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I was, litterally, in deep shit for a while. Well, Skeever Poop. I think that I now have all the skeever poop I'll ever need, plus a seemingly unending supply of more, should I, against all odds, ever run out.
I do love a happy/sappy ending
Now, I don't quite share your fascination with poop. How about changing the poop generator to a (wink) septim generator
Seriously, nicely done. Now I just need to brew me a return home spell for this hut.
Thank you for sharing this mod
else, i don't think there was a lockbox involved anywhere, sry but this was just my 2nd skyrim mod, been _ages_ since i made it
...if you mean "another life", not sure what you mean, i used this myself without conflicts, and lund's original hut is vanilla (this just adds some stuff in exterior and edits navmesh)
...and i'm gonna look into the flickering issue if i ever get back to skyrim modding (fo4 and rl keeping me pretty busy currently)
the tunnels were actually meant to be a bit claustrophobic and confusing, they're a skeever den after all :-)
...and you did notice that li'l skeevie's ghost (that's the lambda loving boss skeever, you only get the name displayed after you find lambda's according journal note in the den) comes running right after lambda's when they exit, right? :-D
for the issue in the den, did you re-enable player controls or coc out of the cell during the final quest scene? while it whites out, a script is refashioning the den, and that getting interrupted is the only way i knew of this could occur. if you still get the issue, i can tell you how to fix it with console commands
for the pillars thing anyway, i totally don't know what you mean. in the den too (that'd be one and the same issue with that script getting interrupted), or in the hut?
Thanks so much for this!
just finished everything, should be all set and go.
(postponing first test run to tomorrow anyway, the commonwealth of postapocalypse is calling now :-)
after that, it just depends on how long bugfixing will take (if any, but it'd be no less than a miracle if none)
(to that, you normally get there pretty early in game, in a first time playthrough)
..and about PYR: scripting hell :-) through with scripts since yesterday anyway, cleaning up currently, first test run of new version tomorrow, can't wait to see how it goes...
the vanilla place is actually filled with stuff that could've killed him unto the roof, no real telling what it "was" in the end. my little story was just an attempt to bring them together
(an easier explanation would've been, he came home from the war, found his wife dead and tried to kill hiimself a couple ways until he finally succeeded, but that wouldn't have been a nice little quest to play then, but just a depressing note next to his bed :-)
it's not exactly part of the forgotten places series though*, it just felt like the place could use some explanations, and i had a user request for the place as a player home, so...
about the heart, if u found and read all the notes, diaries etc, the story (or part of it) goes how lambda fed up that skeever ("li'l skeevie") - until he wanted her for her own. and owning her heart and lund dead, he'd basically have won :-) - you'll might also have noticed how his ghost joins lund's and lambda's in the end scene, it's kind of a triangle bestiality love story if you want :-)=) , but as an item, it's just an ordinary human heart, so yes: alchemy :-)
* and about "forgotten places": of 3 unreleased wip's of the series, one more might see daylight some time this year. if you'll still play the game then :-)
(though for now, it sounds more like a faulty bsa --- or another thing that just came to mind:
the voice audio needs an E game version to run (voice audio needs to be in specifically named folders that for all i know can differ in language versions)
so maybe if you installed another language version this time around, this might be an issue
(first couple fo4 mods soon btw, and some of my fnv mod characters will return, just because you mentioned the fo part :-)
It has been several months since his "Yes, I need you to go check on my brother." and "Things will be different now with my brother gone." spoken lines stopped playing, but it isn't super important, so I decided not to agitate over such a minor thing. Recently reinstalled on a new computer, noted they were still missing and since I was on the page anyway might as well bring it up.
Those are only my best approximations of what I remember him saying, it's been a while and my memory isn't perfect. You do very good work with your mods and Rorik speaking was one of the things that impressed me the most, real quality work. And besides, it may be only a problem on my end, no reason to fuss.
Very high quality work you do, both here and for Fallout. Take care, and hope things are going well for you!
by lines missing, do you mean lines specific to this mod or his vanilla lines?
ghost follower? try my "meanie in a bottle" mod. that's pretty close :-)
3 NEW SUITES AVAILABLE
s7o's Meanie In A Bottle
I dunno, s7o, some modders are odd? :) But yes, bad publicity maybe - I actually prefer modders who communicate and welcome feedback which, to me as a mod user, is good publicity...
Looking forward to the update
Cheers
Fayde
the only reason i can think about for NOT wanting them there would be that error reports visible to any potential subscriber are of course bad publicity and bad for downloads. but i guess i'll have to live with that, just as any user in their right mind has to live with the fact that there's no such thing like 100% bug free software. (let alone user made, esp. if that user is me :-)
...and thx for your image, yep, that'll be easy to fix. gonna upload an update this weekend latest, when i finally find the time to get back to modding a bit
Sorry mate it was on private...
Just delete as necessary :)
(the link you posted on my profile said like "no such file" - and i don't really think profile is the best place for a particular mod's issues, if all issues from all my, uh, 15? skyrim mods went there, it'd be permanently flooded :-)
I just went back in, took a screenie - Steam is playing up but I posted to your profile, hope it helps.
about that thing with the floating items: did that happen in the main chamber (where the epilogue scene plays), with the furniture etc already on? if so, that'd give me at least a faint clue what could be causing it (should be easy to fix if it turns out to be what i suspect)
I did have the same phenomenon as is mentioned below with items teleporting when I reloaded my savegame after the quest inside the den part - like a black hole, all loose items floating to a singular point in the same location as mentioned below.
Came back later and this had ceased, but unsure if all items returned to original position or not...
This was weird, but not detrimental to my enjoyment of the mod.
s7o's Forgotten Places ~ IRONTREE MILL
s7o's Forgotten Places ~BARLEYDARK FARM
s7o's 'VAN WATCH
FINALLY 1.0 :-)
about hroldan: yes right, it is (or was) a city, but the only sources i could find refer to a gated farm type surface city, nothing about "inside nordic ruin".
(which is a shame on one hand, for this sounds pretty cool to me;
on the other hand though, it's perfect for me like i said, since a town of "hroldan" right there (between my everlasting update nightmare "donkey king" stables (it's first (released) part actually) at the east end and the inn at the west end) is one of my (too many :-) wip's anyway.
so lore is on my side... :-)
if you have any other sources referring to that inside-ruin thing though, pls let me know
-Frostriver farm; the brothers are actually mages who then decided to use ice magic to open frostriver farm; unused dialogue.
-Hroldan; there's a small quest for a ghost; there once was a battle of Hroldan, where Talos himself fought. This would either mean that two big armies fought over a single inn, or more likely; that they fought over a town/city. Since the city has existed since before Talos, it's likely that it would be inside ancient nord walls.
only thing close to a description of the place i could find was on uesp [www.uesp.net] - "(...) as an ancient property record refers to "H'roldan" as "A Spacious Wooden Hall and Pasturage, recently Seized from the Reachmen" and "Though formerly a walled and gated city,[3] by the Fourth Era the settlement has been reduced to simply the Old Hroldan Inn (...)"
- which is good for me, since this seems to suddenly make what i planned on doing anyway lore covered :-), but none of this sounds very inside-ruin-like to me...?
old hroldan - man you're hitting a nerve with this one. got 2 mods in the area already (Donkey King's main stables, and the watermill from Wishborn Water-Mill (yet unreleased), and i always wanted to do a little farmhouse-type town of "Hroldan" between there and old hroldan -
and now this about o.h. - where'd you get that from, anywhere i can read up on this city inside ruin thing? sounds awesome and extremely interesting to do anyway - when you say "modern town inside nordic ruin", is that "ruin made into a modern town" or "new town built inside existing ruin"? and if the latter, does it say anything about that town's style? i mean, they won't like put farmhouses in there, so "modern", would that be more "solitude in a box", or "windhelm underground", or...?
...wow, my little "forgotten places" list's growing pretty long...
...oh boy...
...hey beth, pls take your time with fo4, willya - got tons of skyrim mods yet to do :-))
frostriver farm: yeah that's gonna be a tricky one to get all the fragments of this in line....
what happened here i figure must've been about this: they (beth) had that dudes with the farm, there's also a fragmentary quest about them - as farmers still - building/opening some meadery.
then one morning, a voice from farm location builder's office came screaming "damn, who put that f***ing dragon burial mound all across my frostriver farm cell?!?"
so they kicked the farm, put the owners in mages robes and started making a new quest suiting them now being mages from all i tracked back (forgot what that was about though), which also never got completed though,
so they ended up just putting the poor guys in some random wilderness cells, one iirc dead already and the other one left with not much options but to die.
i'll need a HELL of a story to catch all this :-)