If you find any bugs or compatibility issues please report them over at my github with as much detail as possible. Screenshots are appreciated. https://github.com/ErikJohnsson/DungeonsRevisited/issues
I'm concerned about this and other mods having a couple of weird edits.
SteepfallBurrowRevisited.esp edits a dwemer interior touching a dwarven spider. 2 identical to master edits in sleepfall burrow itself.
HaltedStreamCampRevisited.esp renames static object MineLHallDeadend01 to MineLHall1Way01. There are 6 object initially disabled, for some reason pointing to the player as an Enable Parent (opposite state of player), but the player should never be disabled? These were also moved wayyyy below the map to a z value of -30000. You do a similar thing in Ember Shard, Ustengrav, and Bleakfalls Burrow.
WhiteRiverWatchRevisited.esp has a giant rock floating above BleakwindBasinExterior01
Also not sure I understand the need for a github when the issues are likely basic enough to warrant the nexus bugs tab.
Thanks for reporting! Github just provides me with a better workflow that's why.
I'll have to clean the SteepfallBurrow file again it seems. The initially disabled and moving waaayy underground is what happens when you delete an object and then undelete with tes5edit. This is so the game won't crash if another mod references that object. Yeah im about to fix the issue with the giant floating rock. Such a strange bug (never touched bleakwindbasinexterior01, oh well).
"There are 6 object initially disabled, for some reason pointing to the player as an Enable Parent (opposite state of player), but the player should never be disabled? These were also moved wayyyy below the map to a z value of -30000."
Just to clarify, this is intended and is done by SSEEdit (all versions of xEdit to my knowledge). The -30000 is done because items that are Initially Disabled are still shown on the map when making modifications in the Creation Kit so they are moved to -30000 to get them out of the way. Also there are negative ramifications in-game that result from marking various records as deleted so they are set as Initially Disabled. Also you mentioned the enable parent being set to the opposite state of the player and you also mentioned that the player should never be disabled and that's correct! Thus, since the player will never be disabled the item will never be enabled! :D
The xEdit discord is a great place to ask questions and learn about all sorts of things: https://discord.gg/5t8RnNQ
Still very lore friendly. Smaller then his other work, maybe a taste of thing to come for this dungeon. I sill wonder how they got those Mammoths through the door.
I am also really interested. I hope it is compatible since Requiem doesn't really change the interiors other than inreasing the amount of enemies and maybe placing a sword or two like in BFBarrow.
Just found out - by both checking in SSEEdit and by trial and error in game - that this is compatible with Skyrim reborn - Whiterun Hold (as is White River Watch Revisited)
48 comments
https://github.com/ErikJohnsson/DungeonsRevisited/issues
SteepfallBurrowRevisited.esp edits a dwemer interior touching a dwarven spider. 2 identical to master edits in sleepfall burrow itself.
HaltedStreamCampRevisited.esp renames static object MineLHallDeadend01 to MineLHall1Way01. There are 6 object initially disabled, for some reason pointing to the player as an Enable Parent (opposite state of player), but the player should never be disabled? These were also moved wayyyy below the map to a z value of -30000. You do a similar thing in Ember Shard, Ustengrav, and Bleakfalls Burrow.
WhiteRiverWatchRevisited.esp has a giant rock floating above BleakwindBasinExterior01
Also not sure I understand the need for a github when the issues are likely basic enough to warrant the nexus bugs tab.
I'll have to clean the SteepfallBurrow file again it seems. The initially disabled and moving waaayy underground is what happens when you delete an object and then undelete with tes5edit. This is so the game won't crash if another mod references that object. Yeah im about to fix the issue with the giant floating rock. Such a strange bug (never touched bleakwindbasinexterior01, oh well).
"There are 6 object initially disabled, for some reason pointing to the player as an Enable Parent (opposite state of player), but the player should never be disabled? These were also moved wayyyy below the map to a z value of -30000."
Just to clarify, this is intended and is done by SSEEdit (all versions of xEdit to my knowledge). The -30000 is done because items that are Initially Disabled are still shown on the map when making modifications in the Creation Kit so they are moved to -30000 to get them out of the way. Also there are negative ramifications in-game that result from marking various records as deleted so they are set as Initially Disabled. Also you mentioned the enable parent being set to the opposite state of the player and you also mentioned that the player should never be disabled and that's correct! Thus, since the player will never be disabled the item will never be enabled! :D
The xEdit discord is a great place to ask questions and learn about all sorts of things: https://discord.gg/5t8RnNQ
For me this is like playing Skyrim for the first time again.
Thank's very much!
I tested the embershard mine Yesterday a really new experience.
THANK YOU for these great MODS!
I hope it is compatible since Requiem doesn't really change the interiors other than inreasing the amount of enemies and maybe placing a sword or two like in BFBarrow.