Skyrim

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SPH1

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SPH1

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Looks like it works on Skyrim SE! Farmhouse just south of Rorikstead. Many containers, smithing, crafting. Total lore friendly; used stock vanilla materials.

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EDIT: 10/30/16 - Looks like this modest farmhouse mod works on Skyrim SE. See first two pics. Perhaps all of my simpler mod attempts...and house mods in general...will work on SE?


EDIT: 11/29/15 - I am not satisfied with any of the Rorikstead town mods, and I believe that I have tested all of them. Anyway, tooling around the mods I came across one I visited long ago: The Angle Saxon or Norman Motte and Bailey Hill Fort by Draig77


http://www.nexusmods.com/skyrim/mods/55802/?


Has some bugs, no merchant which I was really looking for, but does come with two horses. I have been buying horses as I add followers, so I can ride any and all.  And the bandit version brought a nice battle onto my property.

Most of all I think it just looks nice alongside my place.

(See my first pic here and comments posted there)

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EDIT: 11/26/15 - Update to fix some outside navmesh issues. Followers will now follow off porch and on to street, instead of running back into the house. Also better navmesh around patio smithing area and furniture. Note that one can also fast travel from inside the house.

Still some navmesh issues remaining. Especially between house and stable. Right now, the working navmesh path for followers is to run near or around the well, then to the stable.

Beyond that, in future hope to tweak outside navmesh so followers better navigate around stable, table in back yard, etc. The issue is that currently the existing outside navmesh, for the most part, is the original outside navmesh so goes underneath the stable, table, etc. Why followers may walk into it and moon-walk a bit.

RORIKSTEAD TOWN: The town is out in the middle of nowhere with no nearby merchants. I've looked at and tested just about every Rorikstead town mod, including Expanded Towns and Cities. All had their pros and cons and it was interesting seeing the different approaches and ideas modders have.  You might wish to check these out if you want to live in or near Rorikstead. The farm is just far enough outside of town so as not to conflict with any Rorikstead town mod that I tested. (Some of the mods also have a place to live...but I prefer my little farm mod :) )

RORIKSTEAD HISTORY: I also recently stumbled upon a theory on youtube that Rorikstead's great farm soil is because of female sacrifice and Daedric worship. Was well presented and sounded convincing, and could explain why there are no fertile-age women in town (just the older female farmer and two girl twins.) Too many females dying in childbirth. And it explained Lund's death (possible suicide) and his deceased wife and child. Also tied in with Lokir of Rorikstead and back to the opening scenes of the game, in the wagon heading to Helgen.

But it isn't necessary to believe any of this, if that puts a damper on living in the area. You can simply believe Jouane (the witch) when you ask the secret for the thriving farms despite the harsh climate, and he replies that there is no secret: just hard work, good fortune and the blessing of the gods. ;)

If you are in to lore, theories and conspiracy theories it could make Rorikstead possibly the most interesting town in Skyrim.

Anyway, our little Rorikstead farm here is not part of Daedric worship. No dark, fertile soil here. Rather, I (we) had to tear out a rock out-cropping just to prepare some hard scrabble soil for our little farm crops. Here, our crops really are the result of hard work, good fortune and the blessing of the gods.

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EDIT: 8/24/15 - Update to add stable, corral and animals (cow, goat, 3 hens.) Also Shrine of Talos, 3 enhanced blacksmith potions and strongbox in basement of house, water well outside. Fence was especially hard and may be a tad sloppy. Main thing left is improving navmesh for followers.

If you have been using this mod and wish to update, first put yourself in god mode and take everything out of the containers and gather the rest of your loot and save.

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EDIT: 8/21/15 - Updated with idle farming markers in crop field so that followers will work farm (hoe) when in relaxed mode. (I'm using Amazing Follower Tweaks.) Also added several bar stools to Alvor's bar in basement. Place seems large enough for several or more followers. Not enough beds, though, unless they sleep stacked. Just assume they sleep in shifts.

See new introductory pics.

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EDIT: 8/19/15 - Updated to add some crops. Now it is arguably a proper farm. Crops are shown in the "edit" to respawn; don't know how long. Ripped out a rock outcropping to prepare a usable surface for crops.  See last photos.

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Wanted to try something a little more ambitious than my first mod Ruined Whiterun Farmhouse Tweaked, which only added containers and smithing. Here I copied Alvor's house in Riverwood and stuck it just south of Rorikstead.

Why Rorikstead? Because when I pass through the town, the main characters mention what a great place it is for a farm. I wondered why we have no farm there. So this is my beginning. No actual crops as of yet - don't yet know how - but hopefully will come.

ALVOR'S RIVERWOOD HOUSE: I copied and pasted Alvor's house for three main reasons: 1. it is the first house I was inside when beginning the game, 2. it is actually a pretty nice house, and 3. there is a YouTube vid on copying it in the Creation Kit. I turned the static containers into safe usable containers and added many more containers both inside and outside.

All containers inside and outside should be safe, set to no respawn. EXCEPTION! The mead barrel in the backyard should respawn with mead.

Otherwise I pretty much left the interior decoration as is, with the exception of enchanting and alchemy in the basement (I gave in to those, although not really in to them).

Nothing fancy or pretty. Containers look like containers and not a set of armor posing as a container or a potion bottle likewise posing. No mannequins, not that I hate them but didn't really think of them.

The stinking, polluting smelter and tanning rack are outside in the backyard, where they should be. Not in an unventilated basement or off the kitchen. Both have containers nearby.

WIZARD OF OZ EFFECT: When building and testing it seemed that the house dropped down from the sky onto a dead wolf, which was either on the front porch or actually embedded into the porch. At one point I used the CK to jack up the house to drag the wolf off. Another time when embedded, going inside and outside a few times got the wolf where I could drag it off. But I haven't seen this "issue" in awhile now. You might consider going to the location and killing any predators and dragging them off before installing this mod.

NAVMESH: That's a real pain in the a$$ for a new modder. Learned enough to get my two vanilla followers inside and outside the house. However, upon exiting the house they have trouble following me and sometimes go back inside, where after a bit they will come running up the road as if from Riverwood (or some other exit point.) Don't yet know the fix, but a workaround is to immediately fast travel to the house location upon exiting, which will (should) place the followers outside and ready to go.

I attempted navmeshing the deck, but didn't really yet work. I suspect that the followers are using the existing ground navmesh before landing the house there. I had a little better success in the backyard and around the house.

The inside of the house is much better, coming from Alvor's house.

Followers will use the inside and outside deck areas as well as the smithing items and benches in the backyard. However, they will sometimes "moon-walk" up against something, showing that my navmesh skill needs improvement.

FUTURE: I currently intend and hope to build it into a proper farm with crops, but have to learn how. This place may be the vehicle to improve my modding skill.

I hope that some others may get some use and enjoyment from this place. Let me know of other bugs and I'll try to fix. But I have no plans to redesign the place for a spouse, 6 kids, 15 followers and their horses. One of my initial intentions in leaving Alvor's décor in place was so others could gut and decorate as they see fit with the CK or possibly Jaxonz Positioner mod.

NOTE: I've successfully used in the past the Custom Family House (?) mod to move Lucia and my steward and bard from the Pale House to several other house mods. I believe I could have moved a wife, if I had one at the time. (No longer have them or the mod, though.)

OTHER NOTES: Noticed predators (wolf) across street on hill. More in back past the smelter. Also a giant walks the road, turning around just past the house. Once while testing he stood on street in front of house, waving club at horse and I guess me and followers. I'd watch your horses. If I eventually add livestock (cows) I think that would attract the giant for sure. Meanwhile, the giant does attract dragons, but not yet on the property.

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My Stuff:Cracked Tusk Keep Tweaked: http://www.nexusmods.com/skyrim/mods/71322
Ruined Whiterun Farmhouse Tweaked: http://www.nexusmods.com/skyrim/mods/68392/?
SPH1's Rorikstead Farm House: http://www.nexusmods.com/skyrim/mods/68880/?