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Okay i had the Castle mod working perfectly fine, until i started a new charcter, while keeping old save, And now the following has happened in the Armory.
Mannequins act as though they are npc's and act like they are conversing.
Solved by waiting one hour.
The Mannequins keep the first item that they had on after you leave the area and come back.
The Mannequins sometimes end up in a variety of positions/poses.
Includes, stair climbing, waiting pose, running pose, walking pose, etc...
So far there doesn't seem to be an issue with the rest of the castle to me, expect that even with the fisrt save the skeleton horse mount cannot be bought, or at least acts like you bought it w/out buying it.
Please keep the comments to this disscussion "board" to issues with the mod so as the mod developer(s) can deal with them.
P.S. try to describe the issue with as most description as you can.
Last edited by flan1122; Jan 11 @ 2:49pm
Showing 1-3 of 3 comments
Keifer84 5 hours ago
yeah i just started a new toon and and the mannequins change poses but i dont mind that. i cant put any swords/shields on the plaques, havent tried all of them but have tried most of them. i cant buy the skeleton horse either but doesnt take money for it so no bigger got plenty of mounts.
#1
flan1122 2 hours ago
I think the mod will work like it is suppose to as long as you only have one save using it, if more then complications arise.
awesome. i hope you can figure out whats causing it... if you need any specifics or just have some general questions shoot me a message. id be more than happy to help
Haven't run into anything else, but will post if there is
Servant NPC tasks sometimes use the wrong text... specifically, mine will say "hunting team has returned, armorer created average stuff" for the armorer (hunting team isn't even in yet, I think). The scrivener (scribe guy) will say "mining team has returned, the scribe was whatever successful".
The weapon/armor box that they put stuff into is a huge pain in the ass to get in and out of, there's an invisible wall around it that prevents grabbing stuff from outside the box, and is incredibly difficult to jump over.
When you send the mining team out for Solstheim materials, he almost always brings back normal stuff... I've only once ever seen a single piece of stalhrim, and never any heartstones. I do hope that hearstones are included in that, as 1) they look awesome and are fun for decoration, 2) they are mined on solstheim, and 3) one of my mods uses them as a crafting material for not just staffs.
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Even though this is a bug thread, here's a suggestion: is it possible to use Hearthfire's planting system for alchemical ingredients? That was easily one of the coolest game mechanic to come out of any of the DLC's, and actually made leveling alchemy fun/less of a PITA since you could grow the ingredients you want in decent quantities.
Can you move the enchanting training books away from the table itself? I usually try to save those for when I'm at 90 enchanting, but I often accidentally open one of the books when I'm just trying to use the table due to the targetting radius...
Last one: Can you make the auto-sorting menu a toggle? I don't actually use it (I much prefer to just have all my smithing stuff in one container) and that feature would be AWESOME if I did use the auto sorting, but since I don't it's added several extra clicks every time I want to access my stuff. It's a little thing, but it does get sort of annoying when I'm doing a lot of crafting =/
That said, a couple minor bugs I've found. One, I can't open my map while in the castle, or my game crashes. Not sure if that's just cause of a conflict with another mod I have or what, but it might be good to take a look at that. Also, the gate to the Vault (which is my favorite room in the whole building), gets out of sync, so that the bridge lowers when the gate closes and raises when the gate opens, instead of the other way around as it should be. Third thing was that a lot od the creature fommowers just start trying to kill each other as soon as I enter the room. I'm not sure if there's a way to fix that short of putting fences around them, but it might be something to look into. Last thing I noticed is that there isn't a bed in the bedroom. Not sure if I have to buy it, but I think it's just gone missing (though I may have just missed it in all the collomns).
Aside from those small issues, it's a GREAT mod, and fixing those small things will make it pretty much perfect!
As for the gates/bridge in the Vault and the bed in the Living Quarters, the solution can be found in the Customization Chamber. Once inside you will find the option for manual and/or automatic activation for the gates/bridge. For the bed, you have to pick a color for the bed to appear.