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Teabag86 - DrMonops - Janquel - Jkrojmal - Czasior

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jkrojmal

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798 comments

  1. Teabag86
    Teabag86
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    Welcome to Stendarr Rising. This has been a group project and we hope you have as much fun playing it as we have had creating it. We welcome your feedback and if you have any ideas for future development then please let us know. Cheers.
  2. Lawcode
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    Great mod, honestly simply perfect. It goes great with a Vigilant of Stendarr RP, however I do have a minor problem.

    When you fully rebuild the hall, I've run into a couple of issues. First, occasionally I'll get minor snow flurries falling through the roof of the Rebuilt Hall. This is only near the edges of the hall itself, but still, kind of weird to see it happen.

    Second, even after rebuilding the hall, the Keeper's Bed that you get to own doesn't give you the well rested trait. Merely rested. Is this intentional (i.e. your always on guard in case of another vampire/werewolf attack), or is it a bug?

    Last, but not least, is there a way to directly incorporate the Stendarr Rising mod with VIGILANT? Both mods deal with the Vigilants of Stendarr, but with rebuilding the hall, it feels a little odd to have two Vigilant Headquarters in Skyrim.
  3. DenlimWolf
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    Hello,

    Where the heck is clay deposit added by this mod?

    Cheers.
  4. ThePhantom72
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    Great mod.  Just wish there was a way that if you meet any vigilant's on your travels you could tell them that the hall has been rebuilt.
    1. DrMonops
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      That's a really good idea and I've added it to our list of potential future enhancements. Thanks for the suggestion!
    2. ThePhantom72
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      and if there is a way to take out the "consort with any Daedra and we will hunt you down..." line that would be great too, especially after telling them about the rebuilt hall.
  5. Gormitluke
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    Hi guys need help, I cant make anything on the workbench, there is nothing loading in the menu. Is there another prerequisite other than just starting dawnguard? Please tell.
    1. DrMonops
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      The only restriction of note is that, by default, you won't be able to rebuild the Hall if you're a vampire or werewolf (but there's an option in the MCM to disable this restriction).
    2. Gormitluke
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      Thanks, Now I understand, I was in fact a werewolf
  6. TrooperFN2525
    TrooperFN2525
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    Just curious. Did anyone ever make a patch to strip and get a 'soothing' or 'well rested' state when using the bathes? Is it just a cosmetic addition for the moment? BTW KUDOS!!
    1. DrMonops
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      Thanks!

      I'm not aware of any patches like that, but the baths should be recognized as water by any bathing mods which require it.
  7. TrumanAE
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    EDIT: nvm 
    1. DrMonops
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      That's really bizarre! All that's happening behind the scenes is the fade to black, game time is advanced, and the relevant objects are enabled/disabled. My best guess would be the advancing time is somehow interacting with another mod and slowing your horse? But that's still really weird.

      The relevant snippet of code is:
      Game.FadeOutGame(false, true, 2.0, 1.0)
      GameHour.SetValue(GameHour.GetValue()+Time)
      EnableAll()
      DisableAll()
    2. TrumanAE
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      Thanks ! I use simplest horses which does increase horse speed. I'm going to try a few things and I'll report back if I can figure it out :) 
    3. TrumanAE
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      I found out the culprit.
       it was was a mod called animated inebriation making my horse drunk through a oversight in a skypatcher distibution ini. 
      lmfaoo it was just a coincidence that it happend after cleaning the hall of the vigilant 3 times my bad
    4. DrMonops
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      Lol! I would never have guessed drunk horse.

      Glad you were able to figure it out. :)
  8. genehf
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    First of all, how do I recruit vigilants and where are they located? second of all, after you have repaired and rebuilt and gotten the key, how do you furnish the buildings?
    1. DrMonops
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      Recruitment and furnishing are both handled through the workbench.
  9. bdao321
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    You can't uninstall this mid playthrough?
    1. DrMonops
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      No, I wouldn't recommend it.
  10. dragonrykr
    dragonrykr
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    Will there be an update for this mod anytime soon? I heard one was planned to address some bugs

    Also I am curious whether the mod is compatible with Wheels of Lull, as Lull adds a new location (Stonehole Mine) right above the Hall of the Vigilant
    1. DrMonops
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      We're more or less still in the planning stages of the update; at minimum, it's probably still several months away (mostly due to some additional planned content).

      I believe there's a conflict on a single cell with Wheels of Lull. We checked with the Wheels of Lull team when we first published and were advised a patch isn't necessary, but I'd suggest loading Wheels of Lull after this mod.
  11. TKHBMVP
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    Even I have crafted the key at the forge, Vigilants get hostile asking to get them the deadric artifacts I'm wearing ....
    1. DrMonops
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      That's probably caused by Cutting Room Floor. Here's an updated version of the CRF patch which should prevent the "Stop! We know you're holding a Daedric artifact..." dialogue from triggering once you've crafted the key or otherwise joined the Vigilants faction (it won't retroactively make them unhostile though).