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Posted
On 9/5/2023 at 5:11 AM, DonQuiWho said:

Using 1.2.2

 

For some reason, the cell doors won't open

 

Anyone else encountered this and if so, did you find a fix?

 

DQW


I've never encountered a problem with the doors or the buttons, so I have no clue what could be causing that.

Posted
13 hours ago, ShadowProctor said:


I've never encountered a problem with the doors or the buttons, so I have no clue what could be causing that.

 

Ah, OK

 

Must be a weirdness in my Skyrim setup/LO

 

Thanks for the reply

 

DQW

  • 6 months later...
Posted
On 11/24/2023 at 9:43 AM, DonQuiWho said:

 

Ah, OK

 

Must be a weirdness in my Skyrim setup/LO

 

Thanks for the reply

 

DQW

Bit late, but just to say that each cell door is locked and unlocked by buttons on the wall opposite (not on the cell door).  Thought I had this problem, but found the buttons and works great now!

Posted
1 hour ago, RP_Master said:

Bit late, but just to say that each cell door is locked and unlocked by buttons on the wall opposite (not on the cell door).  Thought I had this problem, but found the buttons and works great now!

 

Thanks for the necro response!   I'll give it a whilr again sometime

 

DQW

  • 5 months later...
Posted

quick question, do the slaves stay inside their cell or can they roam around? because for some reason my slaves just sit inside their room i've left them. Running this with Pahe and homesweethome btw

Posted

Thanks so much for the update because I love your mod and I just can't get it out of load order anymore. I was just thinking that I was running out of enough space for my unwanted guests haha 

 

This mod is perfect for the PAH mod series.

 

🫶

Posted
On 10/28/2024 at 5:17 PM, CockyCookie said:

quick question, do the slaves stay inside their cell or can they roam around? because for some reason my slaves just sit inside their room i've left them. Running this with Pahe and homesweethome btw


It depends on which mods you're using to keep them there. I mostly just use DoM anymore, and there's a whole lot of ways to keep someone in place. Not saying someone might not occasionally pop out of a cell when they're not supposed to, but for me it's extremely rare.

Posted
21 hours ago, サマエル said:

Thanks so much for the update because I love your mod and I just can't get it out of load order anymore. I was just thinking that I was running out of enough space for my unwanted guests haha 

 

This mod is perfect for the PAH mod series.

 

🫶


Appreciated :)

  • 3 weeks later...
Posted
44 minutes ago, ShadowProctor said:

Recreated my Hearthfire Menageries mod inside of Dark Additions, new version is up.

 

It may be an unpopular opinion, but could you keep the other file separate as well? Some of us use Skyrim AE with CC Fishing and this will interfere with your Hearthfire addon.

Posted (edited)
1 hour ago, サマエル said:

 

It may be an unpopular opinion, but could you keep the other file separate as well? Some of us use Skyrim AE with CC Fishing and this will interfere with your Hearthfire addon.


I'm confused. This new update is completely compatible with Skyrim AE and CC Fishing, I'm now using them both myself with no issues. It's my old Hearthfile Menageries mod that's incompatible. This new one is in it's own cell accessed by a hatch in the cellar next to the mannequin.

The whole reason I made this update is because I upgraded to Skyrim AE and ended up liking the Fishing mod, so I dropped my own mod (Hearthfire Menageries) from my load order. I missed Hearthfire Menageries, so I recreated it in a way that doesn't interfere. Added it to Dark Additions so it'd be easier on your load order.

 

 

DarkAdditions_WindstadMenagerie_01.png

Edited by ShadowProctor
Posted
1 hour ago, ShadowProctor said:


I'm confused. This new update is completely compatible with Skyrim AE and CC Fishing, I'm now using them both myself with no issues. It's my old Hearthfile Menageries mod that's incompatible. This new one is in it's own cell accessed by a hatch in the cellar next to the mannequin.

The whole reason I made this update is because I upgraded to Skyrim AE and ended up liking the Fishing mod, so I dropped my own mod (Hearthfire Menageries) from my load order. I missed Hearthfire Menageries, so I recreated it in a way that doesn't interfere. Added it to Dark Additions so it'd be easier on your load order.

 

 

DarkAdditions_WindstadMenagerie_01.png

 

oops sorry, I thought you had put the entrance right where the wall to the CC section was, I think it was another mod that did this. Thanks a lot! haha 🫶

Posted
1 hour ago, サマエル said:

 

oops sorry, I thought you had put the entrance right where the wall to the CC section was, I think it was another mod that did this. Thanks a lot! haha 🫶


No trouble. My Hearthfire Menageries mod definitely did conflict with Fishing, I just made sure not to make that mistake again with the remake and probably should have mentioned that somewhere so I didn't confuse people.

Posted (edited)

Uploaded a new version of v1.2.4 after finding and fixing a couple of issues. Thrones in the Hearthfire Menageries needed the Force3rdPerson tag removed from them so the camera doesn't get stuck when you sit on them. I also had to remove the fog effect from the gardens in the Proudspire Cloister due to them causing the Gleamblossoms to flicker horrendously when it rolled over them. Tiny little fixes not worth bumping up the version number for.

To clarify: If you've download v1.2.4 - redownload it if you want those 2 fixes.

Edit: It seems that removing the fog hasn't fixed the flickering Gleamblossoms, I'll have to investigate further.

Edit: Okay, okay.. pretty sure the problem is fixed now. If you downloaded what I just uploaded like 10 minutes ago, this new version has the Gleamblossoms fixed and I replaced the fog with a better, thicker mist.

Edited by ShadowProctor
  • 4 weeks later...
Posted

To anybody who gives a shit: Diziet's Player Home Bath Undressing For SkyrimSE on the Nexus now covers Dark Additions. It's for automatic NPC undressing and includes optional auto Player undressing for all of the bathhouses and hot tubs in the mod. I've tested it with the bathhouses in the Proudspire Cloister and everything worked great. 

 

  • 3 weeks later...
Posted

So my Vlindrel Sanctum is very very dark. I can barely navigate it. I'm assuming it has something to do with my ENB (Silent Horizons 2) or LUX.
Anyone else having similar issues and have perhaps come up with a solution?

  • 2 weeks later...
  • 2 weeks later...
Posted
On 12/28/2024 at 11:23 AM, Novosin said:

So my Vlindrel Sanctum is very very dark. I can barely navigate it. I'm assuming it has something to do with my ENB (Silent Horizons 2) or LUX.
Anyone else having similar issues and have perhaps come up with a solution?

I'm an idiot. I'd made some changes in the ENB that I forgot about. Fixed it. 

Posted

The only thing I see as a minor issue/problem is that they are not seen as a "player home". I have NFF and I have set some of the NPC followers to change to other cloths she at home, they stay in there armor. it isn't anything that brakes the game but it would be nice to see them as part of the home they belong to. Other then that, the work wonderfully and keep the thugs in their prospective cells like they are suppose to un like some of the other mods I have used that the prisoners' exit their cells and wonder, great work on that.

Posted
On 1/22/2025 at 6:02 PM, tonitrulupus said:

The only thing I see as a minor issue/problem is that they are not seen as a "player home". I have NFF and I have set some of the NPC followers to change to other cloths she at home, they stay in there armor. it isn't anything that brakes the game but it would be nice to see them as part of the home they belong to. Other then that, the work wonderfully and keep the thugs in their prospective cells like they are suppose to un like some of the other mods I have used that the prisoners' exit their cells and wonder, great work on that.


My bad about them not having the correct location tags, I've looked into doing it but have yet to figure out how to do it correctly. More specifically, I don't know how to properly link new location data to the cells I've made. Hopefully I'll figure it out eventually.

Posted
3 hours ago, ShadowProctor said:


My bad about them not having the correct location tags, I've looked into doing it but have yet to figure out how to do it correctly. More specifically, I don't know how to properly link new location data to the cells I've made. Hopefully I'll figure it out eventually.

Spoiler

 

 I hope this may help, its short, I have not created a home yet so not sure if this will help.

  • 2 weeks later...
Posted
On 1/25/2025 at 10:36 PM, tonitrulupus said:
  Reveal hidden contents

 

 I hope this may help, its short, I have not created a home yet so not sure if this will help.


I'm pretty sure I figured out how to add the hideouts to the existing player home location data of the houses they're supposed to belong to. Ex: Breezehome Underbelly is linked to the Breezehome Interior location data. This should have NPCs identify each location as being part of the player homes. I didn't watch a tutorial, I sort of figured it out accidentally while editing something else in the mod lol. I appreciate the post all the same.

I need to finish up with some more edits and then start a fresh game, I read somewhere that editing location data will require a new game in order for it to take effect so just a warning. Will be a little while before I can thoroughly test that it works but, if it does, I'll release it as version 1.2.5 in the near future.

Posted
On 2/6/2025 at 7:19 PM, ShadowProctor said:


I'm pretty sure I figured out how to add the hideouts to the existing player home location data of the houses they're supposed to belong to. Ex: Breezehome Underbelly is linked to the Breezehome Interior location data. This should have NPCs identify each location as being part of the player homes. I didn't watch a tutorial, I sort of figured it out accidentally while editing something else in the mod lol. I appreciate the post all the same.

I need to finish up with some more edits and then start a fresh game, I read somewhere that editing location data will require a new game in order for it to take effect so just a warning. Will be a little while before I can thoroughly test that it works but, if it does, I'll release it as version 1.2.5 in the near future.

Dont you love it when you stumble across the answer? I hope it will be soon.

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