Castle Volkihar Redux - A Player Home
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Update: Dec 24, 2013 @ 11:54pm

Figured out how to stop animals from spawning on the shipyard docks for good.

This mod presently has no further bugs to fix.

I sitll need to update a few things like, the molag bal robes 1st person model.

The descriptions on armor, weapons and spell effects.

Giskard (another mod author) gave me the information I needed that put me on the right path.

Update: Dec 23, 2013 @ 3:33pm

Some folks reported that in the following cells there were mob respawns.. and they were right:

1.) Master Throne Wing - fixed it by adding disables at the end of the quest "Fortify Volkihar". Also just unchecked "respawn" on the activators.

2.) Daedric South Tower - fixed it by adding disables at the end of "The Forgotten Tower". Unchecked "respawn" on the activators.

Update: Dec 22, 2013 @ 3:47am

Door and blue light on balcony was not set to enable parent. Dont know how these things become un tethered but the cost of testing out stuff in time and effort is getting to me.

Update: Dec 22, 2013 @ 2:07am

Daedric display activators resetting has now been fixed by simply unchecking "respawn". Wouldnt you think the opposite would be true of unchecking it? But no "Respawn" should mean "Reset" .. assholes need to learn english. lol


Well, I am now sure I don't need encounter zones.. and they were making my npc's trip out. I did four hours of grueling tests with multiple saves on different machines.

God, if anyone wants to complain about these little glitches I am always chasing, try being me for a day. This is ridiculous and outright tedious.

Update: Dec 21, 2013 @ 5:51pm

Gad Fricken darnit %$^&&*%^&!!!

NPC's disappear when I have an encounter zone associated to the cell's location, and if I don't have an encounter zone associated the daedric activators don't remember they've been activated and won't give the damn daedric item back to my subs.

Anyway, I think it's better to be missing NPC's than it is to be missing daedric artifacts. SO I am leaving the encounter zones until such time I can figure this out.

Meanwhile, if you were smart enough to read these notes and are missing daedric artifiacts COC into dlc1cleanertestroom and get your artifacts back.

It's always some damn thing.

Update: Dec 19, 2013 @ 11:24pm

I accidentally changed a default game package from "lock on sleep" to "no lock". I didnt notice it was a default. How that got in there, I have no idea, but I stopped using defaults a long time ago because I change them every single time. This is bad as any npcs using the pack will no longer do what they are supposed to right. anyway fixed that.

Update: Dec 19, 2013 @ 11:17pm

Wouldnt you know it, I and ten others tested this out (I must have run this new version 100 times with a play through) and nothing showed up. But, once I uploaded and went to make a video BAM, all the NPCs I added in the undercroft flea market disappear.

Why didnt is show in all those other tests?

Turns out some sleep packages had "lock doors". That made them chase all the npcs out I guess. Fixed next uplaod.

Update: Dec 19, 2013 @ 9:52pm

Added:

You no longer need loose sound files. The bsa now works.

Marriage partners will now offer dialogue to move into Castle Volkihar (if you have finished the quest "Kindred Judgement".

New Quests:

It's Good to be King. Become king of the Gargoyles in an epic battle against extremely hard bosses. This quest rewards the a gargoyle army at your disposal dispersed all around Castle Volkihar. Only one gargoyle can follow at a time.

THis quest also rewards two Etheral Swords. One is for the left hand (Off hand) and one is for your right hand (Gargoyle subduer). It can bug out if you try to equip the swords in the wrong hands while having them equipped. Just unequip them and equip them again in the proper hand.
Never drop or try to display the swords, they will be invisible and hard to find again. But you can find them with some searching for their nameplate.

The Undercroft is now a vampire flea market with vampire shoppers. Some of them are named after friends and family.

Harkon's old Cathedral has been revamped after you become "King of the Gargoyles". So be sure to visit there. The shrine now has a hard to use marker for drinking from the Molag Bal shrine, but it's there, just pan around until you find it at the altar.

The new lower levels of the castle are currently not decorated, but will be in a future release.

The Daedric Tower now has a few new displays available. One being Namira's ring, which when the ring of Namira is placed upon the shrine of Namira yeilds a special gift directly from the dark Daedric Princess herself.

Three new guards can be manufactured in the Catacombs of the Master Vampire wing. You will get a quest to do so after finishing "Releasing the Coven" and have traversed in and out of the Master throne room.

The Solitude Sewer home has had some safeguards put in place. The thralls will not spawn until you finish the quest. I recommend you kill all vampires before finishing the quest.

Many packages have been added with existing actors and new one's.

As always I support my subscribers to the end. Go here if you need help with anything:

http://steamcommunity.com/workshop/filedetails/discussion/129969995/846966336549220989/


Update: Nov 24, 2013 @ 3:40pm

Brunar's body was disabled from the game on startup because I didn't mark him as "opposite parent" in my last upload. I fixed this today, but some people may still have the old version if they havent updated.

Changed boneman guards in the throne room's names to "Elite" volkihar castle guards.
4 in all. two at the throne, and two outside the throne wing's main door in the courtyard.

Updated the bonemen to actually be elite as they were missing regen health and a boat load of spells. They now have them.

Update: Nov 23, 2013 @ 10:06am

the quest "The bare necessities of life" was tied to the "Windhelm Location", but that didnt work for people too early on, which makes the quest a moot point since it was for early characters because, something is blocking the alias quest objective map marker in vanilla skyrim. Unfortunately, without touching the vanilla location scripting I cannot make this work.
Fix, make the on change location event to the actual location I made for the abandoned house, which means they will have to find it on their own without a quest. Which means people will probably never know it's there.

I have no other choice since people will get a quest they can't complete until way later on in the game anyway, which could make them search for something they can never find.

Until I can figure out another way, this quest has basically been shut down.