Skyrim

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das horstl

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Das Horstl

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21 comments

  1. Nice house, but where is cooking pot? See your screenshot.
  2. Benrahir
    Benrahir
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    Also, I've found a way to remove the grass surrounding the house without having to edit anything of the landscape, or nearby cells...only replacing one texture ( http://tesalliance.org/forums/index.php?/topic/4663-ck-basics-lesson-3/ ).

    Although all that I've done is to simply skip that tutorial and just replace "LGrassSnow01" for it's "NoGrass" version at the "texture consolidate" part (Quad 3). As my house (and this one) are practically in that same position, it removes the grass around perfectly seamlessly And with 0 dirty edits or landscape tears.

    Hope it helps

  3. Benrahir
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    I'm afraid this house (don't know exactly why, but..) also breaks the Dawnstar coast pretty badly (for me, at least). The sound of the sea is glitchy, the islands in front of the house are all broken, as well as the bottom of the sea. If I have to guess, it surely happened when you removed the grass from near the house (I'll try to remove it cleanly if I can, and if not....well, bad herbs have the custom of growing anywhere ).

    Also maybe it could be because you edited that area somehow to remove something...in order to safely remove Vanilla references in exterior cells, I recommend you just to edit them, then activate the "Initially Disabled" and "Hidden from Local Map" flags, and then just ground them. As far as I know, it's the most clean way to do so.

    I've decided that I'll be redoing the house from 0, as well as adding some modder resources' material. As the exterior/interior will be of the same inspiration as this mod (as well as the way of obtaining a "Well Rested" bonus when sleeping....didn't know how to do that ), I'd be glad if you publish it, as your own if you want.
  4. Das Horstl
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    Hey, guys, sorry for the delay. Benrahir, for some reason I can't pm you, so I'll answer here - you're more than welcome to replace the paths for the statics. I'm currently working on my other home, so it would be a while till I get around to fixing the paths.
    P210, once I'm done with my Riverwood home, I have another one planned already, but maybe I'll squeeze in a quick copy&paste of the Horkertusk Home to Morthal.
  5. Benrahir
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    No problem

    If you want, I can update this house for you (should be just a matter of replacing the paths...I hope). If it's that "without complications" as I think, and you're interested, send me a PM
  6. P210
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    Das Horstl, I will for sure check out your other home in Riverwood, although I tend to like smaller, simpler homes. I do hope it has shield studs on the walls and a safe.

    You should see how nice this home in Dawnstar looks now with all the Hold shields on the walls. I hope one day you can cut and paste this home into another small town like Morthal. Morthal is one of the towns that has gotten little attention and could use a hunters home like this one.

    Thanks again for your efforts on this terrific house.

    -P210
  7. Das Horstl
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    Hey, P210, glad you like it. Not sure if I get around to updating the house, as I'm currently working on a player home in Riverwood (or rather reworking one I already created). I probably could just copy and paste this house to other locations, but I'm trying to create different kinds of houses for various styles of characters. The one I'm working on now is grander in scheme and intended for accomplished heroes that wish to settle down and maybe have a little business on the side to pay for all the expensive food and drink. Of course, I'm once again trying to create something that feels real, so have a look, if you like, once it's finished. It's going to be called "Riverwood Manor".
    Thanks fot the hint with the dummy files, Benrahir! I'm going to use this for my next mod. As you said, it's less messy this way and I just have to upload the .esp file.
  8. Benrahir
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    Das, as I said, it's enough that the .nif file path of the new static is the same that the one from the original item. That's all you need for the mod to use the files of the .bsa (I did it so on a housemod of mine, and that without even extracting the .bsa files, but just creating dummy files in order to select the path and file, then removing them when they were of no use anymore).

    It's not a vital change, but as I said, it'd be way less messy that way.
  9. P210
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    Thank you Das Horstl, I now have my dream home for my Dawnstar hunter!

    If you ever do another update, a hidden safe would be a nice final touch for when the hunter finds the occassional flawless gems, important notes, expensive jewelry, and other valuables that the hunter comes across on their hunting expeditions.

    And if you ever get really ambitious, I would love to see similar homes in some of the other smaller Skyrim towns. Is it a matter of simply cutting and pasting this house into other locations? I bet it isn't that simple......

    Thanks again, -P210
  10. Das Horstl
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    Okay, I did some clean up, however, I had to keep the changes made to the cells DawnstarExterior07 and DawnstarDBSanctuaryExterior, otherwise the grass in front of the house reappears and due to some CK-weirdness I can't remove it.
    I did not add any new textures to the statics, but the CK won't let me use the meshes contained within the bsa-file, that's why I extracted them. To prevent problems with other mods, I moved the nifs to a new folder called "HorkertuskHome", so everything should be fine.
    I also made a new version for you, P210, with nine shield holders to put up the shields of the nine holds. Enjoy!

    EDIT: Oh, and yes, all containers in the house are safe.