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187 comments

  1. nuclearpotatoes85
    nuclearpotatoes85
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    Great mod, love the castle but I had a few issues with it.

    • Tried the no npcs version first and the quest started to get the ring from the drauger after I had killed and looted it so the ring didn't spawn.
    • On the npcs version when any npc comes into the master bedroom they keep telling me I need to leave. I teleported in using the spell so I'm not sure if that's what caused it, I'm guessing it is as going into the main hall and coming back fixes it.
    • The mini model of the castle in the main hall causes immense frame drops for me, not sure if it's a conflict with my graphics mods or not.
    Besides that I'm loving it, I hope you keep working on it cause I can't wait to see what you might add.

    Edit: Looks like at nighttime I'm asked to leave the bedrooms, regardless of whether I teleport in or not.
    1. Pnubs
      Pnubs
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      • 21 kudos
      Thank you and appreciate the feedback. I have no idea how you got the quest to start in the No NPC version, since the steward, Peladius, isn't even there. However, I left the draugr in place for something to do. Wonder if you're saying it started after you killed the draugr. Yea regarding the NPCs telling you to leave, I have no idea what's going on there, but will take a look when I can. As far as I'm aware, they don't actually get hostile with you/report a crime, so it could just be a Skyrim bug (plenty of those lol). I've noticed the FPS drop with the mini castle but usually only if you try to climb on it, get real close...again probably a limitation in Skyrim's engine, not much I can do there, but may add a collision around it. Thanks again. 
    2. nuclearpotatoes85
      nuclearpotatoes85
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      Yeah the quest started automatically after I killed the draugr, I wasn't sure what I needed to do so I just started exploring then found the undercroft. The npcs telling me to leave isn't a huge issue besides the fact I can't sleep or wait while they're yelling at me, I might just switch back to the no npc version for now, but both are awesome. A quick suggestion: maybe make some of the npcs like blacksmiths, court mages, and cooks into vendors? Might add a lot of utility for people living in the castle.
    3. SashkoUA
      SashkoUA
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      • 5 kudos
      I also had a quest activated after defeating a draugr, a journal entry was added, but there are no markers. The quest remains without the possibility of completion.
  2. bishopwulfila
    bishopwulfila
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    Hi, what an impressive effort, the castle is massive! Unfortunateley it is not compatible with Falls of Ivarstead (large landscape seams and floating objects) and there is no patch available, so one must choose this or the other mod.
  3. LordeJoey99
    LordeJoey99
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    Hi! Awesome castle, absolutely love it! I don't know if this has been brought up before but if Dragonia is installed there is a small terrain issue at the entrance by the carriage. It looks like it's floating, just wanted to put it out there. 
  4. daedaddy
    daedaddy
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    likely an extremely niche case but i was having issues with crashes in any area with the lod from this mod enabled
  5. BeatlesFan02
    BeatlesFan02
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    It looks like a Skyrim version of Minas Tirith from Lord of the Rings. I'm downloading now because of that.
  6. Kyguy89
    Kyguy89
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    This is sooo good and cool but for me personally its just wayy too massive. Spent 30 mins exploring it and was only halfway explored. If I had followers there I'd never be able to find them lol. Seriously well done tho
  7. CrimsonJackXXX
    CrimsonJackXXX
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    Thanks for the 50 follower beds, lol.  I have a lot of custom followers downloaded scattered across Skyrim, after all
  8. MoradoModding
    MoradoModding
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    • 0 kudos
    Anyone know how to change the banners :) or can teach me? I love this mod so much
  9. BlackBloodRedKiss
    BlackBloodRedKiss
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    I'm having a similar issue with a cyclic interaction between this mod and DynDOLOD.esm.  Specifically, my LOOT error message says:

    Cyclic interaction between "Havardr.esp" and "DynDOLOD.esm":
    Havardr.esp
    [Master]
    DynDOLOD.esm
    [Master Flag]
    Havardr.esp

    I see someone else has experienced this issue, but I'm not seeing an answer.  Is there a way to fix this?  I'd really love to use this mod, though my gameplay is dependent on using DynDOLOD.  
    1. Alduvan
      Alduvan
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      Looked at Havardr in SSEEdit and found a whole lot of worldspace references and DynDOLOD markers all over the map. Even as far as Solitude and the Soul Cairn. Looked at all my other player home mods and didn't see anything like it, except for a Heljarchen Farm one that had a single line for Whiterun. Wonder if it's trying to make Havardr visible from all these worldspaces?

      For a test, I deleted all of those worldspace references(The five main towns, Soul Cairn, and another one I don't remember) and the optional LOD, since I assume it has a lot of the same worldspace references. DynDOLOD ran fine without asking me to disable Havardr.

      Loaded up the game and ran around it a bit. I could see Havardr structures from Darkwater Crossing. Backed out, disabled the DynDOLOD output files, went back in. Could see the mountain the castle is on but not the structures. So it works fine now.

      I am NOT a modder, so not saying that my solution is 100% correct(my game may experience crashes as I visit new places, who knows), but pretty sure all the worldspace references and DynDOLOD markers are the problem.

      Do look forward to playing with this mod. With NPCs, since I doubt 50+ followers would be as active and immersive as customized AI packages. Havardr might be up there with Hjertesten and Dragons Keep for my preferences, especially if it continues being developed.
    2. marcorice
      marcorice
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      Thank you @Alduvan, I followed your suggestion and deleted all other worldspace references except Tamriel, I only had 2 others and Dyndolod successfully completed. I will now test in game.
    3. marcorice
      marcorice
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      I can also validate that deleting the other worldspaces does indeed work for me as well.
    4. Pnubs
      Pnubs
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      • 21 kudos
      Thanks for looking into this guys, I will try to incorporate a fix for the next update whenever that happens. I should be able to set those worldspace edits to be ignored in the esp.
    5. BlackBloodRedKiss
      BlackBloodRedKiss
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      @Alduvan, would you be so kind as to take a screenshot of which references you're deleting?  I understand if that would be inconvenient.  I'll attach an image of what I'm wondering needs to be deleted (if I can).

      https://imgur.com/a/ituUBpj
    6. Alduvan
      Alduvan
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      I deleted literally all of the worldspaces except Tamriel. So yes, I deleted the Soul Cairn and the Falmer Valley you have in that screenshot.
  10. kilaya42
    kilaya42
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    This place is amazing.  My one gripe about it... it's actually too big.  I got lost, literally lost, running around this fortress.  I ended up using a Milestones Teleport mod to add teleport stones at each major location in the fortress, just so I could find my way around and make sense of it (and doing that, literally, took me a couple of *hours*- this place is huge).  The NPCs it comes with leave a lot to be desired in the sense that they are fairly cut and paste copies of one another, but you can install without them and just bring in your own followers.  I doubt you could ever fill it up.  
    1. Pnubs
      Pnubs
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      • 21 kudos
      Thank you! And you're not alone lol, I was driving myself mad trying to "complete" it. That's a really innovative way to get around, kudos in figuring that out. I did want to do more with the NPCs, and perhaps that will be improved upon in the next update.