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.
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.
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).
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()
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
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?
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.
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).
It is such a fantastic mod that "just works", feels immersive, alive and rewarding that I wish for even more.
One, two, three more features or a little bit more utility, like a Stendarr Rising Expanded.
For example a blacksmith and/or merchant/supplier with just a small stock of basic stuff, so that i know the outpost can hold on its own (roleplay) when the player isn't at home (or where i can just sell some stuff, so that you don't have to fast travel or normal travel to the next town). And/or a quest npc (or one of the already existing ones) that acts like a steward and offer radiant Stendard specific quests (hunt vampires, daedra, werevoles, etc.)
Maybe a different default position for Mercy, the horse. There is already a stable, would be nice to set the location there instead of in front of the main hall entry.
The rebuild Hall of the Vigiliant (exterior/interior) feels a bit similar to the Dawnguard but somehow better matching its size to its content (number of NPCs, utility, style). The only upside of Fort Dawnguard over the rebuild hall is the DLC quest(s) and merchants.
Does anyone have any idea what causes this? I have not started the quest. The vigilant have not been attacked. I've reinstalled, changed load order. any help would be appreciated.
With the nexus forum changes I'm not sure if we can link directly to other posts, but it's an issue of multi-pass snow shaders vs single-pass snow shaders interaction with parallax textures. If you go back a couple pages on the comments it's been discussed a few times - just crtl+f for "shader" until you find it. There's a couple different suggestions depending on what you have installed.
Great mod, perfect for a paladin or priest type character home. Would have been nice to have more containers in the bedroom, and something in the dining hall to store food. Also in vault to store junk which you don't care to display.
790 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.
The relevant snippet of code is:
Game.FadeOutGame(false, true, 2.0, 1.0)
GameHour.SetValue(GameHour.GetValue()+Time)
EnableAll()
DisableAll()
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
Glad you were able to figure it out. :)
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.
One, two, three more features or a little bit more utility, like a Stendarr Rising Expanded.
For example a blacksmith and/or merchant/supplier with just a small stock of basic stuff, so that i know the outpost can hold on its own (roleplay) when the player isn't at home (or where i can just sell some stuff, so that you don't have to fast travel or normal travel to the next town).
And/or a quest npc (or one of the already existing ones) that acts like a steward and offer radiant Stendard specific quests (hunt vampires, daedra, werevoles, etc.)
Maybe a different default position for Mercy, the horse. There is already a stable, would be nice to set the location there instead of in front of the main hall entry.
The rebuild Hall of the Vigiliant (exterior/interior) feels a bit similar to the Dawnguard but somehow better matching its size to its content (number of NPCs, utility, style). The only upside of Fort Dawnguard over the rebuild hall is the DLC quest(s) and merchants.
That's not snow