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.
Same issue here. Even if everything has been rebuilt, after fast travel anywhere and coming back, debris has been reset. The only thing that remains unchanged is the interior of the hall.
This needs to be fixed urgently, pretty much everyone uses DynDOLOD nowadays which makes this mod totally useless as of it current state.
This mod needs to be updated to fix the cell reset bugs causing you to lose equipment you leave in here. Effectively makes it pointless to make the Hall your player house, which is what I wanted to do. You can't keep anything in the Hall of the Vigilant because it will despawn over time. Beware. (EDIT: I love this mod man, it's beautiful.)
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.
Using the Lost Legacy modpack, it appears that the tower textures are broken.
That is likely not an issue with this mod specifically, given my use of said modpack - but if it's a known issue with an easy fix, I'd welcome any advice!
I believe issues with the tower textures have generally been shader-related; either parallax and/or snow shader. If it's an "and" situation, this mod/article may be helpful.
Not being familiar with Lost Legacy though, that's just a guess.
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.
The Keeper's Bed probably has its ownership set to the faction, rather than the player (which is what's needed to get the Well-Rested buff); we should be able to just switch the ownership to address that. Regarding the flurries at the edges of the Hall, are you using any form of ENB weather? I'll do some testing and try to reproduce the issue.
Regarding Vigilant integration, it's unlikely to come from us, at least anytime soon. Some of us have done a little conflict patching for Vigilant, but beyond that, none of us are more than passingly familiar with it. It may happen at some point though.
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.
810 comments
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.
Do you have any idea of the problem?
Sincerely
edit.
after hours of research and testing, the mods do not work with DynDolod, thanks anyway :)
This needs to be fixed urgently, pretty much everyone uses DynDOLOD nowadays which makes this mod totally useless as of it current state.
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
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.
That is likely not an issue with this mod specifically, given my use of said modpack - but if it's a known issue with an easy fix, I'd welcome any advice!
Not being familiar with Lost Legacy though, that's just a guess.
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.
Regarding Vigilant integration, it's unlikely to come from us, at least anytime soon. Some of us have done a little conflict patching for Vigilant, but beyond that, none of us are more than passingly familiar with it. It may happen at some point though.
Where the heck is clay deposit added by this mod?
Cheers.