Has anyone figured out which is the purchasable house and how do you upgrade it once you buy it?
I've spoken with each NPC and none of them seem to offer any options related to purchasing a house. Plus all the buildings on the farm already have occupants.
I still use this in conjunction with Heljarchen Farm though I load this mod first to reduce the terrain issues.
There is no house to buy.There are scripts but if you look in Tes edit,no quests are set to activate them. Also Thomas is not part of the follower faction. This is an unfinished mod. So like the orc more bark then bite. But who needs a playerhome at the farm...heljarchen hall is nearby.
Super late but if you look image 4, there is a seam. It's probably not incompatibility between the two mods but rather this mods problem. I think I'll look at it in CK if something can be done to it.
Edit: Or it can even be vanilla seam. It's behind Loreius house in the pictures and this mod adds buildings to the opposite side of the farm. In CK there was no seam. Have to go check it in-game when I'm in the hoods.
I found Loreius Farm Expansion Mod to work very well with Heljarchen Farm so long as Heljarchen Farm is loaded after Loreius Farm Expansion Mod in the load order. Otherwise there are terrain issues. Together along with Whitewatch Tower Camp it adds quite a bit of life and merchant purchase power into the area.
Okay so even with Heljarchen Farm loading after Loreius Farm Expansion there are some terrain issues around the store created by this mod *sighs*
though I may be able to tolerate the seams in the terrain so long as I don't think about them too much. Plus having this mod does really add some life to the area.
I love the idea of this mod - it is just what I was looking for I say "idea" because its not working properly for me. I cant talk to the follower or recruit him, and theres no available option to buy a house.I tried talking to all the NPCs and even checked that I have the latest version of your mod. Am I missing something?
I like the idea of this mod but some things don't seem to work... Can I recruit Thomas the barbarian normally or do I have to use AFT? (don't mind using AFT and I can... I'm just wondering whether or not I got a bug)
It would be cool if you added a ledger to the storekeeper and include that on the thieves guild random quests for changing the ledgers. All you have to do is add that store or merchant's book to the list or something.
This mod adds more effect to TES: Arena cities. Getting them together compliments each other.I do wish you could work on the AI packs more than anything. Their conversations/habits are kinda dull atm. But its still better than just a plain ole farm.
Also, I was wondering whether or not this mod conflicts with Hearthfire?I got the Hearthfire mod quite recently (after I already tested this out) and have discovered that I cannot build my hearthfire house which is located nearby (overlooking the farm area) I do have this mod started after hearthfire.. perhaps someone could also verifiy this for me so I can change the load order?
Hearthfire is only like $4.90 something I think from steam. If you don't have it Uchua maybe someone can gift it to you
The biggest thing I've seen that is needed in town/farm/village mods like this isn't really unique quests n such. Its intergrating quests into (or through) them. Such as thieves guild quests. Plus, NPC behavior.I hope you experiment around some more with the A.I. packs and find a way to bring some life to the farm in the way of activity. Doesn't have to be over the top.. just more routines or behaviors. Dialogue IS already there, its just that some NPC's don't seem to have it added yet.
Hope you can add those to it. I like the mod overall. Right now I have to go and swap it above Hearthfire to see if my hearthfire house can be built nearby.
Really, really like this mod! Looks right, is modest, fits in, and it works. Endorsing. One tiny quibble (lore stuff :p) - according to UESPWiki, Loreius Farm is in The Pale, not Whiterun Hold - a Pale guard patrols the road where Cicero's wagon is parked too. Apart from that, I can't imagine why everyone hasn't downloaded it! Thanks.
@cesar2224 I'm going to have to have my brother test the mod himself as well, but I booted up my game and walked over to the gindstone and there were no floating stones or grass. The texture on the ground by the grindstone shouldn't have grass attached to it in the first place.
That was part of my thought process behind this mod, it seemed like most of the sources of food for the Whiterun hold were run down dinky farms. I'm thinking about doing a similar mod for some of the farms right outside Whiterun for that reason, and because I just enjoy writing stories for characters lol.
14 comments
I've spoken with each NPC and none of them seem to offer any options related to purchasing a house. Plus all the buildings on the farm already have occupants.
I still use this in conjunction with Heljarchen Farm though I load this mod first to reduce the terrain issues.
Also Thomas is not part of the follower faction.
This is an unfinished mod.
So like the orc more bark then bite.
But who needs a playerhome at the farm...heljarchen hall is nearby.
Edit: Or it can even be vanilla seam. It's behind Loreius house in the pictures and this mod adds buildings to the opposite side of the farm. In CK there was no seam. Have to go check it in-game when I'm in the hoods.
I found Loreius Farm Expansion Mod to work very well with Heljarchen Farm so long as Heljarchen Farm is loaded after Loreius Farm Expansion Mod in the load order. Otherwise there are terrain issues. Together along with Whitewatch Tower Camp it adds quite a bit of life and merchant purchase power into the area.
though I may be able to tolerate the seams in the terrain so long as I don't think about them too much. Plus having this mod does really add some life to the area.
I say "idea" because its not working properly for me. I cant talk to the follower or recruit him, and theres no available option to buy a house.I tried talking to all the NPCs and even checked that I have the latest version of your mod. Am I missing something?
It would be cool if you added a ledger to the storekeeper and include that on the thieves guild random quests for changing the ledgers. All you have to do is add that store or merchant's book to the list or something.
This mod adds more effect to TES: Arena cities. Getting them together compliments each other.I do wish you could work on the AI packs more than anything. Their conversations/habits are kinda dull atm. But its still better than just a plain ole farm.
Also, I was wondering whether or not this mod conflicts with Hearthfire?I got the Hearthfire mod quite recently (after I already tested this out) and have discovered that I cannot build my hearthfire house which is located nearby (overlooking the farm area) I do have this mod started after hearthfire.. perhaps someone could also verifiy this for me so I can change the load order?
Hearthfire is only like $4.90 something I think from steam. If you don't have it Uchua maybe someone can gift it to you
The biggest thing I've seen that is needed in town/farm/village mods like this isn't really unique quests n such. Its intergrating quests into (or through) them. Such as thieves guild quests. Plus, NPC behavior.I hope you experiment around some more with the A.I. packs and find a way to bring some life to the farm in the way of activity. Doesn't have to be over the top.. just more routines or behaviors. Dialogue IS already there, its just that some NPC's don't seem to have it added yet.
Hope you can add those to it. I like the mod overall. Right now I have to go and swap it above Hearthfire to see if my hearthfire house can be built nearby.
Laters
One tiny quibble (lore stuff :p) - according to UESPWiki, Loreius Farm is in The Pale, not Whiterun Hold - a Pale guard patrols the road where Cicero's wagon is parked too.
Apart from that, I can't imagine why everyone hasn't downloaded it!
Thanks.