167 comments

  1. LivewareCascade
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    STUCK? GOT A QUESTION? DON'T FORGET TO CHECK THE BIG-ASS FAQ!

     

    CLICK HERE FOR GLORIOUS ENLIGHTENMENT

     

    THIS MOD IS NOW FEATURE-COMPLETE, NO MORE FEATURES WILL BE ADDED, ONLY BUG-FIXING

  2. FerranCz
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    Is this mod compatible with the mod Simple Bigger Trees? Also, I didn't find any reference about spouses, marriage is supported? 
  3. Gonther06
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    Hello is this compatible with
    https://www.nexusmods.com/skyrimspecialedition/mods/76965
  4. RustyPaw
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    I use the XB version of this mod and it's by far the best house out there, seriously, the house is perfect. For a second there, I was like "What, no bath??" and then I discovered the cave - now we are talking! ;-)

    I do have issues saving within it tho, my save list rests to save1, however when I walk outside of the interior cells, I get back to my original ongoing save list. I tested it with both: Online and offline with the same result. No idea what is causing it. 

    TO ELABORATE:
    I do realise there is a patch under files for 'a saving issue',  however it isn't ported for us, and I am unsure whether we share the same saving issue, as we, technically, CAN save, it just starts a new thread of saves... just like when we turn mods on or off, or after using racemenu to change the entire race. I can find all my saves if I go under Load / Show All Save, I just can't save over. Would this patch work for us in this case? 

    I also have a different question to anyone who may know, please - does this house rest? I've noticed that the storage nook with weapons and stave storage crashes, it's the first crash I've experienced in months as I upgraded my xbox just before christmas, but there's something nqr there, so I can either not build some of these containers at all, or built them and use command MarkForDelete with the Debug Menu (I'd do that only because there was a mention of navmesh not working if the house is not fully built)...unfortunately, the items removed with MarkForDelete command reset, the disabling command is more effective but that doesnt work on houses with linked objects. In the hearthfire homes I would MoveTo items to a specific location, like a grave cell that I built with another mod, to go around the resting problem. 
  5. Ninja2244
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    So, I love this place, and I know I'm late to the party. I appreciate everything the author did here, because it's fantastic.

    The only thing I can't seem to figure out is where the Cave Workbench is. I created said workbench at the drafting table outside, but when I go into the cave, I can't find the workbench anywhere; I cannot find the debug chest either despite having activated them.

    Any help on this would be appreciated.

    UPDATE THIRTY SECONDS LATER:

    Never mind, I found them both. They were hidden in the shrubbery right next to the entrance and I just never had my camera angled right...
  6. ThatCreamyTaco
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    Anyone else missing pieces of their roof?
  7. skrelk
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    Is there any way to make the well fill water bottles for Sunhelm (or some other survival mod)?
  8. bsinisca
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    I really like this mod.  Thank you for it, it's great.  I have built it in my last 2 or 3 playthroughs and enjoyed building the house and property.  I do have one thought about it.  You are the Dragonborn.  You're out killing dragons, saving damsels in distress and collecting a lot of cash.  It would be great if there was a way to add an option to hire builders and pay 100,000 or more to have the house built for you.  You could go off an continue to save the world (and get richer) and come back to the lodge 3 or 4 weeks alter and the house is complete.  Maybe the courier can find you and give you a note telling you, your house is complete.  You would not have to use the debug method, and it would be immersive.  This is just a thought on a possible improvement/addon to this great mod. 
  9. justcallmedots
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    the original one is ESPFE these days while this one is takes up one hit in the esp slot. On top of that Lux Via offers patch for the original one and not this one yet. guess which one wins? I like this version alot but the fact that theres no patch for it and it can't be esp made esl is a backdraw for me. Don't get me wrong. I really LOVE to death this little mod but had to uninstall it. 
    1. LivewareCascade
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      I have no idea how the original has been esl-ified, but there's a reason this one hasn't - from my understanding, esl records do not contain enough information to accurately rebuild navmeshes. Specifically, esl records are "patch" records, intended to make small, simple changes to the game - navmeshes do NOT fall into this category. Therefore, any mods which contain both new and heavily modified navmeshes (like this one) should NOT be esl-ified. I don't know if this has recently changed with new updates - I presume not - but this was something I considered when I ported the mod to SSE.
    2. justcallmedots
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      I'm not sure if you are sitll in active development of this mod but if you are maybe you can investigate and cut out some of data so that it can be made in to epfe or esl? When I say cut maybe go in and do some navmesh cuts. Maybe redo navmesh in a bigger size chunck? I have no Idea as i'm not expert in any of this. Perhaps use Base Object swapper for some items? Like i said i'm just throwing ideas as i'm no expert. 
    3. LivewareCascade
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      No, the mod already does what's in that video. I'm saying that if a mod has any alterations to navmesh data, it shouldn't be eslified. Any mod which adds new worldspaces - which this one does (the cave) but the original did not, similarly should never be esl-ified.

      Saying that, no, this mod is feature complete, so is no longer in active dev anyway.
    4. justcallmedots
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      hmm ok. If someone sees this NO the comments above were not to "bash" the mod. Was just curious how the original got converted to ESPFE and this one is still a regular esp. Oh well its a mystery now.
    5. LivewareCascade
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      Sure, no problem. I didn't take it as a criticism, just wanted to explain the reasoning.
  10. jaytyr
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    I got everything built, but there was no prompt to build/decorate the display room?  I can't even find a door to it, where is it supposed to be?  All the workbenches are out of things to build.
    1. aaraf
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      ever find it ?
    2. LivewareCascade
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      Did you build the display room plans at the drafting table? The entrance to the display room is located as a trapdoor next to the bed in the master bedroom, but I can't recall if this is built at the same stage as the house - I think you probably have to build the plans at the outdoor drafting table and then you'll be given construction options at the workbench next to the drafting table.
  11. aaraf
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    This is truly THE house you need. Thank you for the effort !
    But there is one tiny issue, there seems to be a clipping issue with the stable and the ground its on. Theres a section of the stable floor that hovers and you can see underneath it.

    Is there any way to fix this :)

    Edit: it fixed itself after reloading

    TIA