Enderal: Forgotten Stories

Enderal: Forgotten Stories

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Cellar workshop for market house
   
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Adventures/Locations: Player Home
文件大小
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28.229 MB
2019 年 5 月 13 日 下午 4:57
1 项改动说明 ( 查看 )

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Cellar workshop for market house

描述
Features
Adds a cellar below the market playerhouse, which can be entered via a trapdoor next to the stairs.
Furnishings: Crafting stations and containers for particular crafting ingredients, dressers for the equipment items that buff the corresponding crafting skill. You can store everything in your inventory that belongs into a particular container with just one click. There is a wall on which you can display up to 24 weapons, and there are 7 mannequins for the display of armor.
Crafting stations: Upon use, all suitable ingredients will be stored in your inventory and stored away again at the end. Exceptions: Enchanter, phasmalist station and smelter.
Sorting station: All crafting materials in your inventory get sorted into the correct containers with one click.

*Installation
Subscribe via steam. In the Enderal-Launcher install the mod under Steam Workshop. In the Enderal-Launcher under Game Files put a check next to RMESch_CellarWorkshop.esp and save changes.

*Deinstallation
Before you deinstall, empty all containers, weapon racks and mannequins in the cellar and store the things in the secure chest. Otherwise these items will be gone after deinstallation. Leave the cellar. Save.
Deinstall in the Enderal-Launcher under Steam Workshop. Start the game, load the last save, ignore the warning, and save again (this will purge all mod content from the save file). Load this last save file and continue playing.

*Compatibility
There might be problems with other mods that somehow change the market-playerhouse. This one only adds a trapdoor at a spot that doesn't interfere with the normal Enderal-furnishings. Markethouse-Redone works, I've played with both mods for many hours (and I liked it, too).

*Credits:
SureAi for ingenious Enderal with many new resources
Bethesda for Skyrim, Oblivion and Morrowind
StudioCD Projekt RED for the Witcher-Armor
TH3WICK3D1, lord0fwar for the conversion of above to Skyrim
Afro for the improvement of above

More infos: RMESch_CellarWorkshopReadme in the Enderal\Data folder.
22 条留言
rmesch2014  [作者] 2021 年 1 月 4 日 上午 11:50 
Translation? I didn't do any.
Святозверь 2020 年 11 月 7 日 上午 2:26 
Hi. The translation is coming off.
https://youtu.be/9z3XasZiZvc
Nyaxx 2020 年 6 月 10 日 下午 6:57 
Been in and out a few times and it's corrected. Guess one mod WAS interfering with that particular place, go figure...
I am effing glad myself, even if Enderall been out for some time I just recently got into it, first playthrough, love it but your mod makes it even better.
rmesch2014  [作者] 2020 年 6 月 10 日 下午 12:24 
Keeping my fingers crossed. Glad you got it working again.
Nyaxx 2020 年 6 月 10 日 上午 7:34 
...well i'll be damn. Teleported in this morning and...no glare effect. Don't know what caused it nor what corrected it. I suspect a mod order as I didn't add nor substracted any mod but did play with the order. Oh well, thanks for your support, anyway. Back to enjoying the cellar.
Nyaxx 2020 年 6 月 10 日 上午 7:28 
a-ight I will try that (uninstalling); as for CK I already did the copy thing but when I try to set your mod as an active files, CK closes it because "multiple master files selected "( Skyrim, updates and Enderal if I remember correctly) I didn't extract script from BSA.
rmesch2014  [作者] 2020 年 6 月 9 日 上午 8:14 
@Nyaxx This mod has been unchanged for a year. I meant an enderal-update. Nobody else has so far seen this effect, which you describe well enough. If you want to see for yourself with CK: It is non-trivial to make it work with enderal. The easiest would be to copy the complete enderal-folder, then copy CK to it (including dlls and .ini), in SkyrimEditor.ini add
bAllowMultipleMasterLoads=1 under [General]. You also need to edit the list of used .bsa:
Under
[Archives[
SResourceArchiveList2=E - Meshes.bsa, E - Music.bsa, E - Scripts.bsa, E - Sounds.bsa, E - Textures1.bsa, E - Textures2.bsa, E - Textures3.bsa, L - Textures.bsa, L - Voices.bsa

When you uninstall the mod after storing your things, make sure to follow the instructions, You need to save twice so all script parts have gone from the save. There aren't any scripts though that should affect overall lighting. I would hate for you to lose all your things.
Nyaxx 2020 年 6 月 8 日 下午 8:12 
Could send you screenshots and/or save on demand. My mod list is quite exhaustive but nothing that effect visuals/lighting except for Sun no glare but uninstalled it to no avail and it shouldn't change a thing, I could uninstall and re-install but I would still loose me stuff (which is kinda lost as is cause lighting/visual effects stays on save.
idk what do.
(sorry for multiple posts guys)
Nyaxx 2020 年 6 月 8 日 下午 8:12 
I've tested removing mods, even those that didn't remotly made sense (shouldn't interfere with) .
It looks like upon entering I get an effect that render all light source bright whitish blue and nothing seems to remove it.
If I remember right I think I saw an update of your mod pass(not sure, might be mistaken, is there a log on recent updates per game on steam??)
Problem started since. At the second the cell loads I can the effect applied. I had saw this before but had teleport to another place and it had faded/stop. Or maybe I loaded a previous save? Still today I found that it was like permanent (waited 3 days in game).
Nyaxx 2020 年 6 月 8 日 下午 7:48 
Tried to see for myself if I could remove the lighting effect that seems in the cellar but CK gives me the "multiple master files selected for load" error; in short I can'T open it because me too stoopid. :/