The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Bengali Clan Estate
52 Comments
dragontaimer37 26 Jan, 2015 @ 2:01pm 
thanks for answering my questions and i wish you a safe travels while at sea. ps: i figured out you can just turn on diolog and then just read what they are saying.
KentiTiger  [author] 26 Jan, 2015 @ 7:58am 
to "dragontaimer37": sadly, between work, and life, I've not gotten back to the questline, though I have done a bit more on as far as layout and programming. It's really just the matter of getting all the rest of the dialog entered, the scripting coded, and then the bullet-proof testing to see if it'll work as planned. All of that takes time, which I seem to have less and less of these days. Bottom line, there is no timeline at present for completion, though I apologize for it. And thank you sincerely for your kind words and encouragement. I have a couple months before I head back out to sea (I work for the Navy) so I'll see if I can't tear into this project again. Thank you again for your interest.
dragontaimer37 23 Jan, 2015 @ 3:27pm 
i would like to know because i just absolutely love this mod and would like to see it go further
dragontaimer37 23 Jan, 2015 @ 3:26pm 
how soon will you ba able to have thequest up and usable
KentiTiger  [author] 9 Nov, 2013 @ 1:45pm 
v3.0a - (09Nov13) still in ALPHA phase as the quests are still incomplete (but I did get a bit further on the scripting for the quest, thus v3.0!); added teleport pull-bar next to the ladder, to TP to any of the houses (I didn’t TP /in/ the houses, as there’s too many house mods out there); added a spell and tome for teleporting to the Storage Room; added a strongbox (identical to the one next to the armory door) next to the Storage Room door;
KentiTiger  [author] 3 Nov, 2013 @ 3:39pm 
For the sake of an update about the Sell Barrel, I cannot find a problem with the scripting, so I think it's just a quirk. What I have discovered is that it seems to only happen with potions, and it works better when you sell of only those items with multiples of the same together, but no single items, and vice versa. It seems to hang most often with single potions in combination with multi ones. Can't explain why and it shouldn't matter to the script, so I think this is just a game-engine quirk. If anyone come up with any popular theories, let me know. if you want to see the scripts, hack the .bsa or message me and I'll share them. Have fun!
KentiTiger  [author] 19 Oct, 2013 @ 8:20am 
More Comments for v2.9 Update: If you're already in a current game, I've see where the Inventory Safes don't move into the new positions, replacing the original generic safes in the stack; not sure what causes this or how to fix it. If you open a brand new game, everything's fine, so I think this is some kind of savegame conflict from the mod having changed, which then the only solution would be to take all your things back, save, uncheck the mod in the load list, enter game, save, exit, recheck the mod, enter game, put all your stuff back, and save again. Hassle, hassle, hassle.
KentiTiger  [author] 19 Oct, 2013 @ 7:32am 
Comments for v2.9: I've delved into the world of scripting! I put in several buttons into the Storage Room, mostly for convenience, which can dump your entire inventory (less quest items of course) into various containers. The "Sell Barrel" was the biggest reason for this update, which is a place you can dump your stuff into and it will "sell" them for you (straight values, no bartering, no gold limits). Yes, this is a dangerous function, but I like it. While I'm proud of it, it's still a little buggy, but I don't know why yet. The code seems good, but it seems to hang on potions, especially ones you've created. If it hangs, just take all your items from the barrel again, which will clear it out, and then put things in again. If it persists, try only putting 5 or so items in at a time. Overall, have fun with it! No more merchant problems!
KentiTiger  [author] 19 Oct, 2013 @ 7:24am 
My apologies to all the users if, on the 11th, things got really wonky in the Storage Room. I was having a battle with the Steam upload process, which was ultimately resolved. I found Steam/Creation Kit is entirely dependent on the original files (scripts and such) vice only the .bsa file (I did a full reload of Skyrim, which killed the original files). The only solution was to get a .bsa "unpacker" and recover all the files lost. So, I think, I'm back in business now. Again, my apologies for any inconveniences.
KentiTiger  [author] 19 Oct, 2013 @ 7:21am 
v2.9a - (19Oct13) still in ALPHA phase as the quests are still incomplete; delved into the world of object scripting and added into the Storage Room: button to put all PC inventory in choice of two safes; button to put all PC inventory into choice of four junk chests; “Sell Barrel” to sell all items place into it (or just get rid of them); to replace the inventory safes, created more generic safes (6 total) next to the alchemy table; redid a few sorters to include more categories of items;

v2.85a - (13Oct13) still in ALPHA phase as the quests are still incomplete; updated navmesh inside Storage Room around the open chests;
KentiTiger  [author] 5 Oct, 2013 @ 10:24am 
v2.82a - (05Oct13) still in ALPHA phase as the quests are still incomplete; fixed a lot of navmesh problems, so now the followers can enter the rooms; thanx to "saunders.bryan" for the feedback which provided the impetus to fix it all (and wow! were there some issues!);
KentiTiger  [author] 4 Oct, 2013 @ 4:39pm 
v2.8a - (04Oct13) still in ALPHA phase as the quests are still incomplete; added auto-sorting functionality (only in Strg Room); added “Kenti’s Hyper-Arrow” and forge recipe (stupid-level of damage); all credit for the sorting functionality goes to”cire992” who created “Orlong’s Hearth”, found at --> http://skyrim.nexusmods.com/mods/8684/? <-- which I modded a bit and consolidated so I could add it into this mod (used with permission, thank you cire992!!);
KentiTiger  [author] 2 Jun, 2013 @ 5:22pm 
v2.75a - (02Jun13) still in ALPHA phase as the quests are still incomplete; put sets of Artesian and Mage jewelry into Enchanted Jewelry Safe, as it wouldn’t work in the main chest; renamed and moved Strong Box for Dragonborn questline; added Fur Boots to special safe; removed Nahkriin from armor chests; tried to make Detect Life ring, but couldn’t make a ring with that capability (and scrolls wouldn’t work as desired);
KentiTiger  [author] 17 Mar, 2013 @ 12:59pm 
v2.7a - (17Mar13) still in ALPHA phase as the quests are still incomplete; added an “Artesian’s Ring” and an “Artesian’s Amulet” to aid in alchemy, enchanting, and smithing, giving bonuses to those skills; added two open chests at the end of the bed in the Storage Room to put in all the neat rocks one might collect;
KentiTiger  [author] 17 Mar, 2013 @ 12:59pm 
Hello all. Just did a minor update, with the corrisdponding spawn of the Storage Room mod as well. Enjoy and thank you again for subscribing!
somersfootball8 6 Jan, 2013 @ 5:20pm 
Thank you
KentiTiger  [author] 6 Jan, 2013 @ 1:07pm 
to: "tusker8" In the full estate version, there is a key in a pickable strongbox, just inside the west entrance to Riverwood, next to the city walls right by the road, next to the Armory entrance. If you're headed eastbound into Riverwood, similar how you arrived in the very first quests of the game, right as to step past the city walls, turn right, and there's a trapdoor. Right next to the trapdoor against the city walls, is the strongbox. The key is in there. The box is locked, but it's pickable. The Entrance to the Storage Room is at the very end of the west-side city walls (same one you came thru) under the stairs platform. Enjoy.
somersfootball8 3 Jan, 2013 @ 2:23pm 
I mean where is the key?
somersfootball8 3 Jan, 2013 @ 1:21pm 
please help
somersfootball8 3 Jan, 2013 @ 1:21pm 
how do i get in?
KentiTiger  [author] 28 Nov, 2012 @ 8:30am 
to "SoupierGalaxy": apologies again for the delays; been on business travel for a bit (as is the nature of my world); the way everything was put together is indeed a bit haphazard, as the original design was based on what seemed the best, combined placement of the external structures, which then (logically) drove the door placements internally. In the end, the external portion turned into a much-too-large structure to fit comfortably in any of the places I found in-world, so in the end, only placed a single building in-world rather than the whole enchilada. (Cont below)
KentiTiger  [author] 28 Nov, 2012 @ 8:29am 
to "SoupierGalaxy": (cont from above) ... Another issue which came up after-the-fact was the Storage Room, which evolved independently, and in fact, has no connection into the Estate itself. It has only the single entrance/exit in-world, which no one (so far) has complained about. I also spun off the Storage Room as its own plug in, which is just the Storage Room rather than full Estate and associated minor quests. While I had fun designing and building the Estate, I personally find the Storage Room to be the "usable" part of the mod. In any case, thank you for your comments, and I'm glad you've had some fun with the mod. Enjoy!
ArmoredCascade34 7 Nov, 2012 @ 6:34pm 
thanks i love it although a bit confusing if u go in the main house and u want to go in the basment i had to go through 2 diff inn's ( in the house ) to get to the playpen
KentiTiger  [author] 7 Nov, 2012 @ 2:06pm 
to "SoupierGalaxy": my apologies for the confusion. I have been caught up on life-affairs, so I have never actually finished the "buy quest". As it stands now, there is a strongbox next to the armory entrace (right next to the road at the western entry to Riverwood) where the key to the house (and all the entrances). The estate is entirely useable by the player as-is, even without the quest itself being functional. All the chests are "safe" and the crafting tables usable. I /do/ intend to get back to this and finish constructing the quests, but in the meantime, enjoy, and I hope this helps clear things up.
ArmoredCascade34 4 Nov, 2012 @ 1:48am 
tried ur mod but i cant buy the house it dont give me the option i have the letter and read it then went to talk to the guy but the only option he has is what have you got for sale
KentiTiger  [author] 7 Aug, 2012 @ 3:13pm 
v2.6a - (07Aug12) still in ALPHA phase as the quests are still incomplete; fixed several reference issues in the .esp file (unintended changes to other game parameters); fixed an issue with J’darii’s equipage, which wasn’t working quite right (it’s all non-playable so didn’t effect gameplay); changed the stats on the various weapons to be a little less destructive while in combat (though they’re still rather “unbalanced” and powerful); this update was in prep for a companion mod which pulls in various Dawnguard toys;
KentiTiger  [author] 21 Jul, 2012 @ 6:45am 
To "jsadoff2012": Regarding the Dragon Priest Mask display, I tried to make it work, but I could not get the scripting to work right, up to and including it you put in the 9th mask, it would vanish when you set the other eight. I finally gave up on it, opting for the much easier Display Cases. I've noticed that several of the other mods which include the mask displays have apparently run into the same kinds of issues. I'll try again once I learn more about imbedded scripting. Nonetheless, thanx for the suggestion; it's a good one! :) I didn't do the alters mostly because I'd have to include them all, which would sacrifice room somewhere else. However, I can either alter or add a room onto one of the main manor areas where all the alters/shrines can be placed. Good suggestion! Thanx.
jadoff101 20 Jul, 2012 @ 9:04pm 
I also recommend a dragon priest mask area and devine alters. I don't know how coding works, so I have no tips for incorporating the fix.
KentiTiger  [author] 20 Jul, 2012 @ 2:43pm 
To "jsadoff2012": I've notied that a couple times. I know there's a script-fix for it, but I'm not sure how to incorporate it. I'm open to tips or suggestions. Thanx again for the comments.
KentiTiger  [author] 20 Jul, 2012 @ 2:42pm 
To all the readers and subscribers: I'm pondering spinning off the Storage Room into a mod of it's own. I was thinking, just the Storage Room itself would remain, but not the connected Display Room (or the Minefield). All the toys would likely remain, but the chests would have a more rational quantity of stuffs. Any comments? What should be left, and what should go?
jadoff101 20 Jul, 2012 @ 2:19pm 
kenti.bengali: my only complaint is the moving mannequins. Fix that and you got yourself a 10 out of 10... I don't see any issues with load times.
KentiTiger  [author] 20 Jul, 2012 @ 2:17pm 
To "jsadoff2012". You're very welcome. I can appreciate your OCD, as half the reason I made the mod's "Storage Room" portion was to make my own OCD a little happier. :) I'm glad you're enjoying the mod. BTW, how are your load times and CPU useage? Any crashes or halts?
KentiTiger  [author] 20 Jul, 2012 @ 2:15pm 
To "dudeware": as I mentioned below in my dissertation to "jmatney11" (13jul) the only way to see if your game has truly "crashed" is to look at your CPU useage. I use this mod (along with a few others) and my load times average between about 4-mins (on an i7 mobile, @ ~13% CPU) and 5-mins (on a Core2Quad 3Ghz @ ~26% CPU), but the savegame /does/ load. Also, Skyrim is prone to crashes (or halts) is two mods modify the same in-world space. If you disable this mod, or the one that might conflict with it, the game will likely run fine with either/or, although it won't likely change the load times. (continued below)
KentiTiger  [author] 20 Jul, 2012 @ 2:15pm 
To "dudeware": (continued from above) Because of all the various chests in the mod, containg a large quantity of stuffs, this mods take a very large gamespace when it loads, seperate from the cell buffers. As far as i can tell, this is the reason why the savegames take so long to load. I tested this by (literally) deleting everything in all the chests in-game, and my load times went back to about 30-45-seconds on the quad an 20-seconds on the i7. Hopes this helps a little.
jadoff101 19 Jul, 2012 @ 4:08pm 
This is amazing. Thank you for naming the chests, it agrees with my OCD.
KentiTiger  [author] 13 Jul, 2012 @ 5:42pm 
There is a .nif error with "J'darri", the new NPC, that if I'm reading in the forums correctly, is a problem with the new version/patch of CK. Apparently, anything which strays away from the default .nif will not auto-generate a new .nif which corrisponds to the mod. What that means for J'darii is that he isn't black-furred as intended, but grey'ish instead, which means he'll probably work fine in-game until I become aware of a solution to the .nif issue.
KentiTiger  [author] 13 Jul, 2012 @ 1:48pm 
To follow up a little on the "Creator's Comment" above about the powerful stuffs, the various chests in the mod contain dern-near every item in the game, whether it be ingredients, alchemy, gems, ore, whatever. Some people see this as cheeting. Given the availability of /everything/ via the console, I'm not sure what's "cheating" and what isn't, as it's all about perspective and what you're gameplay style is all about. Personally, I just want to have fun, and while i very much enjoy roaming around the world and collecting anything and everything that isn't bolted down, there are also times when I just want to experiment (alchemy or forging) and see what happens, which is why I put all those chests there. Having said al that, what do you all think: should I lower the quantities to several thousand vice 50k, or leave them as-is? I ask because of the numeric limitation discussed below. Give me some input and commentary please!
KentiTiger  [author] 13 Jul, 2012 @ 1:38pm 
For "jmatney11" (cont): if you could do some testing for me, it could help narrow down some conflicts. It's a painful process, but by deselecting one mod at a time, you can very often determine if mods are conflicting with one another. I have found that if two mods are modifying the same cell in-world, the game has issues with these conflicts. Mods which just change aspects of the database don't seem to cause problems. I cannot say which mods mine specifically conflicts with, although I have seen issues with "Dovakiin's Hideout", as i used to have the house (accidentally) sitting on top of the Riverwood entrance, which is why I originally removed the manor from in-world. Please test a few of your other mods and see if you can find any that cause an issue, and I'll try and fix it. I think your issue is related to what I found about item counts, as I had the exact same problem when I was first testing. Thanx in advance for you time and efforts in testing!
KentiTiger  [author] 13 Jul, 2012 @ 1:28pm 
For "jmatney11" (cont): another siggestion is to see if the game truly hangs or is just taking forever to load a cell, which is what I've found to be the case a lot of the time. I run quad monitors, so I leave the Task Manager up on another monitor, and then watch the CPU useage for "TESV.exe" (which is the main Skyrim game engine). If the CPU useage is above 01%, especially if it's 10% or above, then very likely the game is working on loading the cell, even with difficulty, which can just take time (sometimes 5-mins, depending on the speed of the machine). If the CPU useage is pretty much 00%, then the game is halted and there's nothing more to be done besides kill it, and reload from a save. I run the TM all the time, as I have minimal mods loaded, and I still have the halts (usually when fast-traveling) much more often than I'd like. (continued in next post)
KentiTiger  [author] 13 Jul, 2012 @ 1:23pm 
For "jmatney11". Thanx for your comment. One of the things I've noticed (which might be "caused" by this mod) is inordinately long load times (when you're loading from a save game). I haven't come up with a good reason for why this is or what's causing it. I went form 30-45second load times, to 4-5min load times. :( But, speaking to the "halt on entry", I discovered a strange problem that I think is related to a numeric limitation in storage vessels, which is to say, if you exceed a count of 65535 (16-bits) then the space/cell containing the container becomes inaccessible. While I haven't tested this extensively, it has so far been consistent. So, if you are one to consolidate all the various chests this /will/ cause this issue. My recommendation is to make sure you have less than 65000 of any item in any given chest. Gold appears to be the only exception to this issue. (more in the next post)
KentiTiger  [author] 13 Jul, 2012 @ 1:15pm 
For "wolverine", I could probably do something like that (although I've not done a stable before), but the issue would be more the area in-world. There's not a lot of space right there, with the graveyard behind, and the more I modify the world, but more possibilities of the mod conflicting with something, which causes crashes, so I try to keep the in-world modifications to an absolute minimum. If you /really/ want something, give me an idea of what you might be looking for (features, how many horeses, etc, etc), and maybe I can do an "add-on" to the main mod. Sound good? Let me know.
KentiTiger  [author] 13 Jul, 2012 @ 1:13pm 
Hello everyone! Sorry for my delay in responding, but I work for the US Navy, so I can be bouncing around the world at any time. For sake of reply... Thank you "gabrieleindra" for your comment. It made me smile. :) Anything you can think of which might make the mod "better", please let me know. For "hodansepp", and "MREdinnerdev", Growl's post of 10Jul12 1008 is the best suggestion for now. Either that, or haven Ra'drif give the keys at the end of the original "letter quest" until I can get the main quest working. What's anyones vote? Or should just put a pickable chest somewhere in the world? Or the keys laying around? In closing, thank you all, the watchers, favers and subscribers for your efforts. I'm glad you like the mod so far.
Lampy 12 Jul, 2012 @ 10:02pm 
were is the key to get into the place?
Kat 12 Jul, 2012 @ 8:04am 
I look forward to seeing the buyable part finished. I've been searching for a player house to store my goodies and this one looks as if it'll be perfect... just as soon as it's ownable!
76561198066291534 11 Jul, 2012 @ 11:38am 
It seem to be freezing the game up. I left to do a quest and returned and the to drop off some off some of the enchanted armor i had found and i froze on the loading screen...i tried reloading and every time it freezes
BreezyLion 10 Jul, 2012 @ 7:08pm 
To get the keys for everything, you need to go into console by pressing the tilde key "~", and then write "coc kenti_storage" and press enter. This should teleport you into a room, and the keys will be laying on one of the tables along with some rings and armors. I have suggested for him to temporarely move the keys outside.
BreezyLion 10 Jul, 2012 @ 6:23pm 
Kenti will continue working on this mod, but right now, he cannot reply to anything for a little while because he is unable to be online. I'll forward your comments so he can add and change things for the next version of the mod, which should be out once he returns online. Unfortunately, i do not know /when/ he will be online, but i'm hoping it is really soon.
wolverine 10 Jul, 2012 @ 5:36pm 
Greeting's!

You need to add a serious sized stable for me and my followers(For others like me that like to travel with a-large amount of followers). I have 20 + and adding more each day!!!...
hodansepp 10 Jul, 2012 @ 11:48am 
how can i open the house?
or where can i get the key for the door?
Spongebob 9 Jul, 2012 @ 11:45pm 
this mod is awsome so so so so AWSOME i dont know why its top rated