SKYRIM
Lakeview Extended - Hearthfire by Ac3s
Skyrim » Abodes - Player homes
Added: 10/02/2013 - 01:54PM
Updated: 23/11/2014 - 09:38PM

4,305 Endorsements

3.18 Latest version

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Uploaded by Ac3s

Description

Last updated at 16:38, 23 Nov 2014 Uploaded at 8:54, 10 Feb 2013

Also check out my Telvanni playerhome and town "Tel Nalta II"


!! Make sure your lakeview manor is completed with upgrades you want to have(benches+steward) before activating this mod or any optional files !!
!! If you start a new game or switch character you need to deactivate the mod / optionals until the manor is build !!

Requires Skyrim Update 1.9.32.0.8 / Hearthfire DLC / SKSE(skyrim script extender) -- may not work with older versions of Skyrim.
Nexus Exclusive Mod -- Do NOT upload these files to other sites.
Any changes, use of content or translations of this mod will require my permission, PM me for details.


~~Translations~~


~~Intro~~
  • This mod is all about beauty and lore friendliness, I tried to keep the exterior as simple as possible without making it feel like a castle while taking away the shortcomings of the original. It changes nothing regarding interaction of the original vanilla content, all this mod does is expand the exterior.
  • I also made the mod modular so you can choose to disable/enable certain upgrades if you want to and even install some optional files for other changes.
  • New npcs are added to give it a small town feeling and are realistic regarding their appearance, clothing and use of weaponry/spells, they also keep themselves busy with chores during the day and sleep at night.






~~Features~~
(most upgrades, except for the pool/villa/walls/watchtower, can be enabled/disabled by talking to the little dragon in the villa.)

  • Pool -- for those that fancy taking a swim, npcs will take off/on clothing when entering/exiting.
  • Wall & Gates -- north fence and a south wall with 2 gates.(gate keys in the villa chest, see picture "21 Key Location")
  • Villa -- providing beds for 5 people, info book and a small dragon on the wardrobe to disable/enable certain upgrades.
  • Watchtower -- defensible position to protect the fence.(you can train your spell/archery/weapon skills by hitting the target dummies)
  • Extra Flora -- for those that love trees/plants/farm plots, not to mention statues.
  • Fish Hatchery -- for an easy fishing time, same as the Windstad Manor's hatchery.
  • Fungal Cave -- an underground mushroom garden including little chaurus gardeners, entrance at old necromancer's altar.
  • Road -- connecting your manor to both main roads.
  • Hortus Sanctum -- greenhouse cavern including ores, insects and spriggans.
  • Apothecary -- a cave where your alchemist shop is located, including 4 beds, entrance under watchtower.
  • Prison -- tower on top of the mountain, entrance is next to your manor at the bottom of the mountain.
  • NPCs -- a merchant, blacksmith, alchemist, gardener, huntress, housemaid, necromancer, fisherman and 4 guards.
  • Vanilla Necromancer's Altar -- all items of this horrible looking altar right next to your home are disabled and replaced with a garden.
  • Improved Navmesh -- all added content has been provided with new navmeshes, npc's should follow wherever you go.
  • Optimized Exterior -- most objects that are out of your view around the manor will get disabled, this allows for less CPU to be used and a significant increase in FPS.


~~Optional Files~~
(any of these optionals can be used without my main Lakeview_Extended.esp, they are in fact separate mods.)

  • Lakeview_Extended_BackRoom -- this replaces the backroom of the main hall with mannequins and some weapon racks.(see picture "26 Optional BackRoom_Mannequins")
  • Lakeview_Extended_Basement -- an extra bedroom in the basement with beds for 8 people.(see picture "24 Optional Basement_Bedroom") If however you prefer to have noble beds instead then check out the Noble Beds Version.
  • Lakeview_Extended_CM -- these esp's remove unnecessary collision markers so your npcs can walk past your house, install only one .esp per wing. example: I build the kitchen yet the armory collision marker is there thus my npcs will not walk past it.(see picture "25 Optional Collision_Markers_Fix")
  • Lakeview_Extended_Grindstone_Workbench -- If you wish to remove that useless drafting table, chest, carpenters workbench - Open the console in game, select those items, type "markfordelete", save and load game - This esp will move the normal grindstone/workbench there instead.(see picture "23 Optional Grindstone_Workbench")
  • Lakeview_Extended_Interior -- stops your manor interior from resetting, I made this because I got sick of old items respawning and bumping away my own placed items.


~~Installation~~
(I will repeat that first yellow warning in more words here: You need to build EVERYTHING on the manor before activating my mod, that includes the house, wings, interiors and all the upgrades the steward provides such as cow, horse, carriage driver, chickens,...
Basically you need to construct the entire manor through the bench in the exterior, then all the benches in the interiors, then the upgrades from the steward.
Only after this is done you should activate the mod and start upgrading through Nagra the little dragon in the villa, you can still activate/de-activate any of my upgrades through the dragon, but you should NEVER use those original benches or steward anymore.
If you did not build a certain original hearthfire upgrade, maybe because you did not want that upgrade, or maybe because you just forgot, then you should not attempt to build it after my mod is activated because this can cause bugs.
Failing to head my advice and activating my mod before you have that lakeview manor finished can result in the following bugs, such as not being able to buy lumber, not being able to hire a steward, not being able to advance through the "build lakeview" quests, certain original upgrades never becoming visible and the lakeview map marker not showing up.
So again, if you start a new game, DE-ACTIVATE my mod and build the original lakeview manor first!)


  • Always make back-up saves before trying new mods.
  • Make sure you are far away from Lakeview manor before installing.
  • Nexus Mod Manager: download the .ESP and .BSA files and activate it to install.
  • Manual: open the 7zip file, then drag and drop the .ESP and .BSA files into Skyrim's Data folder.


~~Uninstallation~~
  • Make sure you are far away from Lakeview manor before uninstalling, wait 40+ days.
  • You can deactivate and uninstall from Nexus Mod Manager, or manually delete the mod.


~~Glitches~~
  • Dragon in the villa voice/options not appearing -- quicksave and quickload the game, then speak to him again, if even this doesn't help then check to see if you are using the Hearthfire Display Case Fix mod, for some reason this mod disables my dragon from speaking so just disable it for a while until you no longer need to talk to the little dragon and then activate the display case mod again.
  • Dragon in the villa not there -- he sometimes bugs out but you can press that tiny button on hes rock to put him back in position.
  • Enemy spiders/wolfs/bandits/giants still spawning at manor entrance -- you need to wait 40+ days far away from Lakeview so that the exterior can reset.
  • Carriage driver still sitting at old location and floating a bit in the air -- you need to wait 40+ days far away from Lakeview so that the exterior will reset.
  • Floating Grass Fix -- also try waiting a few days far away from the Lakeview exterior cell so it can reset and the grass doesn't float anymore.


~~Issues~~
  • Some people have game freezing/infinite loading screen when loading a save in the exterior or exiting the manor, removing certain upgrades like extra flora/farms/road/prison/fish hatchery helps with this.(talk to the dragon on the wardrobe in the villa.) If you are unable to get to the Villa to disable upgrades because your game freezes or CTD around the exterior, open the console and type "COC LakeviewVilla", this will directly transport you there. Due to skyrims limited 3.1 GB memory, mods that add an extensive amount of items suffer from this, especially if your also running enhanced texture mods.

Possible fixes for this infinite loading screen:


  • Add/change this to your Skyrim.ini

[MapMenu]
sMapCloudNIF=0
bWorldMapNoSkyDepthBlur=1
fWorldMapNearDepthBlurScale=0
fWorldMapDepthBlurScale=0
fWorldMapMaximumDepthBlur=0
fMapWorldYawRange=3600.0000
fMapWorldMaxHeight=130000.0000
fMapWorldMinHeight=5000.0000

(these changes will alter how you view the map in-game)

  • Also add/change this to your SkyrimPrefs.ini

[Display]
fMeshLODFadePercentDefault=1.2000
fMeshLODFadeBoundDefault=256.0000
fMeshLODLevel2FadeTreeDistance=2048.0000
fMeshLODLevel1FadeTreeDistance=2844.0000
fMeshLODLevel2FadeDist=3072.0000
fMeshLODLevel1FadeDist=4096.0000

(these changes will alter how soon certain objects like plants will show up in front of you in-game, normally everything loads with the standard settings but this causes a lot of lag, with these changes most things too far away from your character will stop rendering and fade out, I highly suggest you use these settings!)

  • Try my mod v312_NO_NPCS, some people claim without the npcs this problem doesn't occur.
  • Read the top comment in the "posts" section for more details.


~~Compatibility~~
  • Since this mod stretches over the whole area around the manor, moving items everywhere, even altering terrain, its safe to guess that other mods in the exterior area are NOT compatible.
  • My mod does not change anything in the interior(unless you use the optional files), so you are free to use other mods for the interior as you please.


~~Recommended Mods~~


~~Credits~~
  • sa547 for giving me permission to edit and use hes Lakeview Pool and Hot Bath for Hearthfire mod.
  • jhdez for giving me permission to edit and use hes Lakeview Manor Fish Hatchery plus opt Mill mod.
  • rockyourazz for optimizing the exterior, objects out of view will get disabled, thus lessening the CPU load and increasing FPS.
  • subtanker for providing the pool scripts.
  • dptheslothking for making a nice video.
  • Xubarku, xxGODLIKExx, ps46183 and all commentators that share their idea's and give constructive criticism.
  • B1gBadDaddy for improve skill script on target dummies.




~~Extra~~
  • To let wait time go faster, open console and type "TFC", one day will pass in a second now instead of waiting for every single hour to pass, when done type "TFC" again.
  • If you need to wait 40+ days then I suggest you open the console and type "set timescale to 300000", close the console and then do nothing for like 30 seconds, when done type "set timescale to 20".(its preferred you do this in an interior with no npcs, like Breezehome.)
  • To decorate your home, dump items on the ground, exit manor, re-enter manor, place them where you like.
  • To make your bard Llewellyn essential, type "setessential 03018DE0 1" in the console. He has a bad habit of playing the hero in every fight while dying one second later.
  • If you don't like certain items/plants/trees, you can always open the console in game, select the item, type "disable" or "markfordelete" to remove it. When using "markfordelete" you need to save and load again, but beware that the item will be gone forever, and make sure you have a backup save ready in case you deleted the wrong item. You can also use these commands to make your manor interior better by removing clutter items you otherwise cannot pick up.
  • Since my mod adds guards there is a high probability that when your spouse gets kidnapped(quest) the bandits will be in combat and die before you can open dialogue with them, this can cause a bug to occur that when after you save your spouse he/she will walk backwards all the time and generally does not follow you anymore, as if stuck in place while moon-walking. To fix this open console, select your spouse and type "resurrect 1".


~~Modding Advice~~
(only read if you want to mod.)

  • Some people might want to change certain things in the creation kit for themselves, read my explanation under my mod forums tab for changes inside the SkyrimEditor.ini file so the creation kit can open multiple .ESM and .ESP files. Without these changes you cannot use the creation kit properly.
  • If you want to change or remove certain npcs or creatures, after my mod is loaded in the creation kit go look in the "Object Window -> Actors -> Actor" and type in "Lakeview", this will give a list of all my added actors, if you want to remove one just select it and press delete, if you get warnings keep pressing "yes".
  • To manually edit things in the exterior you need to look into "Cell View -> World Space=Tamriel -> BYOHHouse1Exterior", double click and it will load, the interiors are under "World Space=Interiors", all my added interiors start with "Lakeview" as well.
  • If you try modding it yourself you should be aware that if you delete stuff you can cause CTD if that particular item was there already in the vanilla game, you will get a deleted reference and when the game tries to load it it cannot find it and so it crashes. To fix that you should use TES5EDIT program, load the mod, do "apply filter for cleaning", then "undelete and disable references", then "remove identical to master records", press CTRL-S to save the mod. That should prevent CTDs in that department.

  • If you'd like to know how I work with navmeshes in the exterior, read my explanation under my mod forums tab.

  • If you'd like to know how to make npcs take off/on clothing when entering/exiting the pool, read the tutorial created by "subtanker" under my my mod forums tab.


to do list:
-edit the Main Hall , The Front Door Hall and the Upstairs as optional files for the interior?