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AngryGlock

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angryglock

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  1. angryglock
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    Sticky
    1.3 is up. It's an optional upgrade. It adds a auto sorter for some crafting items (see change log). It also changes the for sale sign to handle the sale of the shack. I won't be editing vanilla vendor inventories again. 1.3 requires all DLC. The sorting script calls the items in the DLC. If you don't have the DLC, don't upgrade.
  2. elliscountryboy
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    Thanks so much for this home! I stepped into Riverwood for the millionth time only to find an amazing little home waiting for me. I didn't read the description or look at the screenshots. I downloaded on a whim and man, I am SO glad that I did. This is my first house mod and it will stay in my game forever. It fits in seamlessly, it holds EVERY item category you could think of and it's compact. Simply an amazing home.. I love it. 10/10 Endorsed. You sir, should make more house mods. I will surely download them all. <3 Much love, friend.
    1. angryglock
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      Very kind of you to say. I'm currently causing mayhem in the Commonwealth and learning what the FO4 CK has to offer. I'm working on my first mod for FO4. I'll get back to Skyrim soon. I have a newer version of the Shack(s) that I use. I'll finish it up and release it. It puts one shack in each of the Holds in scenic places. The one on the Tundra near to the Giants outside Whiterun is my favorite. With a good enb and weather mod the sunset over the grasses is awesome.
    2. Kaelorian
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      I would LOVE to have these! I hope you come back soon and upload them
  3. niceguy
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    Came to think about it, the people of Riverwood may consider this place to be a hostel for visitors to live in if the inn isn't suitable for their need. As such, maybe it could be "rented"?
    1. angryglock
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      Thanks for the thought. I considered it but I don't want a maintenance script running in the background timing the rent due date. It's not the kind of script I'd accept in my game.
    2. niceguy
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      A simpler way to handle that is to connect it to a quest of some kind. Do Riverwood a service and you are handed the keys from someone, bringing in a lost dragon claw could count for instance so there would be no need to add a new quest.
  4. Shadowshire
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    Just noticed...


    - Version 1.2 has no .esp file.

    - Version 1.3 has a for sale sign that says 200 septims, but only 100 was removed when buying the house.


    Wonderful house. My all time favorite starter home in Skyrim. Thanks
    1. angryglock
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      Thanks for catching those errors. I had to remove 1.2. I don't have that version anywhere. I missed the esp when I zipped it.

      I knew about the sign only removing 100 when it reads 200 but did not want to do an update just for that. I'll leave it alone. I have a 1.4 but got busy with work. It has the corrected for sale script. Until then, it's an unadvertised half-off sale on real estate in Riverwood.

      Glad you like the shack.
  5. Ondrea
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    This is really adorable. Great job in making such a tiny place look great!
    1. angryglock
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      Thanks. But it's manly. Not adorable. Just look at those manly flower-boxes! Those flowers are the manliest of flowers in Skyrim! They are intimidating and very manly. Clearly not adorable but thanks.

      Keep it manly.
    2. Ondrea
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      But even manly things are adorable sometimes when you're female. But yes, yes it's quite a manly home you have here! ;P
  6. Sanityfades79
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    Hello, angryglock
    I've followed this mod ever since it popped up on my Subscriptions bar in Youtube, Nozi87 did a fairly concise and well tempered review of your player home. I do have one minor request of you for maybe a future update: Could you perhaps make this compatible with Real Shelter?
    Thanks for your contribution I hope to see more from you in the future.
    -Colton
    1. angryglock
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      What little I can gather from how RS does its thing is that it does all the work. Its patcher finds the places that it sees as shelter and sets up all the stuff needed to trick your camera into turning off the rain illusion from playing on your player camera and replacing it with FX outside the shelter.

      I don't know of anything I can do to make that process compatible. If you know of a house mod that did something to make itself compatible with RS, let me know. I'll take a look at it to see if there is anything I can do.

      I'm currently working on a new version to add shacks in all the holds with shared storage.
    2. angryglock
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      The person responsible for RS replied to me. It is as I suspected, there is nothing a mod can do to be compatible with RS. The RS mod has to accept the shelter as a shelter. He said he would add this mod to the list of exterior homes they will accommodate as shelters but did not give a time on when that would happen or how it happens.

      In other words, I can't make a patch for RS. RS has to accept Simple Shacks as shelters and that takes work on the RS side.
  7. nitaasis
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    Love the house..thx much =)
    1. angryglock
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      Glad you are enjoying it.
  8. Inuki24
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    Heya ^^
    I've got a problem. I tryied to buy the deed at riverwood trader, but there was none. I waited for 1 week ingame and it did not apear. I'm using Barter and Trader maybe it's not compatible?
    It would be cool if there would be the function to buy the shack from the for sale sign like in other house mods.

    Best Reguards,

    finnleanne
    1. angryglock
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      I use Trade and Barter and he always has the deed in his inventory. But I used a merged patch and a bashed patch so that may be why.

      Open Console type help "deed To shack" and you can add it to your inventory.

      I like the idea of the deed being with a vendor instead of a magical for-sale sign. However vendors are a pain to deal with mods always messing with their containers and I suppose since you shoot fire from your fingers a sign hungry for currency is not really all that crazy.
  9. TeheeMod
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    Thank you for adding "Trash" feature with a realistic way to get rid of it! By the way, I think the previous owner stashed a copy of the deed in the drink container
    1. angryglock
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      The owner did love his Ale. Sadly it led to his demise in a drunken midnight swim with the blacksmith's wife. He did not drown.
    2. TeheeMod
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      ...and she tells me to stay away from her husband, tisk tisk on her.

      I can't wait to see more projects from you. When you start expanding to other area's, are you going to make the chests linked ( if it is possible )? It isn't a request, just curious (though it would make me not use fast travel nearly as much).

      Ok, deed that was mixed with the Ale is now gone. I purchased the deed for about 350-ish coins ( new game ). So that is fair for any new player that hasn't done any quests or favors.

      The candle light is a bit weird ( not using any texture packs or lighting mods ). Yes, it works, but it only lights up the...light that seeps through the spaces between the wood walls. If you are outside the shack, you see a nice light on the ceiling...that you don't see when you are inside. It is really hard to explain lol. The flowers in the flower boxes light up fine. I will probably only use the light on the table next to the Ale. That lights up everything enough for me. The one hanging gives off too much light and hurts my eyes a tiny bit.
    3. angryglock
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      I am working on 4 other mods. One of them will place closed tents (inside cells) in key places. They all share the same cell so a tent in The Pale when you click the flap leads to the same interior cell as the tent in Winterhold. The gist is shared cell = shared storage. The tents are similar to the shack in size and amenities. They have a cloth floor and being an inside cell they are weather tight. Since they are small they load quickly. Most of the time for me it's just a fast fade to black and then I'm in.

      If I add more shacks they will share storage the normal way: hidden cell with the actual chests and the chests you see in the shack are just remote activators. I like shared storage.

      I added a image of the setting you need to edit to lower the two outside lights to your liking. It's the FADE setting. It's set at 4. Vanilla would be around 1. You can set it for any number and 2 decimals. So 1.50 for instance is a legit number. It takes seconds using TES5EDIT and can't really hurt anything that you could not fix by redownloading the mod. The image is on the second page of images.

      The inside light is a Shadow Caster and I recommend you don't mess with it. They are tricky and you can end up with stripping. I'll see If I can get a look at it in vanilla to see what you see but with Pure Weather it looks great in my game. Nice color and shadows with a nice gentle candle flicker.

      If you enjoy shared storage you really should try Craftable Cloud Storage (link in desc). I won't play without it. I sometimes just set a few containers in Inns and live out of the inns. I try not to use Fast Travel so I'm rarely near my home anyway. The Inns with CCS makes a nice alternative.

      I also added http://www.nexusmods.com/skyrim/mods/56705/ to my game. It's a stable simple mod that adds carriages to each village. The other carriage mods where way too flaky for me. This is is simple and low impact.
    4. TeheeMod
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      Oh very nice information about the tent and shacks with shared cell news!

      The nice setting for the light is 2 on vanilla. Now I am able to use both outside lights just fine. Indoor candle is still a no go for me, but I am totally fine with that.

      Yeah, I am familiar with the cloud storage, but I use my own mod for storage ( not/never released ). I don't have it placed outside cause I fear editing any already generated navmeshes, so I have the Inn's as a way to enter into the cell. I set it up so I cast a spell, it opens a sort chest container, I drop my loot and continue my travels. By the time I get back to the cell, stuff is already sorted ( by vendor keyword ).

      At any rate, keep up the great work!

      [edit to add] Downloaded the latest file, deed is back with the Ale. What else was changed?
    5. angryglock
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      That sounds like a nice storage utility. Maybe you should release it?

      Look at using Collision Boxes set to L_NAVCUT on the primative panel. It is designed to let you put a collision box around an object telling the NPC to stay off of it without altering the nav. Just make sure it intersects with the nav. It's poorly documented but seems to work. I found out about it on TESALLIANCE I think. The shack uses 3 of those boxes so that the NPCs will use the center of the outside deck and still use the chairs without walking on them. I did not alter any of the world navmeshes. Just put the CBs down and set them to L_NAVCUT. So far it seems to work.

      They show up as the yellow boxes under and in front of my shack. Turn on Markers (M) to see them.
    6. TeheeMod
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      Oh wow, thank you so much for that info! Yeah, I didn't find much info about editing navmeshes, but I didn't dig deep either. I do know that NPC's AI depend heavily on Navmesh, so that scared me. I will test this out. Yes, I did notice the yellow boxes and thought that was collision so the NPC's wouldn't fall through the floor, silly me for not clicking on them to investigate lol. You have my respect for knowing your stuff. You are officially added to the list of Modders that I trust.

      I did release a version of my mod once, but I wasn't getting feedback, so I figured it wasn't needed and removed it lol. Then again, no news is good news. Maybe I will make a new version that is placed outside...but all the same features. Would you mind ( credit to you/and/origional script provider ) of course if I use an edited version of the trash feature? This wouldn't be for close to a month...cause I am ocd with my modding lol.
    7. angryglock
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      I don't edit any open world navmeshes in this game or FNV. I don't want any problems from my mods. If I added a new bridge or walkway I'd add the nav mesh and hook it in to support it but I stay away from changing the vanilla ones. I leave that to bolder modders.

      Use any of the scripts you want.

      Darkfox has great videos.
      Cloud Chest
      https://www.youtube.com/watch?v=KsB4e8isB28&list=PLiPgFWIHsr8UVdVO283lY0146fOvYkARI&index=1

      His playlist if full of good resources. I learned much from him.
      https://www.youtube.com/user/DARKF0X127/playlists
    8. TeheeMod
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      Thank you very much for your permission, info, and best of all, a realistic, clean starter home! Easily a keeper in my load order. Yes, I used his vendor keyword sorting feature, works like a charm.
  10. angryglock
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    Version 1.2 is up. See change log. The prior versions are still up and there is nothing wrong with them so if you don't want the new features you don't need to upgrade. The new version now has a cost. If you are role playing it's best not to upgrade since suddenly having the buy a shack that was yours would be weird.

    All light sources can be toggled on and off.

    New weapon rack.

    Stove can burn your trash items. In other words it can remove unwanted gear from your save game. Just put it in the stove (it's a container) and press the little button at the bottom of the stove to Burn Trash. It's a handy want to remove items from your save instead of stuffing it in a dead body and waiting for a reset.

    I tested the lighting in vanilla on two different systems. My conclusion is I can't balance the lighting for every system. Even in vanilla the apparent intensity of the lights is based not only on what I set them to but the computer and monitor you are using along with your brightness setting.

    With everything set to default and on a color corrected LCD I use for photography the vanilla light levels are bright but not glaring. On an old Dell laptop the lights with the same settings the lights are glaring but even some vanilla lights are over-bright. That's due to the laptop video chip and monitor itself.

    So if you use vanilla lighting and or vanilla darkness you can balance your own lights by looking at the image I put on page two of the photos and using TES5EDIT to set the fade to a lower number. I'd try 1.0 which is a very common setting. That will adjust the two outside lights. The inside is a shadow caster and it not as simple to tinker with as you can end up causing it to produce stripping. So if it's too bright just turn it off in game.
  11. meldraws
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    Fantastic little shack, I adore it to pieces.

    It would be great if you could make a milk-drinker's version though with toned down lights, it's a little bright for me as it is.

    Thanks for the mod!
    1. angryglock
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      I'm going to release a version that lets you turn off lights. There are currently 2 lights on in version 1.1 both are outside the shack. The candle inside the cabin is not a light source.

      Shutting off one will reduce the light to some degree. I don't know of a way to set the level incrementally via scripting short of letting you turn on a few different lights of different levels. I really miss the terminals in Fallout. They were great for in-game menus that were easy to program and immersive at the same time.

      If you want to edit the light setting you just want to change the FADE value using TES5EDIT/CK. Look for the only light source named simpleModsCandleLight of something similar. It's the only light with the simpleMods prefix. It would be very simple in TES5EDIT and harmless to try.

      The current version of Jaxonz Positioner will let you manipulate light sources in game. It's a safe and well done mod. You can also use it to move just about any static item in the game. You could redecorate the shack or Riverwood, or Skyrim for that matter. I'm going to use it to drop something heavy on Nazeem's head.
      http://www.nexusmods.com/skyrim/mods/52583/?

    2. meldraws
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      Thanks for taking the time to respond - I appreciate that!

      I look forward to the next version, however now might also be as good as time as any to start learning the Creation Kit.

      Thanks again