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One of your mods has changed the map boundary in Skyrim which will cause this issue. Best solution is the following:
Using notepad, in Skyrim.ini (not skyrimprefs!)
Under the [General] section you add
bBorderRegionsEnabled=0
To note, this remove all world edges and barrier so you if you try climb OUTSIDE the map, you will be able to, and you risk falling into the void (though apparently that's very hard to do because there IS land beyond the map edge. Just empty boring land, but land all the same)
Hey, me again, sorry if I'm a nuisance, just wanted to know if you recall modifying lockboxes in the mod (specifically something to serve as a gem lockbox)
I'm playing with Legacy of the Dragonborn, and I had a small conflict that castle volkihar prevent one of legacy gem lockbox from activating (model is here, but no action are on it when I mouse over it)
I know it's volkihar that does it, since I turned it on/off and the lockbox appeared as interactable without volkihar, but as non with it.
Reply, DiGiTaLCLeaNeR
As far as this mod changing a vanilla asset directly I would be hard pressed to believe it for several reasons. I try to avoid doing that like the plague because changing vanilla assets directly is the plague in modding. Out of over 100k subscribers (many of whom use 3rd batch compare tools to manage their mods) none have listed this conflict before. I think it is the other mod causing the issue with the "copied" assett used in CVR. That said this isn't game breaking it is just incompatible with the mod you mentioned. Try changing load list for the one you most want to use. I added it to my incompat list. Which mod is older? This one or that one? The newer one copied the asset from the older and used it in theirs. Now it conflicts. Or maybe they used the same naming convention. Most all of my remakes used this mod's initials when making copied assets. Thanks!
The question is; Does the display work. Yes it works.
Out of over 200,000 subscribers not one person has complained that this display does not work. Keep in mind, as a mod author every subscriber is a potential beta tester. I promise you, if something is broken in this mod I hear about it.
I just tested it and it works fine. This set of armor is a bit tricky to display and I remember it being difficult to make the display work properly. In this case I believe the only way to make the armor display properly was to do it the way I did it.
If you want to test the displays you can go to the secret room (if you are on PC) that has all of the daedric and aedric item duplicates. use this console command to go test it:
coc dlc1cleanertestroom
Gather up the items you want to test, then to go back to the south tower use this:
coc dlc1cleanersouthtower
Some items in the game aren't what you think they are. This is the case for the ebonymail. We are actually using a script and a placeholder to display it. So it takes the ebony armor out of your bags, deletes it, then puts a copy of a different armor that looks like the ebony armor into the display. Not unlike a magic trick it deceives the player. This doesn't matter since the goal is to "have a display". Whether or not it is the actual item does not matter.
If the player wants their item back, the script will put the real ebony mail back in their bags when they activate the display. You would be surprised how many things are done like this in game development. Hollywood brother. Nothing is as it seems. As long as the job gets done and no one knows the wiser.
When people new to the creation kit start looking around in the CK and see things like this they become confused by these details because it is not working the common sense way you think it would. Which in the creation kit is common.
As far as the 90 degree angle, there were problems with that. It displays the armor incorrectly. Not having it 90 degrees does not do anything taint the game. It doesn't cause a bottleneck in graphics, nor does it cause stress on the processor. The armor looks best the degree I set it too.
I think it is a good idea to benchmark and monitor stress before and after making changes. I use a number of tools to do this.
https://openhardwaremonitor.org/
I use 3D Mark https://benchmarks.ul.com/3dmark?redirected=true#
But here are a few choices.
https://helpdeskgeek.com/free-tools-review/benchmark-your-pc-or-mac-with-novabench/
And it might be old, but it still works for benchmarking ingame:
http://www.fraps.com/
The best place to bring your kids to sleep is in the Throne Room Wing. Go to the shipyard, go into the door on the bottom level (kind of hidden). Same level as the blacksmith. Once through that door go up the stairs, turn right and go straight. You'll end in the Master Sleeping Chamber where two coffins line up on either side of the door in that room. Another great place to assign your children to sleep are the two beds near Valerica's Tower's "Tavern" near where the bards sing. There is a stage, box seats and lots of cocktail tables in that room. Well just off of the stairs from there in a little area are two rooms, kids can sleep there. The two chests just outside those doors are best for kids storage.
See this youtube video @ 6:33
https://youtu.be/ydVbnIWwSOk?t=375
And here @ 20:18
https://youtu.be/ydVbnIWwSOk?t=1237
and extra guest rooms all around the castle as seen here @ 8:26
https://youtu.be/ydVbnIWwSOk?t=506
Not this one on steam no. You'll need to download the special edition from Bethesda's website. This one is for the old version of Skyrim only.
Here is the direct link to Special Edition on PC:
https://mods.bethesda.net/en/skyrim/mod-detail/3065932
To Sony PS4:
https://mods.bethesda.net/en/skyrim/mod-detail/3075639
To Xbox One:
https://mods.bethesda.net/en/skyrim/mod-detail/3067017
this link is broken, will load nothing, can you check it out
Castle Volkihar Courtyard