Now THIS is a good mod. Immersive and cozy, like a house mod should be.
I only wish that: 1) There are beds for children so I can move in with Sofie and Lucia 2) This longhouse can completely replace my current house at Lakeview Manor
Thanks for making the mod anyway, a must have in my load order.
This is THE Great house, recommend it for anyone who's looking for a cosy and follower friendly place to live. So Atmospheric and Unique. Immaculate design. Especially love the beds. And available on console too!
Thanks so much for making it available for us all.
I know it's been answered already but it was two years ago but, could you make a family version of this mod? Like, this is THE house mod and it's definitely in my top three player home mods. Thing is I kinda wanna turn this house mod into a home for the wife and kids...LOL but if you can't/won't, can you or somebody point me in the direction of someone who can? This mod is so awesome and I know i'm asking for alot, maybe too much, but I had to ask.
There's a ton load homes kid adopt compatible already available, , some really pref Just for the character and followers with nothing else running around under their feet in the way all time . Could just think of it, kids all grown up happily moved out, and gone they're own way, and their beds converted to adults and friends for gambling and drinking nights
Lovely house, cozy place to rest after a hard dungeon trip. And one of my favourite hard save areas - fast loading times due to small cell and quite safe as there is no fancy scripting.
Recognized a (minor) technical flaw though: The interior cell 'VikingLonghouse' is missing a proper Location record, it is set to 'none', so scripts depending on location type won't work.
This prevents some major mods (follower, wardrobe, behaviour) from recognizing it as a home or even house interior, so things like auto-relax, auto-changing clothes for indoors and such don't work. Additionally, some mods get the name of the pc/npc/follower's current position from the cell's location record, which is then empty and may trigger some errors.
Can easily be fixed in CK, short how-to for ppl that do not fear to do it by themselves: - back up the mod. I mean it. - have CK load VikingLonghouse.esp set as active file - add new Location with EID like 'VikingLonghouseLocation', choose parent 'EastmarchHoldLocation', and give it a proper name like 'Viking's Longhouse'. Add at least Keywords 'locTypeDwelling', 'locTypeHouse' (and maybe 'locTypePlayerHouse' if you want to move spouses/kids in, or for special wardrobe etc.) - open cell view -> interior cells -> locate the 'VikingLonghouse' cell -> select the newly created 'VikingLonghouseLocation' as it's location (instead of NONE) - press ok, save, close CK, done
I know it's an older mod, but any chance that this will be fixed ? As said, this is only a minor bug, but those little things tend to nag at me ;)
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yoinkt n endorkt : )
I only wish that:
1) There are beds for children so I can move in with Sofie and Lucia
2) This longhouse can completely replace my current house at Lakeview Manor
Thanks for making the mod anyway, a must have in my load order.
So Atmospheric and Unique. Immaculate design. Especially love the beds.
And available on console too!
Thanks so much for making it available for us all.
Could just think of it, kids all grown up happily moved out, and gone they're own way, and their beds converted to adults and friends for gambling and drinking nights
And one of my favourite hard save areas - fast loading times due to small cell and quite safe as there is no fancy scripting.
Recognized a (minor) technical flaw though:
The interior cell 'VikingLonghouse' is missing a proper Location record, it is set to 'none', so scripts depending on location type won't work.
This prevents some major mods (follower, wardrobe, behaviour) from recognizing it as a home or even house interior, so things like auto-relax, auto-changing clothes for indoors and such don't work. Additionally, some mods get the name of the pc/npc/follower's current position from the cell's location record, which is then empty and may trigger some errors.
Can easily be fixed in CK, short how-to for ppl that do not fear to do it by themselves:
- back up the mod. I mean it.
- have CK load VikingLonghouse.esp set as active file
- add new Location with EID like 'VikingLonghouseLocation', choose parent 'EastmarchHoldLocation', and give it a proper name like 'Viking's Longhouse'. Add at least Keywords 'locTypeDwelling', 'locTypeHouse' (and maybe 'locTypePlayerHouse' if you want to move spouses/kids in, or for special wardrobe etc.)
- open cell view -> interior cells -> locate the 'VikingLonghouse' cell -> select the newly created 'VikingLonghouseLocation' as it's location (instead of NONE)
- press ok, save, close CK, done
I know it's an older mod, but any chance that this will be fixed ?
As said, this is only a minor bug, but those little things tend to nag at me ;)