The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Castle Volkihar Redux - A Player Home
118개 중 31~40개 표시 중
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업데이트: 2013년 10월 17일 @ 오전 6시 50분

Had some work left to do on the traveling ships and kiosk names. Changed the Dawnstar ship to be in the port rather than outside the Dawnstar sanctuary. Changed the Solitude ship to no longer be in wilderness, but at the Solitude port. Also deleted three more invisible NPC doors that were once used for the ships but are no longer needed since the kiosk delivers the NPC's without them.

Deleted some navmesh off of the old ship (and below it, which was doubled by TESEDit, wow did TESEDit cause me a whole bunch of issues. I will never use it again) in Solitude and added some navmesh to the ship in the Winterhold Jetty. Added some stair helper too, even though it didnt really help much.

Added a key to the whiterun jail secret passage to the knapsack. I felt it was a cheat before, but now I decided to lock both doors so you can't get in unless you have access to the teleport Tower West anyway.

Added disables and enables to some objects in the shipyard ,namely ropes that I missed.

Still might have some stuff to do later, but I'll get to it. Like I need to add some L_navcut to the Winterhold jetty boats nav, enable with the boat.

I know there is more to add later, so expect another update in a week or so.

Also shrunk some of the new carpeting I put last release in Valerica's tower cause it went through a couple of optimization portals which will cause framerate loss, tearing and eventually leakage of the portals after you've been in there long enough. Most people probably dont even know what leakage is, but thanks to the wonderful job they did on the ruins, I now know that it occurs in skyrim/creation kit if you leave certain objects extending through a portal in a large chain of portals such as Valerica Tower/Ruins. This giant cell must have been compiled a different way.

업데이트: 2013년 10월 9일 @ 오후 10시 37분

This update I fixed:
Tried to fix the mass mobs spawning by changing navmeshs, but ultimatelyI didnt really fix it, more I finally figured out that it was related to a mod called "Warzones" that spawns mass amounts of any mob you tell it too through scripting. It's a great mod but even if you disable it, or even delete it ANY save you used during the time will still remember those scripts. Apparently this mod spawns mobs in the volkihar shipyard. Doesnt matter if my mod is installed or not.

If you are still having this issue your save is bad, you need to completely start a new game and make sure you don't have Warzones mod.

Skyrim saves are elusive problem makers when installing mods. Test your game with a fresh new character. If the bug is gone at this point, it's your save....

This update I added:
Coffin's to the master sleeping chamber, did some navmesh work, added some carpets in valerica's tower, horse stables to front of castle. Changed the boat travel system to kiosks, interact with the new "Helm wheel". Sometimes your follower will get stuck after a boat teleport. just keep trucking they will eventually catch up. Going through another door fixes this quite often.

Fixed some stuff in the solitude sewers, like the doors and flags on how npcs can use them, moved one door to the correct position, moved coffins so they look right.

업데이트: 2013년 5월 31일 @ 오후 11시 21분

Everytime I look at this mod, it's so big, I find something that needs a little something.

Last week I added some storage and beds to a few areas. Whiterun basement (jail cavern) has a backpack, the ref for it is now owned by the player so it doesn't say "stolen".

Solitude Sewers had some coffins added, the wall was protruding through the coffins, so in this release I angled them backward a bit and moved them so they look the way they should.

업데이트: 2013년 5월 31일 @ 오후 2시 15분

Deleted a small bit of navmesh I added to the small bit of peer in front of the castle. They were not working for animal followers. Also deleted the L_nav primitive as I no longer need it since the nave it was blocking is gone.

업데이트: 2013년 5월 31일 @ 오후 1시 45분

Changed L_nav from enable to disable on ariels bow picked up. Added some navmesh on a small bit of peer I added at the front of the castle to fix the broken peer.

Changed the name of the one draugr follower from "Volkihar Guard - Follower" to "Castle Volkihar Commander - Follower".

업데이트: 2013년 5월 28일 @ 오전 2시 03분

Changed enable state of pier at shipyard, L_Nav primitive around the pier, fishing poles, satchel with summon horse all to "none", so they will always just be there as soon as the mod is enabled. This was the only fix to the navmesh issue for NPC's trying to go from one side of the shipyard to the front of the castle.

Fixed the pier in front of the castle (on enable of the mod when getting Auriels bow). The pier now gets fixed, no longer broken. Added navmesh to this short fixed part of that pier as well. Also added primitive L_Nav to cover it until its enabled by mod enable.

Added sleeping bag to whiterun cubby in basement (near jail). Added backpack for storage in this area as well.

Added several player and follower ready coffins to Solitude Sewers as well as a chest for storage.

Added Chest storage and backpack to Windhelm abandoned house.

Unfortunately, this does not fix the animal spawns in the shipyard. Sorry but it's unfixable to my knowledge. Just kill them and that should bring the spawns to a crawl. Or, let the guards kill them for you by staying nearby, but out of sight in sneak.

I either shout the bodies into the water, or pick them up and throw them in the water if I can to clean it up.

업데이트: 2013년 5월 17일 @ 오전 11시 32분

Trying to address multiple spawns in the shipyard. The ship's that you can take to various shores have invisible doors on them. Some of my NPC's use to use them, but now they can't because I had to change the doors to "Hidden" "No sandbox" to stop the animals from coming through those doors and annoying a few people.

I tried taking "no sandbox" off of the door's ref only on the shipyard side, so my NPC's traveling in could use them at least from the shipyard to the shores, but that just brought the spawns back again anyway..leaving me scratching my head and shaking my head and saying "NO FUCKING WAY".

Making new navmesh's connect through doors causes this issue. There is no fix unless I was to delete all the ship doors and I'm not going to do that. This is a "skyrim bethesda oversite". People will have to kill the first wave of spawns. After that the spawns should drop down to a crawl of now and then, if at all.

This is my last update for this mod. No more requests will be added, nor bugs will be fixed. So if you can't deal with a few bears, wolves, tigers etc.. uninstall this mod.

The reason.. simple, this mod is 20 mods in one, it has more perks, unique crafting stations and characters than you can shake a stick at, subsequently, this also brought my mod withing 2 kilobites of being too large to upload to steam. This means I can't add anymore even if I wanted too.

PS
Over 5,500 people have downloaded this mod and 400 rated it thumbs up here on steam or endorsed on the nexus. Out of those 5,500 people, .... eight (8) have complained about having to kill spawns in the shipyard or voted me down. That is eight who can't manage their mods out of 5,500... And I'm not trying to help people too lazy to read or kill a few spawns.

Since part of this game is killing stuff, I am no longer concerning myself with those who can't kill a few wild animals and like to complain about trivial stuff because mommy always gives them what they want when they do that. I can't stand being in line behind people like that at the RMA desk and I won't reward them with anymore of my precious time.

Peace out.

업데이트: 2013년 5월 7일 @ 오후 11시 03분

Fishing poles, Banners, buckets, stump on new peer near shipyard were not "initially disabled". Now they are.

업데이트: 2013년 5월 1일 @ 오후 4시 39분

Added:

Decided to add a permenant version of the Vampiric horse in the stable. You can summon a seperate copy, or use the permenant version. I like to use a permenant version with the "Whistle for your horse" mod.

These horses are invulnerable as they are undead. So yes, you can ride them off of a cliff and live.

Changed:
Made the summon spell right hand only. So, it's easier to equip your weapon again through the favorites binding numbers.

업데이트: 2013년 5월 1일 @ 오후 4시 09분

Made vampiric horse conjuration spell equipped in right hand.