File information
Created by
mmccarthy4 and MysticMalevolenceUploaded by
MysticMalevolenceVirus scan
About this mod
A replacement ESP for mmccarthy4's lovely Emberstone Keep which cleans the plugin and fixes a handful of bugs.
- Requirements
- Permissions and credits
- Changelogs
This mod is a plugin replacer, which solves all of the plugin issues that I am aware of. This mod does not solve the missing LOD textures or footstep sounds, as those stem from the assets within the BSA, not the plugin. Instructions for how to solve these problems are given at the bottom of the page.
I made the following changes to the original plugin:
- Removed underscores from the three cell editorIDs to prevent the SSE Underscore in Cell ID Save issue.
- Corrected capitalization on storage container names.
- Added a location for the keep which is tagged as a player home. This is used by the Well Rested buff as well as mods like Hearthfire Multiple Adoptions to know when a cell is part of a player home.
- Redid the stone wall in the courtyard to remove gaps with vanilla meshes.
- Redid some of the rock cliffs on one side because there were terrain gaps.
- Removed wild edits to other cells. This was mostly the trees and rocks in nearby cells floating.
- Replaced the apiaries with duplicated Hearthfire apiaries. This was done to make them functional like in Hearthfire.
- Moved the planter NPCs to BYOHHouseUtilityCell with the Hearthfire ones. This solves the "You can't plant here" popup for those who had that issue.
- Redid exterior navmesh to account for objects such as the fences and wooden stakes.
- Added navmesh to the basement cell.
- Cleaned deleted navmeshes.
- Cleaned plugin in SSEEdit.
Q & A:
Q: "My castle is purple from a distance!"
A: This is because the BSA is missing the LOD (Level of Detail) textures which are referenced by the LOD models. This is not encompassed by this replacer.
You can fix this by unpacking emberstonekeep - Textures.bsa using Cathedral Assets Optimizer or BAE, navigating to textures\_00breton_keep\walls, and duplicating base_wall.dds and rampart_gnd.dds in the same folder. Rename the copies to be base_wall_lod.dds and rampart_gnd_lod.dds respectively. If you want them to work as intended, you should also scale down the copies--CAO can do this if you move them to a different folder, run the resizing function on that folder, and then put them back.
Q: "I don't have footstep sounds!"
A: This is because the custom assets don't have materials defined, and is again out of scope for this replacer.
You can fix this with Nifskope. First, you have to unpack the emberstonekeep.bsa, then make these changes to any meshes that you may walk on.
These meshes include: meshes\_00breton_keep\wall001-wall004.nif, meshes\_00breton_keep\gateway.nif, meshes\_00breton_keep\arch_wall.nif, meshes\_00breton_keep\citadel\base citadel.nif, meshes\_00breton_keep\interior\floor001.nif, meshes\_00breton_keep\interior\roof_escape.nif, meshes\_00breton_keep\interior\stairs_fine.nif, and meshes\_00breton_keep\interior\stairs_int_001.nif.