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I'll try junmping off next and see how it works. If not, I'll try the uninstall/reinstall method.
This means your install is messed up somehow. Either that, mod conflict or save is corrupted.
Other than that one hiccup of getting to that dungeon, I have had no other problems with the mod and I am thoroughly enjoying it. So thanks for makong an awesome mod!
I CAN'T TRAVEL TO GARGOYLE POINT
================================
THis is most likely one of these three problems:
1.) Another mod you installed is conflicting with this one. Try moving my mod to the bottom of your load list. Sometimes that can fix issues. But not always.
2.) This mod is rather large. Sometimes it does not install entirely. Go to this link and follow the instructions under "RE-INSTALL THIS MOD! THIS FIXES MOST ISSUES."
http://steamcommunity.com/workshop/filedetails/discussion/129969995/846966336549220989/#c846966336549568886
3.) Your save is corrupted from installing mods, making a game save, deleting mods, then making another game save. The only way to test this is to start a new game with only this mod installed and see if the problem persists. Never delete mods. Disable them instead!
Please try the workarounds I listed in order. If one works then don't follow the other ones because the problem is solved.
It should have nothing to do with an corrupted save. I reinstalled and tried to use an clean save already, but the problem is still happening sooner or later.
Namely mods that allow for more followers than the vanilla Skyrim allotted. Otherwise something else is causing this. It is not this mod doing it. It would be a HUGE problem for me if every single person who installed this mod couldn't bring their wife there.
Do you have hearthfires? Do you have any other mods that allow a wife to live in them?
*Try putting this mod at the bottom of the load order
*When you start over you can have no other mods installed to do a true test
^Hearthfires can cause issues with your wife moving into the castle, but I've never heard of this issue from it
Basically having worked with software most of my adult life I can tell what they started out to do but then the developers were tasked with adding more and more. So over time dependencies had to be changed. By the time the creation kit and the game engine were complete many aspects of the creation kit were either dropped entirely or did almost nothing resembling their names anymore.
That is my take on it anyway. I use to think they made the creation kit upside down and backwards for job security. Lol, I doubt that is the case. It's just when your stake holder keeps raising the bar you have to work with what you've got.
As far as my earlier comments about "bad mod makers", I would say I said "amateur mod makers". They just don't understand dependencies. Even though I did I made those mistakes many times. That is to change the original game files instead of making my own scripts and objects and then changing them. Or to use "enable/disable" instead of "deleting" things. Those are the main ways mod authors might screw the pooch for all other mods installed. It is easy to do in the creation kit you know.
If a mod goes and changes something vanilla in the game new mods coming in may be looking for those now changed or deleted things and poof, your game is broken. Since the save system is a "snapshot" it breaks that too.
Load order can sometimes fix these issues because the mod at the lowest order in the load list trumps the changes of the mods before it. But that depends on what they changed.
Another bug was that when the stone gargoyles come to life they are often stuck inside of whatever they are sitting on, and are non hostile as they are inside an object. Many of the gargoyles didn't even come to life they just exploded into a million rock pieces straight away.
Another thing is that you never informed us of how to conquer skyrim, we can recruit troops but they just go on patrols, how do we use them?
The castle is also incredibly annoying to walk through, it has many twists and doors that make it incredibly confusing to be inside of it. This is something difficult to fix but i'm just putting it out there.
Also some of the subtitles of what the npcs say don't match with what their voices say, with missplaced words. Once i said something to one of the npc's (Don't remember who or what) and the response from the npc felt like it was coming from a completely different conversation.
Also your voice actors tried to immitate existing voice actors, why? Just why? They feel like generic npc's and not uniqe characters. Get them their own voices and lines, you can still tell that they are immitating.
I'll tell you if i find anything else ^-^
=========================================
None of what you listed above are bugs. Please read up on what constitutes a bug as opposed to grammar, dialogue or concept.
Thanks for taking the time to write to me. But next time please report real bugs, not opposing opinions on how YOU would have built it.
Hope you learn to enjoy amateur free mods with a little less scrutiny in the future and learn the definition of what a “bug” is when it pertains to software.
DEFINITION OF SOFTWARE BUG:
A software bug is an error, flaw, failure or fault in a computer program or system that causes it to produce an incorrect or unexpected result, or to behave in unintended ways.
Sourced from Wikipedia: https://en.wikipedia.org/wiki/Software_bug
You did not list a single bug. You listed mod conflicts, opinions and chastized it as something you would build differently.
If someone goes to my public forum claiming the mod is "loaded with bugs and you can list them off" I feel I have to respond in kind.
Are you saying this is not a "Castle Volkihar Player Home"? Because it's got 20 beds (one of which is fit for a king, literally), three kitchens, servants, a pool, a private blood bath, several dining areas, a throne room, a personal temple, unique horse with stables, trophy rooms, secret chambers, a study, a library, etc, etc.
How is it not a "Castle Volkihar Player Home"?
http://tes-mods.wikia.com/wiki/Castle_Volkihar_Redux
You could also go to the "Change Notes" and get a small idea of the crap I went through building this and debugging it over a two year period (notice there are 12 pages, not just the first one you go to):
http://steamcommunity.com/sharedfiles/filedetails/changelog/129969995
Then you could mosy on over to the "Discussions" page and see the 100's upon 100's of threads I fielded over the last four years.
http://steamcommunity.com/sharedfiles/filedetails/discussions/129969995
Not to mention a 6 page comprehensive FAQ that I built to support this mod.
http://steamcommunity.com/workshop/filedetails/discussion/129969995/846966336549220989/
This situation creates a double point of interaction: you can then pick the coat both from where it actually is or from where it should be floating in its red halo. If you pick it from the floating spot and then put it on the display again, it will never show again. The pedestal will still light up red, and you will still be able to pick the coat if you target the right spot, but the object itsef will be invisible.
Those are of course not major issues but it's still somewhat annoying, so it would be ice if you could release a small fix :) .