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RX31

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RX31

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21 comments

  1. RohanDockal
    RohanDockal
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    Nice mod - but simply too big for my taste. It makes Battlehorn Castle much larger on the inside than the outside. And long dungeon corridors, seemingly miles long, just doesn't feel realistic.

    However, if you want a large castle, this is the mod for you. Now it just needs more people!
  2. TylerJayton2
    TylerJayton2
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    Love the golden weapons
  3. MacrossForever
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    Theres a problem I encountered. When I installed the mod, Nilphas Omellian is not selling the upgrades. He is selling other things but not the battlehorn upgrades. I did the requirements like visiting battlehorn and getting the letter from Nilphas Omellian
  4. William94723
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    Hola, verán tengo un problema que es el siguiente:este mod que añade bastantes cosas al castillo no me deja jugar es decir que cuando lo activo y le doy al juego me sale y me dice error pero si lo desactivo puedo jugar perfectamente. No se si hay que tener algún parche o alguna cosa para que sea compatible. Saludos y espero que me puedan responder.
  5. RX31
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    Hello,

    Many thanks, jasercar. Anyone is welcome to translate this mod.

    Thank you, twiggerjet. Looks like a bug if the chaplain took your key. Keys are only intended for companions or other guests. It looks like it's about time for an update.

    Many thanks, MrGrymReaper for having a look at the mod. I have yet to look into an "Unofficial Official Mods Patch" compatibility patch.

    Best regards,
    RX31
  6. jasercar
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    An excelent job, congratulations!!!

    If you let me, I would like to look for somebody who helps me to translate your project to spanish
  7. twiggerjet
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    good mod , everything worked for me , ? when i took a key i could no longer access my key chain it said can not remove quest item, and the only person i could give it to was the priest is there some quest thing i missed. wish i could get to my bedroom faster it a long walk thx
  8. MrGrymReaper
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    @RX310 - The author of "Aleswell Cottage" and "Red Rose Manor" known as Emma may be able to give you tips on how implement that keys system. She implemented something similar into those two home modifications.

    Please, implementing a UOP and/or Unofficial Official Mods Patch compatibility patch would be an extremely good idea. There are likely to be more and more people using these patches as they are recommended by BOSS to users of certain no-longer needed and/or supported mods. An example of a deprecated modification is the "Custom Race fix".
  9. RX31
    RX31
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    Hello,

    I'm at a loss about the broken doors, they work fine for me. The secret passage doors in the great hall work well for me too. This may be conflicting with the Battlehorn Castle Unofficial Patch as I've changed many scripts. I don't use the patch so I can't be certain.

    If I remember correctly, having read a couple of pages on companion friendly mods, that sleep AI packages will work either within the same cell and maybe an adjacent that has a bed. I had removed the barracks from the Great Hall so that it would have it's own cell (in hopes of improving system performance), as well as moving it down the corridor. Emma's Red Rose Manor uses keys the player can give to companions to have them go somewhere or do something, through dialog. I may consider doing something similar.

    The dancers reside in the guest rooms, during much or the day, and are scheduled to dance at dinner time in either the east or west wing (talk to the cook if you wish to change dinner locations). I made the animations from Modern Uprising Studios motion capture files. I did plan on using a lot more, however the game engine is a bit corky with repositioning NPC's. All of the others work great in Fallout 3, though. I'm still working on other anims such as walking and other idles.

    COBL looks like a nice project and I'm considering making a version of Battlehorn Castle Expanded to make use of it. Many thanks for your reply and endorsement.

    Best regards,
    RX31

    Edit: Also, I'm not sure if you're aware, but you can tell the maid you'll be in another room and she will go there. If you keep the vintner well stocked with ingredients, he'll make more bottles of wine per day.

    Edit 2: I forgot to mention the lighting on The Upper Floor. I have it scripted for the lights to dim between 23:00 and 5:00. It appears it may be best if the lighting is selectable. I'll make that change in the next update.
  10. XiaoTheOwl
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    Re: Broken Doors - One door is in the West Wing (on the upper stairway/balcony). It is the 3rd door next to the West Corridor door, which is the last door to the left, farthest away from the great hall door, (if viewing the map).
    The second broken door is in the West Corridor. If you view the map this will make more sense... From Great Hall go to West Corridor. Once in the W.C. view map ,and Great Hall door will be behind you. Straight ahead (on the right side of map), down the hall, is the West Barracks and West Wing guest rooms door. On the left side directly across from the West Wing guest rooms is a wooden door. Open the door and on the left is
    Spoiler:  
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    a movable pillar with another door inside that leads to...
    . In the same room with the movable pillar (straight ahead of the wooden door) is the second broken door. According to the map it is supposed to lead into the West Tower. I thought there were three broken doors, but perhaps there are only those two.
    However, I did find another bug. If you start in the great hall (main room) and go up the stairs there is a little hallway that connects over to the trophy room balcony. In that hallway are
    Spoiler:  
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    two other secret passages
    . You access them from the movable pillars. Now here is the bug, once I pull the pillar and open the door, it doesn't stay open. You know, like all the other movable pillar doors do. Instead the pillar is moved out (in the open position), but the door is closed. So I have to move the pillar again, which then opens the door for a brief second, then re-closes it because the pillar is now in the closed position. So I again have to activate the pillar to re-open the door. This happens to both doors in this hallway. In the secret passage behind the pillar door was a hanging lantern on a chain. It was hanging from the ceiling. Well I went into the castle and I could hear this loud clanking sound, I finally tracked it down to the hallway with the two movable pillar doors, one of the doors had closed, but this time somehow managed to have the chain of the lantern caught in it. So it was moving all over making a lot of noise, and when I opened the door the lantern was set free, but continued to move around erratically. I ended up having to use the console to disable the lantern, to make it go away because the sound was really annoying.

    One other thing, I've noticed that when I am on the upper floor, and I come out of the private quarters room, the lights in the hallway will sometimes go "out". What I mean is, first the candle/lanterns are lit, and I can see quite well, then I go into the private quarters room, come back out and in a few seconds the lighting goes very dim, the candles are still lit, but I can't see anything, without using a torch, or a ring of light, so I can see. Also this lighting issue is not exclusive to the upper room floor hallway, because I've seen the difference happen in other parts of the castle. Such as the great hall, or the trophy room. First, I'll be able to see the stuffed creatures and they seem to be pretty well lit up for the lack of lighting available, other times I can't see them at all, so I used Varla stones to illuminate the statues. It is almost as if the castle is haunted now. I'm not 100% sure about this, but it seems as though it gets darker inside the castle at night time as opposed to the day, but that may not be the case at all. I'm not sure what is causing the dramatic change in the interior lighting.

    By the way, I have random NPCs wandering in/out of my castle now. I assume it is part of this mod. For example, I went into the East Wing (I think), (the room with the long table full of plates and food), and two NPCs were dancing in there! Lol. A few other NPCs were sitting at the table, then after a few minutes the dancers stopped, and all the NPCs just walked away. I do have Umpa's Dance Mod, but usually you have to cast it on an NPC, they normally don't just enter your house and start dancing. It was really weird and funny to see.

    Well anyway, these random NPCs seem to be able to get around the castle with no problem, same thing for the guards. My companions not so much. For example, If I am on the first floor and tell Vilva or Red Sonya, to rest, Sonya just wanders in small circles, and Vilja will say she can't find any beds. So I had them follow me to the upper level, and I once again let them wander, they still didn't enter one of the rooms on their own. So I had to have them follow me into a room.
    With that said, once inside the bedroom(s), Vilja did respond normally and went to bed on her own. The same thing with Sonya once in the room, I could say rest to her and she found/used the bed. Also, after Vilja was left in wander mode, she would act normal, make potions, read, talk, and sleep/wake, however, she never leaves the room. She is just wandering around the room, but will not wander around the castle too. Which I don't like, because she used to wander around engaging the other NPCs and it gave more "life" to a somewhat dull and quiet castle.

    Now here is the even more interesting part, after having Sonya rest and setting her into wander mode, she actually did leave the bedroom, (I found this interesting and decided to try to follow her). I followed her for quite awhile, and after going through a few doors we made it to the west wing I think), she went through the door, I followed, and poof she was gone. I had lost her, so I gave up on following her, and figured there was no way I could find her, at little while later I see her come down the stairs in the great hall, and head over into the trophy room. Then she stayed there for the remainder of my game playing time. So, oddly enough, Sonya can leave the bedroom, wander around, and get back to the main hall, but she can not go from the main hall to the bedrooms. I wonder why that is. Especially when there are guest rooms too, not just the rooms on the upper level.

    Lastly, (to end this novel), I'm beginning to understand the layout and it isn't as complicated as it first seemed, (in my defense the map was creating some of my confusion). Therefore, I give it a 9 out of 10. Mainly, because of the broken doors, the weird lighting issue, and the map pissing me off.. This is a good mod all minor bugs aside. I'll give my endorsement, but I would like to see a version 2, with better map usage(if this is possible), better companion compatibility (other than just inside the bedrooms), sort of like the keys idea, maybe a battlehorn castle companion coin. Don't get me wrong, this is a nice expansion, but I just really liked how my companions wandered around more of the castle than they do now.