Skyrim

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Syscrusher

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syscrusher

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  1. syscrusher
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    I am final-testing a minor update that adds a chopping block (the missing crafting station) and hides a tree that blocks the tanning rack if you have Skyrim Flora Overhaul installed. Sorry about that -- the tree wasn't a problem in vanilla. The next release will work with or without SFO, as I'm moving the tree to a location that is compatible either way.

    Concurrent with release 1.1, this mod will also support Skyrim Special Edition (separate download, from the Skyrim SE Nexus site).

    EDIT 2017-04-07: The chopping block is in the release from last week! That tree is still misbehaving, so there will be another minor release to fix that. Skyrim SE is now fully supported, but see the Description for a link to the SE-compatible version of this mod.
  2. Dragonsthorn
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    While you're at it, could you add a screenshot of the house's location on the map? I THINK I have a rough idea where it is (from the screenshot with Solitude), but would rather confirm before downloading...
    1. syscrusher
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      I'll be glad to, next time I'm on my modding computer. If you walk down the road southward from Solitude, you'll pass the windmill. The first road on your right is a Y intersection, and it angles up the hill and back the way you came (northwest). Humblespire is about halfway up the hill.
  3. GguyWesker101
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    too bad i ain't playing any characters that fit the home,its a masterpiece...don't get me wrong,i LOVE giant fortresses...mansions and other houses,and got a few good ones...but what i like about this one is that its not too crazy looking but has a very nice position,view and just the look of it is wonderfull...i am totaly using this house when i stop playing my dremora and mage characters...and start roleplaying as a hunter

    as i have the total realism - basic needs mod,a simple rp food,drink,sleep requirment mod and the alternate start,i could roleplay that i live in your wonderful home,hunt for food everyday and so on...i once did a survival gameplay like that before,but usaly i just used a placalbe camping set to survive + bear traps...then just keep traveling...if that character gets tired of moving,i might get this house,and live a happy live hunting ...won't need to sleep in tents either XD

    its amazing,but i do have one question for you,do you accept ideas...cause there is one type of house..that i REALY want...and probaly a few others...yet there is not a single one of that type on the nexus...would be hard to make tough,and i don't know how skilled you are when it comes to very complex houses
    1. syscrusher
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      Hello, and thanks very much for the kind words!

      I actually made Humblespire as my final project in the modding class over on TES Alliance, and mainly designed it around where my wife and I would like our characters to live. That's why it's designed for player convenience and not grandeur. :-)

      Of course I'm glad to hear ideas for future mods, but I should warn you that I'm currently in the "alpha test" phase of a very large Oblivion quest mod. I'm not doing any new projects until that one is done (first) and then Humblespire's getting a small update (second). :-) Still, I'm honored that you'd consider my work good enough to request another mod. I can't promise I'll actually have time to undertake it, but send me a PM and I'm certainly willing to bounce around the idea.
  4. DeadAlready
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    This is extremely high quality, one of the very best house mods on nexus. The nav-meshing is excellent and there are no problems at all with followers running on the spot trying to go through obstacles.
    The house features all the amenities one needs in a realistic way and you are given choices on certain features that really enhances the experience.

    The storage is so well chosen and labelled it's probably the best conceived on the nexus with plenty of options for every kind of player, whether lazy dump-it-all together or OCD you can store your stuff here easily.

    The custom storage is very well thought out and the house has a nice atmosphere for a working cottage.

    One of my characters is always living here and the mod is permanently installed.


    This is one of the most underrated player homes in my view.
    1. syscrusher
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      Wow.... Thank you, DeadAlready, for the kind words!

      I have been away from Skyrim modding because my wife and I (and over 30 voice actors) are working very hard to finish a large Oblivion mod, but I wanted to reassure everyone that Humblespire is emphatically not abandoned!

      I have no outstanding bug reports from users for the mod, so I've been taking advantage of that fact to leave it alone and finish my Oblivion project. But I'm already thinking about what comes next for Humblespire.

      Among other things, I've also upgraded my laptop computer a couple of months ago. What was a very painful process, due to slow CPU performance, is now quite snappy, and I have a much better modding environment for Skyrim. Technology has improved in 4+ years since my old machine was made. :-)

      I am thinking about a minor upgrade in the short term, to improve lighting in the main floor (make the mannequins more visible), change some annoying clutter items to static, and above all add a firewood chopping block outside -- sorry I forgot that in the current version! I may try to add the player-selectable option of an indoor tanning rack.

      My longer term plan to create a single-cell version of this house still stands, and is still blocked by not being able to export my Blender mesh to the Skyrim NIF. I've tried some of the online workarounds, but haven't succeeded yet.

      Again, thanks for the kind words about the mod!
  5. syscrusher
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    Status update: Yes, there will definitely be a "version 1.1" or later of this mod, but it's going to be delayed a bit. The single most-requested feature is to make this house a single cell to avoid the load door between the main levels and the basement. I have every intention of doing that feature as the cornerstone of the update, but it requires custom mesh work. I use Blender for my models, and as yet Blender doesn't support Skyrim NIF exports without a major amount of work. I actually have the needed mesh piece mostly done, in native Blender, and as soon as I can export it into Skyrim format I'll get back to working on this mod. I'm watching the NIFtools team's progress closely so I can get started on this as soon as possible.

    I'm sorry for the delay, but I think the load-free single-cell design will be worth it. I wanted the community to know that this mod is absolutely *not* being forgotten, and that I am firmly committed to improvements as soon as the technical capability exists.

    I am also firmly committed to "forward compatibility", that is, a smooth migration to the new version. So go ahead and deploy version 1.0 now, and know that 1.1 will be carefully tested to allow you to upgrade easily. To be honest, this is as much "enlightened self-interest" as altruism...my own characters also use this house a lot.

    If someone out there has 3D Studio Max and would like to take on my mesh exporting task as a "REQz" project, I would gratefully accept your help, and this would speed up the new version of Humblespire.
  6. syscrusher
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    @CHB000: Thanks for the kind words!

    I'll consider removing the respawning labels, but I wanted players to be very clear -- in a house where most containers are safe -- that these are deliberately respawning.

    I'm glad you like the meat locker in the floor, but it is not my original idea. As noted in my README, that was inspired by the Forest Shack mod, by SuN9491, which is a wonderful player home that I have enjoyed using.

    More mods from me...Well, at the moment my wife and I (and some friends) are collaborating on an extensive Oblivion mod that's occupying most of my gaming-related time. But there *will* be a 1.1 release of this house, probably around September. I'm thrilled by the number of downloads and endorsements for my first Skyrim mod, and that's pretty good motivation to continue enhancing it!

    Thanks again for the comments and suggestions. I'll think about your container label change. Comments from users are welcome as to whether others think that change would be a good idea or not.
  7. CHB000
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    Tanks Syscrusher for a well balanced functional house with a short but enjoyable quest as nothing should be "free" in Skyrim. Suggestion: remove the "res-spawning" labels from the fruit/veggie containers, keeping the functionality intact. As a fan of realism mods I love the addition of the meat locker in the floor. This is definitely an under endorsed mod, hope to see more mods from you !
  8. syscrusher
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    FYI: I'm working a possible bug with Skyrim 1.6.x in which the corpse of Olaf may not appear where it's supposed to. [... snip ...]

    UPDATE: It's not a mod bug, just a need to rebuild the bashed patch (if applicable on your system) after upgrading to 1.6.x.

    {whew} I was afraid that one was going to be very hard to fix.
  9. syscrusher
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    @yocaher:

    Mind the suggestion? Of course not. I always welcome suggestions, even if I may not implement all of them.

    The choice to keep the tanning rack outside was a conscious one. When I was in college, one of my friends tanned deer hides to make leather, then made buckskinner clothing as a hobby. Let me tell you...a tanning hide *stinks*. You don't want it in your house, believe me.

    Now, that being said.... As you might note from the upstairs, I have some scripted options. I still don't want the indoor tanning rack as a default, but I *will* consider adding it as an option that individual players can enable if they wish to do so.

    The response to this house has been very pleasantly surprising, and I will definitely be releasing a new version, but I'm probably going to hold that back until I can get Blender exporting to Skyrim properly so I can make the needed meshes for a one-cell version (see other comments).

    Your idea has merit, even though for my own characters I'll almost certainly leave that option switched off. I'm not promising to implement it, but it's fairly likely when I do the next release. I don't want to clutter the house with too many options -- for one thing, it makes navmeshes hard to manage -- but I think there are probably a lot of people who would want the tanning rack indoors even though it's less realistic that way. So...it's under consideration.

    Thanks, by the way, for the kind words about the house!
  10. yocaher
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    This is great humble house.

    Hey, I had an idea for the basement. I submitted an image on this page, showing the idea. The idea is to add a box for leather stuff, and a tanning rack to the basement. It is too inconvenient to have to go through two load screens just to get to make a few leather strips, and then go back to the basement. Hope u don't mind the suggestion. Great mod!
  11. syscrusher
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    @Panther38: I hear what you're saying about the blinking lights. That's what I found in my testing, and why the lighting plan was simplified to what you see now. But...Now that the mod is released, I can spend more time "at leisure" working on the lighting, rather than trying to get 1.0 out the door. The mannequins in the basement are probably an easier issue to deal with, because I can add a directional light as I did with the enchanting altar.

    Unfortunately, Skyrim arbitrarily limits a single cell to four shadowing light sources (iirc...there is a limit, but it might be slightly higher than that). So to make better lighting work in one-cell version, I'm going to have to use room bounds, which I'm willing to do but which will take time to set up and debug.

    I really wish Bethesda had set this up so that it just rendered whatever the designer puts into the cell, and let the frame rate do whatever it needs to do. In Oblivion, lighting schemes that were a Very Bad Idea in 2006 are actually viable with 2012 hardware. Skyrim's engine-imposed limits keep it from taking advantage of hardware three or four years from now that could allow really interesting lighting designs.

    That being said, the lighting toolkit in Skyrim is IMO pretty good, and fun to use. I just wish they had left more decisions in the hands of the designer and not the engine's hardwired constants.