[REL] Sleeping Tree Sanctuary w Dwemer airship transport

Post » Mon May 28, 2012 3:03 am

http://skyrim.nexusmods.com/downloads/file.php?id=17289

Version: 1.0
Date: 5/18/2012
Category: Abodes
Author(s): ElDiabs (Designed the entire abode in all its wonder)
Manilla Turtle (Scripted stuff to make exciting things happen)

Disclaimer:
This mod is not my work, I just have permission to post it's release here by Manilla Turtle in order to show off his and Eldiabs wonderful work. I am therefore the courier
:biggrin:

This home includes a neat quest to discover it, Automatic Item Storage for your convenient storing needs, and an airship transport that takes you to all the major cities and more. Details are below.

Remember to back up your saves, just in case. If you did not read this warning, placed here and in the known issues section, bummers!

Please read the description before asking questions about bugs or issues you are having. Check the known issues/bugs and version sections below for possible solutions.

Also, this is a Nexus only mod, omitting translations to a point, but never on Steam Workshop. I would prefer you put the translation on the Nexus though, but it is not required.

Details
=======
Notes on the quest

The quest is started by a courier. All you should need to do is go about your normal gaming business and he'll find you eventually. If you want the courier to find you quicker, head towards one of the five major cities.

Important note: There's an odd bug that no doubt many people will experience. At a certain point in the quest the dialogue may get 'stuck' and not allow you to select a topic when speaking to The Keeper. The solution is to go to a different cell and come back. The fastest way is to just run into sleeping tree cave and back out. Saving and reloading may also fix the problem.

Also, if your subtitles aren't turned on, you won't be able to read The Keeper's responses. Just a heads up, it's not required. You'll still know what's going on without subtitles.

Notes on the airship

First of all: no it doesn't actually fly in real time, sorry. Instead, it teleports you with a fancy scene in between - still pretty cool, trust me. Even if it was realistically possible to move a ship in real time, this airship is comprised of about 115 different pieces; getting them all to move in unison just isn't feasible.

Using the airship should be pretty straightforward; pull some levers, push some buttons, and voila! You're on your way. One useful note: anything you put into the chests on the airship will move with you when you travel, so this should make the task of moving your stuff into Sleeping Tree Sanctuary a lot easier.

Notes on auto storage

Sleeping Tree Sanctuary also includes http://skyrim.nexusmods.com/downloads/file.php?id=12468. If you've used it before in other mods by Eldiabs you'll probably notice this version is a bit more fancy shmancy. There are many new features, but most notable for people who don't want to use it is the ability to turn it off. Just active one of the auto storage chests while sneaking to open up the alternate menu, you can then choose to enable/disable specific categories of the menu or the entire thing.

There's also an item access feature added to each workbench. This means that when you store your items in the connected container of each respective workbench, the stored items will become available to you when you activate that workbench. For example: after you store your ingredients in the ingredient shelf, all you need to do is activate the alchemy workbench and the ingredients will automatically be moved to you while you use it, and then put back when you're done. There's a similar setup for the forge, smelter, cooking pot, tanning rack, and enchanting table.

Versions
=========
This mod comes in two versions: the quest version, and the non quest version.
  • Quest Version: This is the full version with the quest. As noted above, the quest is started by a courier.
  • Non Quest Version: This version disables the quest. If you use this version, all you need to do is head over to sleeping tree camp and use the dias portal to get to the sanctuary.
Check out the screens page for more.

Recommended
=============
http://skyrim.nexusmods.com/downloads/file.php?id=14812 and http://skyrim.nexusmods.com/downloads/file.php?id=10312 were used for some of the plants. Take the time to endorse them please.
http://skyrim.nexusmods.com/downloads/file.php?id=11370
http://skyrim.nexusmods.com/downloads/file.php?id=9504
http://skyrim.nexusmods.com/downloads/file.php?id=10652 - Recommend Alternative version
http://skyrim.nexusmods.com/downloads/file.php?id=9131
http://skyrim.nexusmods.com/downloads/file.php?id=14393
http://skyrim.nexusmods.com/downloads/file.php?id=14947
http://skyrim.nexusmods.com/downloads/file.php?id=10891 needed to use alcoves and additional shelves.

Future plans
==========
- I will probably be adding more auto storage for weapons, armor, potions and whatnot.
- Recruitable NPCs may be added in the future as an alternate version. Also, I'll see about getting companions to follow you up to the sanctuary.

Install
======
1. Use NMM (recommended). Select the version you want in the installer and click finish.
Or
2. Manually install the contents of the Data folder, also install one esm from either the Quest or Non Quest folder.

Uninstall
=========
Make sure to save outside of the cell being uninstalled. If you save inside of a cell and uninstall the mod controlling that cell , all manner of oddness will most definitely occur.

Upgrade
=======
Back up your saves. There are known bugs with upgrading mods...unfortunately. Keep this in mind when upgrading to a newer esm.

Make sure to save outside of the cell being upgraded.

1. Unless otherwise stated in the download description, uninstall old version with NMM and install and activate new version...easy stuff. Updates may just be overwrites and not require the entire mod to be uninstalled first.
2. Manually remove old esm, bsa, and voice files from Skyrim/Data folder. Install new ones. Or just overwrite.

Incompatibility
===============
Expanded Towns and Settlements.esp - Tore my hair out for hours trying to figure this one out. They don't share any cells in common. No idea what causes the issue.

Newest version of Warzones (3+) - Looks like the new Warzones changes all sorts of stuff around cities. Unfortunately, the airship 'docks' next to the cities (in the air, with a ramp going down to a nearby tower on the outskirts of all major cities. navmesh is not altered in any way, and no vanilla objects have been moved or changed in my mod). I tried finding the issue, but it looks like more than one conflict. Not worth my time or effort. Warzones v2E works just fine. EDIT: Converting the new Warzones to an esm will fix the conflict...go figure. Use TESVSnip, edit TES4, choose esm. Save as esm. Fixed!

Known Issues or Bugs
====================
Remember to back up your saves, just in case.

- Like I stated above, your dialogue might get stuck when talking to The Keeper. Just run into sleeping tree cave and back out and it should be fixed. Not sure what causes the issue, and I don't feel like redoing a large portion of the quest to fix it, so oh well. Since I posted this warning twice people shouldn't be complaining about it in the comments, right? If you do I'll just have slap you through the interwebs.

- Lower end machines may experience lag or performance issues in some areas. Also, random lag may accur in interior sections. I've had this with many mods. Solution is to save, exit, and reload. Works every time.

- For the time being follower will not accompany you up the portal.

- Will be dark for some enb setting and realistic lighting users. I built this according to the bethesda lighting, which is quite nice in my opinion. Also, enbs usually mess up foggy imagespaces. Use enbs if you wish, although it is not recommended while in the cells this mod contains.

- Upon first entering into living quarters cell, mannequins and weapon racks may behave strangely. Simply leave the cell and re-enter. For much better mannequins, download SLuckyD's and Daemonjax's http://skyrim.nexusmods.com/downloads/file.php?id=10652. If you need to reset the mannequins (floating and such), go to their pedestal and click the activator. The mannequin?s position will be reset to its default location.

- Random CTDs when going through doors multiple times. Bethesda bug introduced in 1.5

History
=======
v1.0
Initial Release

Credit
==========
muppetpuppet - Palm models and textures
scot - Bamboo model and texture
Daemonjax - critterspawn script fix

Tools Used
==========
Creation Kit
TESVSNip
7-Zip - http://www.tesnexus.com/downloads/file.php?id=15579
Readme Generator - http://HammondsLegacy.com/obmm/tools_readme_generator1.asp
User avatar
Leah
 
Posts: 3358
Joined: Wed Nov 01, 2006 3:11 pm

Post » Sun May 27, 2012 5:46 pm

As a user of this mod I give my full recommendation to this addition. As a house I find it to be beautiful and the entrance with the floating islands and dragons is gorgeous. The overall design is stunning and Eldiabs has outdone his Deus Mons abode here imo. There is even a toilet complete with flusher and bog roll :hehe: The small battle scene above the bed is a perfect example of attention to detail shown is the creation of STS including a back story for it's existence

The scripting by Manilla is very well done and the airship transportation is a great addition to the house and the small cutscenes are very nice. The small quest to get entrance to the sanctuary is nice to rather than simply receiving it for free.

I highly recommend people have a look at this house as I feel it raises what you can expect from a house mod. I just hope the option to recruit guards and such is eventually added because that would be awesome and with an abode this big is also needed. Other than that however 9.9/10
User avatar
Alkira rose Nankivell
 
Posts: 3417
Joined: Tue Feb 27, 2007 10:56 pm

Post » Mon May 28, 2012 3:14 am

Update:

Version 1.1
  • Added a device at the sanctuary that allows you to "call" the airship to the port if it's not already there.
  • Made it so you can't jump out of the airship when in the travel segment.
  • I laerned to splel!
  • The geode veins should now give soul gems instead of corundum ore - unfortunately, the changes won't take affect unless you make a clean save. For all new users it should work fine.
User avatar
TRIsha FEnnesse
 
Posts: 3369
Joined: Sun Feb 04, 2007 5:59 am


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