Skyrim

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Anataron

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Anataron

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About this mod

A small to medium sized Player Home located in a small Valley in the Mountains close to the Border between Skyrim and Morrowind; to the East of Windhelm. Almost complete Crafting Kit; only missing the Staff Enchanter and the Spider Experiment Kit from the Dragonborn DLC. Requirements: All Official DLCs.

Requirements
Permissions and credits
Changelogs
Thanks to ToxicTigon / AusGigo and hodilton / hodilton for doing those Showcase Videos of the Mod. Very much appreciated and both caught me by surprise and completely off guard :)





Requirements; Loadorder; Update:

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All 3 Official DLC's (/Legendary) / or in .esm File terms:

-Skyrim.esm
-Update.esm
-Dawnguard.esm
-HearthFires.esm
-Dragonborn.esm

These Requirements are most likely not changing any time soon. Why you might ask? Well; for one I think that at this point almost everybody has all DLC's (or the Legendary Version of Skyrim; considering all the Sales and whatnot that have taken place.).

Another reason is that this Mod was created with the intent of only using "Bethesda" Files so to speak; there is not a single custom mesh or texture in use; so I didn't want to limit myself further by only using certain or no dlc content. Yes, that does mean that whatever mesh/texture replacers you have installed will heavily influence the Look of the House.

Apart from that those DLC's provide some really cool Furniture and other decorations and since I mostly created this Mod for personal Use I just wanted them. Now; I could remove everything coming from DLC's but that would make almost everything fall apart so to speak. The Interior would be much less cluttered; the exterior wouldn't have a Roof; and some decorational features aswell as some other parts wouldn't function any longer.

So sadly those Requirements stand and won't change; but there are so many other amazing Player Home Mods; I'm sure you can find one that suits you.

Concerning Loadorder; well honestly it shouldn't be influenced or influence much [apart from things that Edit Tamriel Worldspace Cell 42, 8]. So I would say let LOOT decide. If you would force me to pick a spot that would be suited I would suggest to load after anything that "could" overwrite the Tamriel Worldspace Edit I had to make for the Valley to connect to Skyrim. Unless you want that to be overwritten; which would be a bit strange since that would get rid of the Entrance to the Valley and disconnect this Mod from Skyrim. So I would say up to you.

The People using older versions should be able to simply Update to the most recent by overwritting the ESP and keeping the Load Order Position where it was. If you want to be extra careful retrieve your Items; leave both the House and Valley; save. Update. Reload; reorganize your Items. Shouldn't be necessary; at least it was not during my own testing.

But for good practice as a mod user *cough .. I always do that... promised*: Keep a Backup of a pre-update Save Game aswell as the pre-update esp; to fix issues should any come up.



What you get:

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A small Valley located to the East of Windhelm. Inside the Valley there are two small Farm-ish Shelters; one with a bit of crops and a Grain Mill; the other providing shelter for a Cow and a few chickens. You will find a small House in the Valley aswell; which is the Player Home. Underneath the Valley; accessable both from inside the House aswell as the Exterior; is a small Ice Cavern; furnished to provide basic comfort and shelter for a Vampiric Character. Since both entrances to this Cave are rather well hidden you can simply ignore those if your character isn't into Vampirism as there is nothing down there that you won't find upstairs aswell.

Now; function wise the House provides the usual Crafting kit including:

Anvil (which has both the SkaalForge aswell as the SkyForge keywords; a bit against the Lore; but so much more Convienient; doesn't use the Anvil Animation -same reason as for the Keywords.)
Smelter (re-used Nordic Ruin Brazier/Sconce; without any Animation; using the Smithing Skill; meaning you get skill-ups from using it.)

Grindwheel
Workbench
Tanning Rack
Alchemy Lab
Enchanting
Cooking Pot
Oven
[outside] Wood Choping Block
[outside] Grain Mill

There is a lot of Storage available; all named in a way I tend to store my Items if I have enough containers to do so. Most Storage is decorated with static Items reflecting the contents that the Name would suggest aswell as almost for all crafting areas a generically named "crate" or "miscellaneous" is provided for those that don't want to sort their Loot.

Concerning Auto-Sorting. Don't ask. I won't add it. I hate it; it breaks my own Immersion; especially in a House that is not following a general Mage/Dwemer Theme. But for those that do still want Auto-Sort; slygeezer was kind enough to hint me at Dynamic Auto Sorting System; so I would recommend that you do try that mod. ;)

All Containers are safe for Storage; with two Exceptions:

The Baskets; Open Crates and Silver Plates in the Entrance to the Kitchen; with all the Vegetables; Drinks and other Treats; are respawning their goods every so often. Shown in those Screenshots:






While you can store your own goods in there they will be gone with the respawn. So I would not recommend using those as Storage. And besides; who places their valuable items among the Potatoes and Bakery? Anyway.

The same applies for the small wooden Crate in the Vampire Cave containing the Blood Potions. You can; but you shouldn't. ;) Shown in this Screenshot:




You have been warned; I won't refund Items that have been taken by those Containers above.. or something like that.



Other Features:

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A sort of Study Corner; a chance to relax at the Fireplace; a dinning area integrated into the Kitchen; a "guestroom" for - mostly - roleplaying Purposes aka where your Followers can Rest. If you want your Spouse to live here I would recommend to try out: Spouses can Live Everywhere . Not tested it myself; or using it. But from what I can tell it works wonders for such things. I rarely get married in Skyrim; as I personally feel the Life of any kind of Adventurer is just to dangerous to support a Family. Personal quirks mostly; but I hope that the Mod might help a bit for those that want it. :)

Concerning Adopted Children: I personally never use that Feature of Skyrim; and therefore there is no Intention from me to integrate this feature or the "needed" furniture to the House. Again the same Rule as with the Requirements applies. If you don't like it there are many amazing Player Home mods available that might be better suited for you. :)

Three Mannequins; Four Large Display Cases; Three Dagger Display Cases; Four Weapon Plagues. Lots and lots of other Storage. A Shrine of Auriel in the Study; A Shrine of Nocturnal in the Bedroom. A Shrine of Tal... Get out Thalmor!.. A Shrine of Talos in the Cellar.

For the Vampires there is a Copy of the Bloodstone Chalice to be found down in the Cavern. While it works exactly like the original granting the buff for Vampiric Drain; which should work with the Misc quest from the Vampire Side of Dawnguard; it has a slight side-effect aswell. Upon Activation it will grant the equivalent of one feeding; in the form of a single application of the Feeding effect of those Blood Potions from the Dawnguard DLC.

A small; cozy Underground Hotspring - as with many features mostly for roleplaying and/or screenshots.



Location:

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In the Mountains to the East of Windhelm. From the Stables of Windhelm; follow the Road east towards Brandy-Mug Farm and leave it behind; onwards past Hlaalu Farm and Hollyfrost Farm; past Traitor's Post. When you reach Refugee's Rest (the crumbling snowcovered Tower) you are almost there - turn south-east away from the Road; on the Rockwall in front of you should be a Cave Entrance - thats what you are looking for.

After your first Visit this Cave Entrance will have a Map-Marker which can be used for Fast Travel Purposes.



Known Issues:

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[Possible Issue / reworked] Art of the Catch will to my knowledge not work with the small pond in the Worldspace due to lack of fish(spawn-points) in those Waters. I might add some there eventually if/when I rework the Worldspace to bring back Grass. Edit: Pond now contains several Fishspawn Markers; which means Art of the Catch should function with the Pond. 

[Possible Issue] iNeed users might Need to climb the wet rocks Close to the Waterfall to around half to 2/3 up to refill empty waterskins directly or use the snowdrift Close to the Cow/Chicken Pen Door to get snow - another Option would be to craft a Water Barrel and place it somewhere where you feel it would fit. Not sure if this is caused by the Water I used for the small Pond or due to a conflict in my own Modsetup. Will look into it more if/when I rework the Worldspace to bring back Grass.

[resolved-workaround] It seems that under certain circumstances the Grass of the Worldspace can appear inside of Interior Cells all over Skyrim. During my own testing it happend mostly under the following criteria: 1. Have been in the Interior of the House. 2. Moved through the Worldspace and used the "Cave" to get back to Skyrim. 3. From there entered any Interior Cell. 4. So far Grass only was appearing inside of Interior Cells. - Saving anywhere outside of the House/Valley and restarting the Game; even after the Grass appeared in the same cell you do the restart in; will fix it until you revisit the House and Worldspace. Not yet sure what is causing it. If I can't fix it completely I will most likely upload a Version without any Grass-Landscape Textures in the Exterior to work around the Issue for the Time being. Sorry for any inconvenience this might cause. - Edit: It seems the Grass is a cause for Major pain on my end as of now. Removed all Grass Landscape Textures and tried to fill the empty space with some other Clutter. Image of the reworked Worldspace is in the Image Section. Update in the File Section. Eventually I might redo the whole Worldspace; hopefully with Grass. But for now this should work out. If not tell me and I will try to fix it. (again.)


[cleared up] Due to the Valley's Location there might be a conflict with Unique Border Gates or similar Mods. Edit: Has been tested and seems to not conflict as of now. If you have Issues in that Area of the World do let me know and I will take a look and see if I can fix it. [thanks to CiderMuffin for testing it for me. Very much appreciated.]

[not "gamebreaking"] Depending on the ENB Preset you are using the Interior of the House might be too dark. There is not much I can do about that; with all the ENB Presets available. Or for that matter for any specific; as my Computer is slowly mutating towards a electrified Potato - ENB and I won't go together well. So I have to design it for me and hope that it works out with different ENB Presets.

[Possible Conflicts] Anything that Edits the Cell [42, 8] in the Tamriel Worldspace.


Apart from that I'm not aware of any Issues as of now; so if you spot some I would be thankful for as much insight as possible to resolve the issue in a timely fashion.


Credits & Permissions:

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- Bethesda for both creating Skyrim and the CK(as clunky as it can be)
- All the amazing People here on the Nexus; both the Staff aswell as the Members for providing such a colorful Community; a well organized Website and a huge amount of fantastic quality Mods.
- My Friends for answering countless Questions; hinting at Issues during Testing and taking some amazing Screenshots of the little Project for me. Thank you very much!
- Other Mod Authors on the Nexus; while I did not use any Ressources for this Project their work was highly Inspirational to look at both in my Game over the years aswell as in the Screenshots and Modpages of the Nexus. Thank you for sharing your mods with the Community.


Since this Mod is a single .ESP File without any custom ressources used I think there is not much to be said. Use it in any way you want. If you have questions and think I might be able to help do ask. I would prefer it if this would stay a Nexus Exclusive; but with the previous said it is up to you what you do with it.



And just as a Statement:

As a mod user myself I will be:



For my own Mod(s) this applies:



Both of those Logos can be used as a clickable hotlink to their respective modpages. My thanks to both their creators!