A modest update work has started.
Among the currently released MODs, we will work on the works that can be updated one by one.
Main update work
The purpose of the upcoming update is to ``add some IdleMarkers exclusively for spouses to the areas where spouses are expected to be active indoors (master bedroom and kitchen) in the created house MOD.''
Since the indoor IdleMarker cannot be used by NPCs unless Ownership is set to the NPC or Faction you want to use, adding a spouse-specific IdleMarker will increase the actions that the spouse who has migrated can do indoors.
I also added an Activator to the toilet lever. The level has been upgraded to a lever that can be activated from a "decoration lever".
With the lever update, the purple effect will be turned off by default, so the in-game load may be subtly reduced.
In the updated house, you will be able to turn on and off the automatic transport gate (purple effect) to Oblivion using the toilet lever. NPCs do not operate levers in the game, but please think of NPCs operating levers to transfer something to Oblivion.


At first, I thought about switching from the glowing effect (sterilization and deodorization with photocatalyst) to the purple effect (automatic transfer to Oblivion), but I decided not to do so as it would result in an increase in the in-game load.
Current issues
I would like to update all the published MODs, but there are some that cannot be updated at the moment.
The reason is that the Creation Kit, a tool for creating MODs, has a bug that only recognizes up to 98 MODs as Authored Content in the order of publication, starting with the newly published MOD. Therefore, initial works will not be updated.
It is possible to update the initial work with additional patches, but since I don't want to waste the user's MOD space, I would like to update the MOD itself after the bugs in Creation Kit are resolved if possible.
Additionally, we are inquiring about the Creation Kit bug on Bethesda's #modding on Discord, but there is no response at this
Once the addition of the IdleMarker for the spouse and the modification of the lever are completed, we will resume work on the new work.
If you release a new work, you will not be able to update works outside of the 98 framework (unless the Creation Kit bug is resolved), so for works that have already been released and can be updated, you must complete the update work that you want to implement ``while you can update it.'' is.
2023/11/26 P.S.: The problem of not being able to update initial works has been resolved.
The problem was resolved when I entered a number of 98 or higher, such as "uiDefaultNumSearchResults=1000", in the [Bethesda.net] item of CreationKit.ini instead of CreationKitPrefs.ini.
2 comments:
Hey! Hope you're doing well!
I just wanted to say thank you so much for uploading your creations for everybody to experience. Your houses are my absolute favourites in all of Skyrim's mods. I apologize if you have already written and posted about this before, but will the Riverwood Cliff House have a PC port? I have it downloaded on my Xbox copy of the game - (where it works perfectly!) but have recently switched to playing Skyrim on PC and would love to look at the house with my computers better quality graphics.
Thanks again!
Jake
Good evening Jakjaw! Thank you for liking the MOD I created.
Riverwood Cliff House is undergoing renovations to implement Dweller Slots.
I was making an additional patch for Dweller Slot when I was having trouble with a bug that prevented me from updating mods in Creation Kit, but the bug was resolved last weekend, so I stopped working on the additional patch. Instead, I am working on updating the main data of Riverwood Cliff House.
We plan to release the PC version of Riverwood Cliff House after renovations and the Dweller Slot have been implemented.
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