If you have questions or are encountering any issue with the mod, please refer to this FAQ (Frequently Asked Questions)BEFORE posting said issue in the comment or bug section. I will know if you don't.
There now is a mod that allow for the VR version of Skyrim to use ESL, circumventing the need for the users to tweak those files in order to make them work, go check it out : Skyrim VR ESL Support
The old method is still here for those that would want to use it, courtesy of apostkhan:
For anyone that wishes to use these in VR, change the Resources.esl to Resources.esm or .esp, install the HS mods and patches that you want. Launch Bash from MO2, find one of the HS mods you have installed in the left plane, select it with left click, it will load a box in the right plane listing that mods master files. Resources.esl will appear red, right click on Resources.esl, a drop down box will appear, left click "onchange to..." In the file name box simply change the .esl to .esm or .esp, whichever you had chosen. Click the save box at the bottom of the right plane. Repeat this for each HS mod / patch.
Hi, I love all your mods and used them for a long time, I can't play my game without them, they are so great! I searched through the comments and I cannot get my updated resource file to activate in NMM. I did what others said they did to fix it (disabled, then re-enable all of your mods). I then tried to manually install. When it still didn't give the green check mark to be activated, I deleted all of your mods and reinstalled the resources. The entire time I kept trying to reinstall it/reactivate it, it would give me a pop up to overwrite the previous files. I would click "yes to all" every time and it still would not give me the green check mark.
So I am here now, after uninstalling and permanently deleting all of your mods, the resource file still will not install/activate normally. I do not know what I need to delete next to get this to work properly.
Make sure the files are really gone before trying to make a clean install. Clean them from the deployment folder as well as the game folder, you should even delete the archives from the download folder to be sure.
Aside from that, if it doesn't work it's either because you're missing a step or your Mod Manager is having an issue.
Dear author, one question. If I already have a lot of stuff stored in my Hjerim (like weapons in the chests, books on the shelves) will it disappear after the mod installation? I always played vanilla Skyrim, no idea how it works.
Not everything may disappear as a lot of those containers and activator were repurposed or re-positioned but those will be the least of your problems I'm afraid. Installing a mod like that mid-playthrough (especially Player Houses overhauls) will cause a whole bunch of issues with missing walls and floating objects, so I would only recommend doing it on a fresh game if you don't want to end up with a weird looking house that would be pretty hard to fix.
I don't know why, but, this mod doesn't let me load any of my saved files nor a new game. I downloaded it as a requirement for the Proudspire Manor, but no matter what, as soon as the loading screen starts for both a saved file or a new game, just after a few seconds the game closes and I'm kicked to desktop. When I deactivate the mod, everything's back to normal. I have not purchased the manor yet on my saved file, so the vanilla cell haven't been initialized at any point of my playthrough, and even if I deactivate the manor mod and just keep this one, I get the same result.
My game is up to date and I don't have AE. Any idea what may be causing this? Thanks.
Make sure you have the latest version of the resources installed, download it again if necessary, and if the issue is still there make sure the HS mods you're using are also up to date. If after all that the issue is still happening you might have to use your papyrus logs / crash logs to figure out what's causing them.
Same problem. It's the HS Resources mod that's crashing my save game, but fascinatingly enough, my crash log doesn't even mention it as a possible culprit. It likely very sneakily collides with some other mod I run, otherwise I can't explain it. Difficult to have the "wrong" version of HS Resources as there's only a single file to download. Same with HS Proudspire Manor.
Unfortunately, crash Logs can be pretty hard to read and often misleading. Best thing to do would be to remove those mods and try reinstalling them from scratch.
think i gonna switch from JK to your collection of mods.
it's not that JK is bad but to many fixes and problems. your mods looks it do not suffer from this problem. you do keep adding stuff right? and making it more beautiful.
Thank you, It may not necessarily be true though and some mods may not be compatible with my overhauls. It will depend on how big your Load Order is.
I do plan on adding more in the future and I tend to come back and improve some of my older mods when I get the chance, but since I have other projects at the moment I may not do so for a while.
Hello! I have already asked you a question about editing cells (it was about linking of objects to the stage of the quest to buy furniture sets). I want to say that I continue to study modding, analyzing your mods and your work and skill is example for me!) But this time, I want to ask how you create your named category and subcategories inside it in the object window of the Creation Kit for this mod with resources. My searches on the Internet on this issue turned out to be fruitless. Of those people on the forums who volunteered to answer - everyone confused that they did not know how to do it.
I'm not entirely sure I understand the question, but if you're referring to the way I'm organizing my objects into different categories and how I decide to name them it's really up to you to come up with something that will help you sort them out and search for them as easily as possible.
I come from a Software background so I tend to organize them the same way I would do packages in a project. I started by borrowing the rules from the base game when naming new meshes but it wasn't working for me so I decided to do my own thing. For instance all my indoor pieces for Whiterun will start with "Whiterun" followed by the type of Architecture such as "Common" / "Basement" / "Castle" and the type of piece itself. For search purpose I then merely have to type what I'm looking for in the search bar to find the objects I need.
As for the categories, Creation Kit is only reading your file structure, so the "Category" tree is basically your file system with the name of the folders. I just dump my meshes in the proper folder (usually using the same naming rules) to make everything more tidy.
Those rules evolved over time, if you check the Dwemer folders, you'll find the old way I used to do it along with the new way, I'm still in the process of cleaning those.
In the end, the rules your setting up are yours to decide because you'll be the only one using or caring about them, copying other peoples naming system may not work for you. Those names are mainly here to help you find what you're looking for as fast and efficiently as possible.
Hey I would love to use your mods, but looks like your Lux patches just disables Lux completely?
Is there another lighting mod you would recommend or a way to get your mods to actually work with Lux or a way to make the built in lighting more dramatic?
I don't use lighting mods, so I wouldn't really know. I think "Skyrim is Luminous" tends to not mess up the cells too much so it shouldn't have too many compatibility issues.
I downloaded the update, and now Vortex is saying a bunch of your mods I have are missing: HSResources.esl. I check my plugins and it's enabelled, but still claims the master is missing. Idk what to do to fix this, especially considering the previous files are archived. Any ideas?
Weeeiiirddd error, but I fixed it, just had to disable then enable all the mods I have of yours and afterward they acknowledged I had the updated HS resources mod. Thanks for the reply though:) ALSO, just want to say I love your mods, you're talented & wonderful, thank you.
I downloaded a bunch of your mods ,and looking forward to have a selection of them with some JK interiors already installed. (if i m not wrong, you commented somewhere that you dont level with him (and some other authors), i think you actually DO So, this is a question (and ideally a request...) : is it possible to make an optionnal ESP / flagged ESL version of your plugin (instead of an .ESL extension plugin.. which i can not open even in SSEdit). Or eventually guide me on how to do it (i ve done many ESP / Esl flagged patchs or just own mods), ESL extension does not work for me...
Purpose : make my own check and patchs for your future installed mods and my LO. + personnal mods.
I have an even older v. of Skyrim than 1.5.97... Yeah i know... bad memories of an entire week lost trying to update all my mods when it was released, as usual, and big failure, for once. i have a Skyrim v. of AE from last summer (because, new PC...), just stored tho, and replaced with my older Skyrim.
With all the fuss with that AE last release, as i really need all those mods needing 1.5.97 (a more recent Racemenu among things / all physics mods etc)... i will update soon (finally)). No way i will install the version that broke the SKSE compatibility tho, so i ll keep on a early AE or even just the 1.5.97.
Thanks for reading, and bravo for your beautiful interiors !
And no, I can't and won't, like I mentioned before I don't provide support for older versions of the game, so I'm afraid you're on your own with this one. The reasons for this are quite simple to understand, more work for me for literally zero gain. Staying up to date is not that hard, I even did it myself recently and it took me an hour or so to update my LO and my Dev environment...
Thank you for your quick respond. Fair enough. I mean, i can't blame you for having a "last Skyrim version" policy, i totally understand that...
For updating.. Well.. Since i returned to Skyrim (2018), except the first hard learning forced Steam update (made me learn the "launch Skyrim in OFFLINE mode always...), Skyrim + related mods updates where pretty smooth and like you described. Untill the one i mention (1.5.97) wich needed a few days of preparation, never started, made me lost weeks of search before i gave up. I have too many "home made" mods which i keep working on, to have a few click update.
Whatever, as soon as i ll have that more recent v. up and running i will visit your great interiors. Have you considered working on the Hearthfires homes ? (sorry if already asked/answered . Like... making them Unique (we have 3 times the same house) + with your own custom touch. I have mods for this installed, there are more on Nexus etc, but i m curious of what you could do on them really...
SKSE plugins are the only mods that are truly version dependent you know... All the old mods are supposed to work properly, even those that are a decade old are still working on the latest versions. So unless your "home made" mods are SKSE plugins (Which you would just have to recompile BTW) I doubt that your setup would be as broken as you think it is. Most mods that were broken with the latest update have been up to date for months, and those that haven't been are most likely abandoned and have a more recent alternative.
I do have plans for the HF homesteads but those may not be to everybody's taste, I was planning something along the lines of the LC Build your own noble house, but those will be major undertaking so no ETA.
Thanks for trying to help, and your right about SKSE (my own modding is not SKSE dependent). But I've lost weeks searching a reason for the failure of the most meticulous update i ever prepared , and that SHOULD have worked, yes. (checked compatibility/consistency of every update mod version etc of everything basically...). So except an idea i had like a year later, a failure in the new SKSE version needed, some bug or registry thing i have no idea of what could have gone wrong. No reason... I actually dont care anymore after a few years...
I'll track your creations for sure. Follow your own taste i m sure that will be interesting. Thank you.
111 comments
FAQ (Frequently Asked Questions) BEFORE
posting said issue in the comment or bug section. I will know if you don't.
There now is a mod that allow for the VR version of Skyrim to use ESL, circumventing the need for the users to tweak those files in order to make them work, go check it out : Skyrim VR ESL Support
The old method is still here for those that would want to use it, courtesy of apostkhan:
For anyone that wishes to use these in VR, change the Resources.esl to Resources.esm or .esp, install the HS mods and patches that you want. Launch Bash from MO2, find one of the HS mods you have installed in the left plane, select it with left click, it will load a box in the right plane listing that mods master files. Resources.esl will appear red, right click on Resources.esl, a drop down box will appear, left click "onchange to..." In the file name box simply change the .esl to .esm or .esp, whichever you had chosen. Click the save box at the bottom of the right plane. Repeat this for each HS mod / patch.
So I am here now, after uninstalling and permanently deleting all of your mods, the resource file still will not install/activate normally. I do not know what I need to delete next to get this to work properly.
Thanks!
Make sure the files are really gone before trying to make a clean install. Clean them from the deployment folder as well as the game folder, you should even delete the archives from the download folder to be sure.
Aside from that, if it doesn't work it's either because you're missing a step or your Mod Manager is having an issue.
Not everything may disappear as a lot of those containers and activator were repurposed or re-positioned but those will be the least of your problems I'm afraid. Installing a mod like that mid-playthrough (especially Player Houses overhauls) will cause a whole bunch of issues with missing walls and floating objects, so I would only recommend doing it on a fresh game if you don't want to end up with a weird looking house that would be pretty hard to fix.
My game is up to date and I don't have AE. Any idea what may be causing this? Thanks.
It's the HS Resources mod that's crashing my save game, but fascinatingly enough, my crash log doesn't even mention it as a possible culprit.
It likely very sneakily collides with some other mod I run, otherwise I can't explain it.
Difficult to have the "wrong" version of HS Resources as there's only a single file to download. Same with HS Proudspire Manor.
it's not that JK is bad but to many fixes and problems. your mods looks it do not suffer from this problem.
you do keep adding stuff right? and making it more beautiful.
I do plan on adding more in the future and I tend to come back and improve some of my older mods when I get the chance, but since I have other projects at the moment I may not do so for a while.
I'm not entirely sure I understand the question, but if you're referring to the way I'm organizing my objects into different categories and how I decide to name them it's really up to you to come up with something that will help you sort them out and search for them as easily as possible.
I come from a Software background so I tend to organize them the same way I would do packages in a project. I started by borrowing the rules from the base game when naming new meshes but it wasn't working for me so I decided to do my own thing. For instance all my indoor pieces for Whiterun will start with "Whiterun" followed by the type of Architecture such as "Common" / "Basement" / "Castle" and the type of piece itself. For search purpose I then merely have to type what I'm looking for in the search bar to find the objects I need.
As for the categories, Creation Kit is only reading your file structure, so the "Category" tree is basically your file system with the name of the folders. I just dump my meshes in the proper folder (usually using the same naming rules) to make everything more tidy.
Those rules evolved over time, if you check the Dwemer folders, you'll find the old way I used to do it along with the new way, I'm still in the process of cleaning those.
In the end, the rules your setting up are yours to decide because you'll be the only one using or caring about them, copying other peoples naming system may not work for you. Those names are mainly here to help you find what you're looking for as fast and efficiently as possible.
Is there another lighting mod you would recommend or a way to get your mods to actually work with Lux or a way to make the built in lighting more dramatic?
Uninstall/reinstall the mod?
Vortex having a brain fart I guess. It can happen.
I downloaded a bunch of your mods ,and looking forward to have a selection of them with some JK interiors already installed. (if i m not wrong, you commented somewhere that you dont level with him (and some other authors), i think you actually DO
So, this is a question (and ideally a request...) : is it possible to make an optionnal ESP / flagged ESL version of your plugin (instead of an .ESL extension plugin.. which i can not open even in SSEdit). Or eventually guide me on how to do it (i ve done many ESP / Esl flagged patchs or just own mods), ESL extension does not work for me...
Purpose : make my own check and patchs for your future installed mods and my LO. + personnal mods.
I have an even older v. of Skyrim than 1.5.97... Yeah i know... bad memories of an entire week lost trying to update all my mods when it was released, as usual, and big failure, for once.
i have a Skyrim v. of AE from last summer (because, new PC...), just stored tho, and replaced with my older Skyrim.
With all the fuss with that AE last release, as i really need all those mods needing 1.5.97 (a more recent Racemenu among things / all physics mods etc)... i will update soon (finally)). No way i will install the version that broke the SKSE compatibility tho, so i ll keep on a early AE or even just the 1.5.97.
Thanks for reading, and bravo for your beautiful interiors !
And no, I can't and won't, like I mentioned before I don't provide support for older versions of the game, so I'm afraid you're on your own with this one. The reasons for this are quite simple to understand, more work for me for literally zero gain. Staying up to date is not that hard, I even did it myself recently and it took me an hour or so to update my LO and my Dev environment...
For updating.. Well.. Since i returned to Skyrim (2018), except the first hard learning forced Steam update (made me learn the "launch Skyrim in OFFLINE mode always...), Skyrim + related mods updates where pretty smooth and like you described. Untill the one i mention (1.5.97) wich needed a few days of preparation, never started, made me lost weeks of search before i gave up.
I have too many "home made" mods which i keep working on, to have a few click update.
Whatever, as soon as i ll have that more recent v. up and running i will visit your great interiors.
Have you considered working on the Hearthfires homes ? (sorry if already asked/answered . Like... making them Unique (we have 3 times the same house) + with your own custom touch. I have mods for this installed, there are more on Nexus etc, but i m curious of what you could do on them really...
I do have plans for the HF homesteads but those may not be to everybody's taste, I was planning something along the lines of the LC Build your own noble house, but those will be major undertaking so no ETA.
I'll track your creations for sure. Follow your own taste i m sure that will be interesting.
Thank you.
Shadow has been mashing a few of them together, maybe those might be of interest to you.