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SpleenofGod

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SpleenofGod

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  1. TOMCAT101
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    Fantastic mod. Many thx . This my new home
    1. SpleenofGod
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      You're very welcome, TomCat, glad to hear it.
  2. Amatsu1124
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    Is there a specific place this is supposed to be in the load order cause when I loaded the main file (1.2) it immediately crashed my game. Gonna try LOOT to optimize load order.
    1. SpleenofGod
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      Sorry to hear that, dude. Can't think why that would happen - this one doesn't have to be anywhere specific. Do you have any other mods that change the cells alongside the Honningbrew Meadery?
  3. SPH1
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    I love testing house mods and yours certainly looks great from the pics. Unfortunately, after downloading and installing, I guess I was not clever enough to find the secret entrance. I am thane of Whiterun, but have not bought Breezehome or any vanilla home this play through - why I'm looking at and working on mods. So I uninstalled.

    Three comments from pics and what I saw outside the iron gate:

    1. Indoor smelter and not seeing ventilation. Not a big deal, but....

    2. No places for follower horses. I brought four followers and horses, which were strung out along the path leading to the gate. Didn't look like there would be a place for them inside. I may be wrong. But, IMO, the major flaw authors make when making massive places for lots of followers is lack of horse parking. I no longer use a horse mod (so horses may simply disappear when unused) and have been buying horses as needed for followers...or collecting horses with the mods I'm using.* That way I can ride any and all horses.

    3. Great looking place (from outside and pics).


    * I suppose I could simply add horses with my Rorikstead Farm! May try that one day after finishing messing around with my new, adopted fort.
    _____________________________

    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
    SPH1's Saxon Norman Rorikstead Fort: http://www.nexusmods.com/skyrim/mods/71690
    1. grantelbot
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      Why didnt you use additem menu or console commands to get into the house? (like adding the key via those methods or using unlock)
    2. SpleenofGod
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      Hey mate, cheers for your thoughtful comments and sorry you couldn't find the way in - that's my fault entirely as I forgot to upload the readme explaining the location in more detail...

      In answer to your other remarks:

      1. Good point! That was on the cards at one point but it slipped my mind. I'll make sure it gets put in the update coming in a couple of days' time.

      2. Another good point - as you say, the gatehouse courtyard only really has room for two. I was a bit constrained by the location I chose, hence the decision to have an indoor stables/byre cell, but I can definitely take a look at putting some extra room for horses in the exterior area (the only caveat is that it won't be behind the walls, again because of the space constraints).

      3. Thanks!
    3. SPH1
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      I don't "cheat" much so am not that familiar with console commands. But for that It might be good to know when testing out houses with a hoop of some kind to jump through.

      So what is/are the console commands?
    4. Vayes
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      Hover over the activateble (ie the door/chest/safe/etc. you're trying to unlock), and use /unlock. Simple as that. If it's not working, while you have the console open (~) click the object to be unlocked, and then use the command.
    5. SPH1
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      Thanks.
    6. SpleenofGod
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      The UESP is great when you have questions about that sort of thing:

      http://www.uesp.net/wiki/Skyrim:Console
    7. karlpaws
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      I'm going to chip in here...

      When I did find the trap door (and I think it is pretty well hidden) it was locked. I am a frequent console abuser so I just opened, and found the key on the troll inside.It might be helpful to mention that the Breezehome key is needed to get in. When I reloaded and went back for it, I did not find the troll inside. Was that on purpose?
    8. SpleenofGod
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      Hey karlpaws, cheers for your thoughts. Huh - that's pretty weird, I've no idea why the troll would disappear if you reloaded a clean save... I assume you've done it already, but for the benefit of anybody else who can't find the troll when they go in the trapdoor, I'd recommend just hunting down the key in the console and adding it to your inventory that way.

      Hmm, I figured it was clear enough anyway, but I appreciate the feedback - I'll make that more explicit in the description.
    9. karlpaws
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      Are there any conditions on the troll showing up? Is it set as a spawn, or does it just load once with the mod and when you kill it, it never comes back?

      I tried a few times, loading a save I made when I was in Whiterun, before entering the keep or even getting near it (I'd went over the mountain past Bleak Falls) and bought the house, then went to your keep. Tried a couple different ways. Troll showed up once, did not the third time.

      Funny thing happened on the last time in... Heimdal and the khajit were in the guard dormitory and the cat was sleeping, with Heim telling him he needed to leave. Just standing there by the bed, looking down at him (so I know he wasn't speaking to my PC or Lydia).
    10. SpleenofGod
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      Good question! The troll isn't a respawning one, so I guess if you want to do it by the book, you'd have to reinstall the mod. I didn't realise that meant it wouldn't be present if you reload saves from before you enter the dungeon for the first time - that's good to know, thank you.

      Haha, yes, I've encountered the unwelcome houseguests bug in the past, but I thought I'd cleaned it up for this mod. Are you using version 1.1?
    11. karlpaws
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      It looks like I downloaded the file on Dec 3 and you have a new one up Dec 5. Mine is 107 White Hearth.esp. I will get the new one and see what might be different.

      My understanding is that an item or npc can be set to load once, when the cell loads, which should be when I zone in. When I went back and reloaded my save, I had not been in the cell yet, and the troll had not been loaded or killed. The axe and helmet have always been there, just not the troll. My understanding is that the troll could respawn later, and if I tried using the cave for a back door I might run into him again, separately the axe and helm could respawn and I could get 15 copies if I played the game long enough.

      It may just be a Skyrim engine issue... the troll might be there but I cannot see it inside the rock or ceiling or someplace.
    12. SpleenofGod
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      Heaven knows, mate! Sorry to hear you're having trouble all the same.

      That said - you're right about the axe and helmet being set to respawn, which I hadn't noticed. Turns out the troll is also set to respawn, so that's a little odd.

      I'd planned to put another version with some minor corrections out over the weekend anyway, so I'll add those changes in. Thanks for pointing them out! If you're gonna upgrade, might as well wait until then
    13. SpleenofGod
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      Thanks for pointing out the issue with NPCs asking others to leave as well - it turned out that a couple of the sleep packages weren't exactly right. New version up!
  4. Lovemargesimpson
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    Hello SpleenofGod,
    the mod looks great and I enjoy the size of your player home and room layout a lot.
    Unfortunately, the many loading doors hit my immersion really hard.
    If this is in any way possible and not too much of a hassle, might you be willing to provide a one-cell edition...?

    best wishes
    Marge
    1. SpleenofGod
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      Hey Marge, thanks for the comments. I'm sorry to hear about the old immersion, but I'm afraid a one-cell edition isn't really an option with the way I've done this one (I'd have to completely redesign the rooms and lighting, rewrite all of the packages and triggers... you get the picture)...

      As a couple of people have mentioned it though, I'm going to make sure any future mods I make are a lot less cell-heavy. Of course, that's the great thing about having uploaded something for once - the feedback has been excellent and I should be able to produce something a lot better next time around.
  5. lalabunny
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    The house looks great! I'll definitely give it a look in a bit; but is it family friendly? I didn't see you mention it, just followers. Been looking for a good home for the husband and kids to stay in. ^.^
    From the looks of it, it's quite a big place, but not too big. Also, I saw the comment about all the loading doors. You might want to consider cutting the cells down when possible/applicable if you're thinking about making any changes in the future. Still, this looks awesome and very well done! Thanks for sharing your work with us! <3
    1. SpleenofGod
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      Thanks for the comment! I'm afraid it wasn't designed with families in mind, but I can try to make it compatible with Hearthfire Multiple Adoptions (I assume you're using that one?) in a future update and let you know once it's up. You'd have to let me know if I've gotten it working though - I don't actually use Multiple Adoptions myself.

      Yeah, shame about the load doors; a couple of people have mentioned that now. It was an unavoidable consequence of the ceiling I chose for the great hall, unfortunately! I'll bear the criticism in mind if I upload other mods - sharing this one with the community was very much an afterthought in this case...
    2. lalabunny
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      Honestly, don't worry too much about the multiple adoptions thing. I understand a lot of people don't play with the family side of Skyrim and prefer to be lone wolves. However, I'll keep track on this mod and if you do decide to make it compatible with Multiple Adoptions, I'll check it and I'll let you know if it works or if there are any issues. Though I'm sure someone else will beat me to it xD Thanks a bunch for the consideration!
    3. SpleenofGod
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      No worries - it might not be ideal for me as it would mean keeping an eye on three rather than two versions. I appreciate your understanding!

      Assuming you haven't already, I'd suggest taking a look at the list of homes that support adoption on http://www.nexusmods.com/skyrim/mods/29249/? - some of those are absolutely beautiful mods, really in a different class from mine altogether. I'd particularly recommend anything by Elianora (though not all of her stuff appears to be on the Nexus any more?).
  6. DaVincix
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    Well, actually interested to use that location, if not as player home, then for followers, and as player just visting it from time to time.

    As for this, i'm also finding there are too much NPC's coming with the keep.

    Two (or max three) male guards, shifting daily outside/inside
    Plus one (or max two) female servant(s) for the interior cleaning/cooking
    ... would have been nice or imo enough, so ie. one can add followers.
    While please no merchants, not liking mods that add merchants everywhere, that's really imo. an inflationary item and somehow gamebreaker.
    After all, there are so much mods which add them already, ie. NPC travelling mods and settlement enriching ones (which i use), and where merchants belong to location-wise.

    I or you just could say, alright, i mark them, those for me obsolete NPCs, for delete, but that might break the mod's scripting.

    Any chance for an optional version along those limited NPC described above by me?
    1. SpleenofGod
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      Hey man, thanks for the comments. I'll have a look at doing an alternative version with fewer npcs/no merchants for you, but increasing the space for followers; to each their own, as they say. I'll hopefully have that ready by Monday or Tuesday.
    2. SpleenofGod
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      Version 1.1b up earlier than expected! Please take a look and let me know if you find anything I've overlooked.
    3. DaVincix
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      Thank you a lot for your quick consideration (1.1b), SoG. I'm sure, many other appreciate it as well.

      Take your time for everything. I personally at least had to start a new game (with new setup/changed mods and many removed mods), it'll need a lot of time until i will access such a "ready" Thane location as you have here.

      Questions still:
      Why is it such a huge file? Isn't it possible to use more or only vanilla objects?

      As for the many cells, i suggest to look at Fort Highwood (modfile name), which is working very good (using it as firm setup part), has no loading cells inside, is empty of active clutter etc., uses proper (named) storage mechanics, results in a file under 500 kb.

      But hey, those are feedback-thoughts only, don't let yourself bring away from your own preferences etc..

      P.S. As for multi-/adoption, i'm in your boat, such locations shouldn't be (necessarily) family-friendly, they are fortress keeps, not family houses or family castles.
    4. SpleenofGod
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      Cheers for your thoughts, dude! Glad to help.

      Had a quick look at Fort Highwood - looks like a good one and I like the way it's been done. Definitely food for thought there next time I upload a mod (the size of mine, as you say, is due to the non-vanilla objects - I do like a healthy smattering of non-standard assets!)).
  7. jknjb
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    Going by the images, this looks really nice. I love the way you've tucked it into the hillside, that's a GREAT spot for an old fort. Makes me wish it was a dungeon instead of a player house, though DL-ing and will give it an in-game look. Thanks for sharing it with us.
    1. SpleenofGod
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      Thank you! I'd been having the same thought about that spot for yonks. Hope you like it.
    2. jknjb
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      There are a couple of mods that use that area, but it's mostly untouched by the mod world. Your fort looks like it belongs there, and could have been there right from the start. I like that it's got the NPCs, give how big the place is. Endorsed.

      PS - I still think it would make a great dungeon
    3. SpleenofGod
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      Cheers man, that's very kind.

      Hey, you're welcome to use the shell and do a dungeon conversion! Sounds like a pretty good idea to me, I can see what you mean about the look being right.
    4. jknjb
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      Thanks! That's really generous of you, I'll give that some thought.
  8. Justmeagain
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    well lots of good pics BUT missing one or 2 that show position relation to the meadery or other know landmark. such as the bridge near/next to the meadery or from the direction of the meadery looking eastward how close is this to the cave and that upper perch where the quest happens etc. thanks otherwise this looks amazing and would like to have it in my game but need to know before I do of any conflicts etc. I also have the cottage across from the meadery AND riverwood lodge and sauna. thanks for a great lookin mod
    1. SpleenofGod
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      Hey dude, thanks for the comments. Yeah - good thinking, I should have done that from the start. There's a few more long shots now and I've got one with the location marked on the map now as well, which with any luck will help... If I'm thinking of the same cave and quest you're thinking of, the distance should be plenty sufficient, but let me know if not.

      Riverwood Lodge and Sauna is such a great mod; I can't advise on whether there's room for them together - I haven't used that one in the playthroughs I've tested White Hearth in - but hopefully it will be possible.
    2. Justmeagain
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      thanks those pics help it seems like it should co-exist just fine Riverwood lodge is straight east of the first switch back of the road and the bridge for it is right at the second switchback and everything is above/beyond where you bridge crosses BUT will try to see asap. am re-doing my whole set-up out of Program files and such a LOT more work than advertised not the "cut n paste" that I read I am having to re-sort my 756 mods by hand and at this point (the transfer to new NMM did NOT sort into the categories at all put everything into "unassigned") am thinking of going to MOD ORG so I can set up profiles since NMM still does not do any support/updates for an XP user. BUMMER oh well it will be the weekend before I see it these 2 fit beside each other might actually wait for your next up-date any idea when that would be?thanks again
    3. SpleenofGod
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      No worries. Yeah, I recommend switching to MO, it doesn't take too long to get used to (that's a lot of mods to reassign by hand, haha).

      I'm aiming for an update by Monday, the weekend should be long enough to turn around the planned changes.
  9. grantelbot
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    I like this house in general, the design of the interiors and rooms and the exterior are really well done.
    My only problem with it would be there is too many different cells. I like player homes that arent so seperated, everything 1-3 cells only.

    Edit: And too many NPCs
    1. SpleenofGod
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      Thanks, grantelbot, I appreciate the feedback. Sorry it's a bit too large and populated for your liking - personal preference, I guess.

      (I'll let you know if I do one in the future that's a bit smaller)
    2. grantelbot
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      Its not too large, the problem is more that you walk through so many load doors. Think of the kitchen area for example, it could just as well be directly in the main hall behind a normal door.

      But opinions and preferences vary, just keep doing what you like and feels right for you. Definitely keeping this mod around and watching out for more house mods if you make any.
    3. SpleenofGod
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      I see what you mean now - yeah, it doesn't bother me at all but at the same time I would have preferred fewer load doors... I sort of forced the decision on myself with my choice of ceiling in the great hall (have a look in the Creation Kit and you'll see what I mean, haha).