) but that seems to screw the mod up as the temple is now a mismatch of the original and the addon mod

 

Going back to an older save where it hasn't repopulated everything works fine and there is no cross over between the original and addon mod (i.e. tunnels blocked by walls introduced by the original)

 

So something on the refreshing of the cell (like on a dungeon when its been cleared for x many days) seems to break it

 

Using the console to resetinterior for the cell causes the issue on a temple that was previously working fine



Moat is now filled in

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Command used (while outside)

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Edited by pinky6225

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