The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Castle Volkihar Redux - A Player Home
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Update: Dec 3, 2015 @ 9:23am

No changes to the mod. I just wanted to update the description and search tags since "Castle/Large Structure" were added after this mod was last uploaded. I also removed a couple of tags.

Update: Dec 3, 2015 @ 9:13am

Update: Jul 15, 2014 @ 2:35pm

DefaultSandboxEditorLocation1024NoConv form id = 0010f587 was corrupted. Used details ignore. Now no mass spawns can happen if you re-synch and have castle volkihar last in your load list. However it is possible that the save will remember the corrupted sandbox, in which case you'll either have to try to scrub your save or start a new game to fix it.

The following packages were affected by the above mentioned corruption on my end:
DefaultPredatorPackageList form id = 00095f47
DefaultSandboxEditorLocation1024NoConv form id = 0010f587
DefaultPredatorPackage form id = 0006c989

Instructions on how to re-synch here:

Also fixed female molag bal robes.

It's always some damn thing.

The last patch fix worked for the spawns however the esp was looking for the molag bal robes for female npc's and the player in the wrong spot so I had to redo this and upload again.

All is working fine now.

Interesting update on this is that Bethesda deleted all three of these defaults from the game! Why did they do that? Good question but, I know I never changed them. Seems suspicious how it ended up this way (pointing to the volkihar docks that is). I can still see them all (in my update free source skyrim test box) details because my mod remembers it all there. I always name convention cleaner when changing anything.

Update: Jul 15, 2014 @ 2:35am

Accidentally uploaded fix with WiP hearthfires version which isn't finished yet. Had my work in progress in my skyrim directory and forgot to put the old one in.

This still addresses the mass spawns as stated in the change note log prior to this one. DefaultSandboxEditorLocation1024NoConv is now ignored.
This time I noticed several other "default packages" were in the details list. So I ignored those too.

If this mod is placed last mass spawns at the docks should stop. However you must uninstall and re-install by following the synchronization procedures found on the FAQ under "MASS ANIMALS SPAWNS" here:

Update: Jul 15, 2014 @ 2:15am

If you are experiencing mass spawns on the docks of Castle Volkihar before or after installing this mod, simply put Castle Volkihar Redux mod last in your load order and it will be fixed once and for all.

DefaultSandboxEditorLocation1024NoConv form id = 0010f587 ignored.

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" actually means "Reset", as in if the box is checked than stuff reverts to it's original state. Which means if anything was added to it in the game, that thing will get deleted.

Making safe storage is still not defined anywhere I can see other than by quest. According to the wiki anyway. In practice, not sure if tying a storage container would keep your items from disappearing in a chest or not because Bethesda doesn't seem to worry about defining things like that for mod authors.

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.