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Heljarchen Hall not showing up


arrachson

Question

Several days ago when i attempted to build my house at Heljarchen Hall I noticed it wasnt showing up, I did some research and found the mod "Birds and Flocks" to be the culprit mod interfering with my project. I removed the mod and attempted to build the house again, and still no go. Ive also started over from the beginning thinking the entire save might have been "corrupted" by having that mod. Several days of re-grinding later Ive reached Heljarchen Hall, and still it doesnt show up when i try to build it.

 

More research into the subject and the only other conflict that ive been able to find is the mod "Unique Region Names", which I have not used at all, so could not be the problem.

 

What could be causing my house not to be built?

 

My Specs

i7 3770 3.4

Radeon 7850 2gig 256 bit

16gig DDR3

 

I use NMM, and have used TES5Edit to clean the master files, but havnt used it to clean any mods.

 

Im using STEP Extreme with 1k textures for more stability.

 

Load Order

 

 

Skyrim.esm

Update.esm

Unofficial Skyrim Patch.esp

Dawnguard.esm

Unofficial Dawnguard Patch.esp

HearthFires.esm

Unofficial Hearthfire Patch.esp

Dragonborn.esm

Unofficial Dragonborn Patch.esp

Lanterns Of Skyrim - All In One - Main.esm

SPIKE.esm

More Interactive Items.ESM          (Disabled)

More Interactive Items [Hearthfire].ESM     (Disabled)

More Interactive Items [Dawnguard].ESM     (Disabled)

ApachiiHair.esm

ClimatesOfTamriel.esm

HighResTexturePack01.esp

HighResTexturePack02.esp

HighResTexturePack03.esp

Unofficial High Resolution Patch.esp

Appropriately Attired Jarls Redux.esp

Brawl Bugs CE.esp

Bring Out Your Dead.esp

SPTConsistentOlderPeople.esp

fFastTravelSpeedMult_4.esp

YngolBarrowButtonFix.esp

Acquisitive Soul Gems.esp

lightweight potions and poisons.esp

largergarden.esp

BLESSINGS - Altar Descriptions.esp

Better Skill and Quest Books Names.esp

DungeonQuestAwareness.esp

iHUD.esp

Chesko_LoreBasedLoadingScreens.esp

RaceMenuPlugin.esp

RaceMenu.esp

SkyUI.esp

Better Dynamic Snow.esp

StaticMeshImprovementMod.esp

StaticMeshImprovementMod-DragonbornTernFix.esp

StaticMeshImprovementMod-FurnitureChestSnowFix.esp

Skyrim Flora Overhaul.esp

SkyrimChimneysRW.esp

Distant DetailHF.esp

Distant Detail.esp

masser Size x1.5.esp   (Disabled)

masser Size x1.4.esp   (Disabled)

masser Size x1.3.esp   (Disabled)

masser Size x3.0.esp   (Disabled)

masser Size x2.5.esp   (Disabled)

masser Size x2.0.esp

masser Size x1.2.esp   (Disabled)

masser Size x0.7.esp   (Disabled)

masser Size x0.6.esp   (Disabled)

masser Size x0.5.esp   (Disabled)

masser Size x1.1.esp   (Disabled)

masser Size x0.9.esp   (Disabled)

masser Size x0.8.esp   (Disabled)

secunda Size x1.5.esp   (Disabled)

secunda Size x1.4.esp   (Disabled)

secunda Size x1.3.esp   (Disabled)

secunda Size x3.0.esp   (Disabled)

secunda Size x2.5.esp   (Disabled)

secunda Size x2.0.esp

secunda Size x1.2.esp   (Disabled)

secunda Size x0.7.esp   (Disabled)

secunda Size x0.6.esp   (Disabled)

secunda Size x0.5.esp   (Disabled)

secunda Size x1.1.esp   (Disabled)

secunda Size x0.9.esp   (Disabled)

secunda Size x0.8.esp   (Disabled)

WATER.esp

WATER Plants.esp

WATER DB Waves.esp

WATER DG.esp

ORM-Arvak.esp

Footprints.esp

Footprints - Ash.esp

RabbitsPlus.esp

aMidianborn_Skyforge_Weapons.esp

ExplosiveBoltsVisualized.esp

Elemental Staves.esp

imp_helm.esp

imp_helm_dawn.esp

imp_helm_imp.esp

Animated Weapon Enchants.esp

DeadlySpellImpacts.esp

Enhanced Soul Trap.esp

BlockSparkles.esp

mintylightningmod.esp

dD-No Spinning Death Animation.esp

Rainbows.esp

ShootingStars.esp

Warmer Magic Lights v2 - White.esp

Warmer Magic Lights v2.esp

Warmer Magic Lights v2 - White - Big.esp

Warmer Magic Lights v2 - Big.esp

Chesko_Step418_SN.esp

Destructible_bottles.esp

PilgrimsDelight.esp

Radiant and Unique Potions Poisons and Booze.esp

BWS.esp

Clanking Armor.esp

randomthunder.esp

Improved Combat Sounds v2.2.esp

Rooster At Dawn v1.0.esp

MoreSoundOptions.esp

ADS.esp

ADS_MSO.esp

Thundering Shouts.esp

Waterbreathing Breathless Emerge.esp

Ars Metallica.esp

Ars Metallica - Dragonborn.esp

Ars Metallica - Hearthfire.esp

Ars Metallica - Dawnguard.esp

Auto Unequip Ammo.esp

Chesko_WearableLantern_Candle_DG.esp

ClamsDropPearls.esp

Convenient Horses.esp

Death Cam Duration Options.esp

SMDropLitTorch.esp

dynamic fires.esp

Gildergreen Regrown.esp

Guard Dialogue Overhaul.esp

NonEssentialChildren.esp

manny Lantern Caretakers.esp

More Salt Please.esp

More Salt Please - Dragonborn addon.esp

moveitLWT.esp

Slightly Reduced Distance NPC Greetings.esp

The Paarthurnax Dilemma.esp

Realistic crime report radius.esp

dD - Realistic Ragdoll Force - Realistic.esp

Run For Your Lives.esp

SkyrimCoinReplacer.esp

Chesko_WearableLantern.esp

Chesko_WearableLantern_Caravaner.esp

Chesko_WearableLantern_Guards.esp

When Vampires Attack.esp

ClimatesOfTamriel-Dungeons-Hazardous.esp

ClimatesOfTamriel-Interiors-Warm.esp

ClimatesOfTamriel-Nights-Level-2.esp

ClimatesOfTamriel-Dawnguard-Patch.esp

ClimatesOfTamriel-Dragonborn-Patch.esp

BlackSacramentArmor.esp

Beards.esp

more plants all.esp

spelltomeconjureetherealhorse.esp

 

 

There are about a half dozen mods or so that arent part of STEP, mostly Character / NPC bodies hair and some lighting.

Ill also not that I DO recieve the occasional CTD and infinite zoning hang, so if anyone notices and obvious conflicts any advice would be appreciated.

This is my first time really modding Skyrim so this level.

 

Thank you all for your assistance.  =)

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11 answers to this question

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Most of the time when the homes are not building then it is because some other mod added something to that area that is preventing it from happening.

 

Now you have some sort of garden mod, and something that does something with rabbits... Since I do not know those mods, then I will assume those are to blame! (Properly not right but its a place to start.)

 

As for optimizeing your list.

Other then the other two I just mentioned, then destructible bottles I personally never recommend at all... roosters at dawn, manny lantern caretakers etc. these small "once a time of day" mods where you have to be in a specific place for it too happen... do you really need them, since their scripts still run and check. Hence you use quite a bit of mod space for a very small benefit. at least imo.

 

 

Also just use the console to test instead of playing the game up until the same point!

in the main menu type

coc riverwood (or coc falkreathexterior01 to start there)

And you start outside riverwood with a default character. followed by

player.additem f 10000

Which gives you 10k septims.. should be enough to buy a house etc.

 

It is a much faster way of troubleshooting changes to mod lists.

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Thanks for the speedy reply!

 

I attempted disabling those 2 mods:Larger Hearthfire Gardens   https://skyrim.nexusmods.com/mods/33266/?

HD Rabbits Plus    https://skyrim.nexusmods.com/mods/10625/?

 

Would i need to start a new game to see if it works? The save Im currently using to test is the moment before purchasing the plot of land, then just exiting the White Hall, fast traveling to the farm nearest Heljarchen Hall and running up there.

 

(edit: Also thx for the spoiler block, wasnt sure of the code for it, not much of a forum poster here.)

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you can just coc as Aiyen said from the main menu without loading a game or starting a new game. This will give you a game generated character that you can use for testing your mod list. He gave you the command for the 10k septims so that you can buy what you need to quickly set up the home to make sure it works in your test game.

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I understood what he said, but its essentially what i said, starting a new game, using the console to teleport, and give myself gp.

I would also need to advlevel to 22 and completequest for waking nightmare and kill the giant to be come thane so i can buy Heljarchen, is that not correct?

 

My question is, how does that help me get the house in my current save without having to start it over too? I have a save set up just before buying the plot of land, will that save not work to test without having to go through all of the trouble of starting again everytime i want to test?

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The problem with the house not building is due to a mod overwriting 3 records that include some subrecords that Hearthfires added. It's a Hearthfires problem (IMO it shouldn't have implemented house building with a dependency on a record that was already used by mods before Hearthfires wa released and would almost certainly be overwritten if it wasn't already), but fixing it requires either a patch or elimination of the mods that happened to overwrite the record. It was previously discussed in this thread, and I provided the patch changes needed in this post. The thread discusses Unique Region Names, but there are other mods that edit the same cell record. Using TES5Edit to create such a patch or identify the mods that overwrite the cell records unfortunately requires some background in using TES5Edit.

 

I've asked that the patch needed for this problem be included in an overall patch that STEP is creating.

 

If you are able to patch it or remove the mods overwriting the cell record, you should be able to continue the game vs. having to restart it.

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I understand what you're saying. And trying to find the record manually in TES5Edit would be like literally searching for a needle in a haystack, ~250 mods, hundreds of thousands of drop downs and easily millions of blocks of code.

 

I guess ill try to start thinning the list by disabling everything that doesnt just change a texture or alter lighting/shadows or sounds.

 

Thanks again for the help guys, Ill keep at it.

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That was pretty vague.  o.O

 

Shall i be searching for the cell?  (00009BF7)

Or the editor ID? (BYOHHouse1Exterior)

Both are the same in some cases.

Looking at the column headers, under either of the searches, it comes up with nothing but Skyrim.esm, Hearthfire.esm and Unofficial Hearthfire Patch.esp

Search results for formID 00009BF7 are only found under Skyrim.esm

Search for EditorID BYOHHouse1Exterior are found under Hearthfires.esm (2 entries) and Unofficial Hearthfire Patch (2 entries).

There are no refrences of any mods under any of those entries, other than the unofficial hearthfire.

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Update...  I did a complete uninstall of all mods, and reinstalled them in order, sans the few mentioned in this thread, now everything seems to be working, i was able to start the build of Lakeview and Heljarchen.

 

Only thing I can think of is there was some remnant of a mod left over after removing the known conflicting ones that was causing a conflict and bugging out my houses.

 

Thanks for the help guys/gals.

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