Hi all, sorry for not giving an update sooner, I'm not currently on-line at the mo' so I've popped round a mates to borrow his to give you an update. After getting my Wild Mountain Dairy Farm updated to make it compatible for the Multi-Adoption then took a look into doing the same for this and seeing if I can't find the problem the Unofficial Patch's are causing but I have some bad news and some good, bad news, this mod is too complex to get the Multi-Adoption to work without some major renovations so, good news (I think, anyway! ), once I've finished the update I'm working on for the Gypsy Eyes caravan, I'm going to be rebuilding the remodel from scratch!! In a single cell! (I hope! Well that's the aim anyway.). And as you can imagine, it's been a while, not only since I posted the last version, but also from when I first built the house, and I've learn't a LOT of new tricks since then so while the house will remain bascicaly the same (I like the layout and look so won't be touching that in any drastic way) but will incorparate new ways of building the underlying scripts, models and possibly interaction methods to bring the house REALLY up to the way I envisaged it over a year and a half ago but had no idea how to do! I'm afraid there's no timetable, it'll be done when it's done but I'm hoping within the next couple of months, maybe christmas time, that'd be nice! ps. and yes,I will be testing against vanilla & all dlc's and also the unofficial patches!!
bert
Info pertaining to BOSS errors:
As you're probably aware Skyrim has 2 file-types, esm's (Elder Scrolls Master Files) & esp's (Elder Scrolls Plugins), all mods, and probably the game itself, all start life as esp's and some (as in the main game files) then have an internal tag set to Master which means it can no longer be edited directly. Now, one rule to remember is that esm's cannot be modified by other esm's, the game will run both concurrently and the original will almost always win, the same also goes for esp's, you cannot modify an esp with another esp, and finally you cannot mod an esp with an esm, so it's basically a one way thing, you can only mod an esm with an esp! So, because the house was originally built as an esp in which I made settings changes, such as where the original door now leads to, where the original house building now is etc. but once I changed the file to an esm those changes were ignored during run-time so I had to create an esp overlay to re-affirm those changes, those re-affirmations are what BOSS is calling "dirty edits". As for the deleted nav-meshes, because the original Breezehome building has been moved I had to remove the nav-mesh that was originally on that particular piece of pathway otherwise you'd have npc's trying to walk through the side of the house!! I tested extensively, running all over the city with followers in tow to make sure there were no undesired consequences of the changes to the nav-mesh and all is as it should be. So as you can see, yes there are things that BOSS will tag as problems, but they are intentional. I hope that explains things for you and you can use the mod without worrying!
Files & Load-Order: _____________________________________________ All Files: 0001BertsBreezehomeRemodel.V.2(esm).esm-------}---The main house files, necessary! 0001BertsBreezehomeRemodel.V.2(esm).bsa--------} 0001BertsBreezehomeRemodel.V.2(esm).bsl---------} 0001BertsBreezehomeRemodel.V.2(esp.2.0).esp---}
0001BertsBreezehomeRemodel.V.2(Grotto).esp----}---The garden grotto & quest. 0001BertsBreezehomeRemodel.V.2(Grotto).bsa----}----Skip these to skip the quest and remove the garden grotto! 0001BertsBreezehomeRemodel.V.2(Grotto).bsl-----}---Can always be added or removed at a later date, don't forget your bug jars!!
Add-Ons: 0001BertsBreezehomeRemodel.V.2(LydiaAddon.V.1).esp---Move Lydia in. 0001BertsBreezehomeRemodel.V.2(Spouse).esp--------------Move spouse in. _____________________________________________ Load Order: 0001BertsBreezehomeRemodel.V.2(esm).esm 0001BertsBreezehomeRemodel.V.2(esp.2.0).esp 0001BertsBreezehomeRemodel.V.2(Grotto).esp 0001BertsBreezehomeRemodel.V.2(LydiaAddon.V.1).esp 0001BertsBreezehomeRemodel.V.2(Spouse).esp bert ;-)
The reformulation of the house has been great, but it still has 1 room or for a child or for a follower .... For those who use the multiple adoption mod and several followers this reconstructed mod will not work at all.
i feel you, they never be a better breezehome than this one. SE only have the eli's breezehome, who dont have half the feature bert's one have and eli have a really bad attitude to deal with
I'm feeling very stupid and frustrated because I've loaded this mod, bought Breezehome, read the journals but cannot figure out how to start the quest to get the "new" Breezehome. I know I need to go where the mage went but where is the grotto? I haven't actually gotten a quest so there's no quest marker to follow. It sounds like an awesome mod but it won't do me any good if I can't access the quest to get the house. Any suggestions would be greatly appreciated!
Hello! Really love this mod. I"m noticing something strange about the enchanting function. My soul gems are not showing up as available. I"m using the super sorter. Whether the soul gems are in my actual inventory or in the Soul gem container, when i attempt to enchant something the soul gem section of the enchanting interface is greyed out. Any ideas? Great mod, thank you.
Without doubt the most intuitive player Breezehome mod! Have been using this since I first modded OIdrim back in the days and there really is no going back for me. I won't be installing another Breezehome till this is ported to SE. Bert you can rest assured your masterpiece will break the nexus servers if it is ported to SE because everyone will want it. There is only one Thane of Whiterun's home and this is it... period!
If you have the full mod installed the first key is for the original breezehome which has been moved over behind the battleborn house, you need to follow the quest to find the new house's key.
1358 comments
After getting my Wild Mountain Dairy Farm updated to make it compatible for the Multi-Adoption then took a look into doing the same for this and seeing if I can't find the problem the Unofficial Patch's are causing but I have some bad news and some good, bad news, this mod is too complex to get the Multi-Adoption to work without some major renovations so, good news (I think, anyway! ), once I've finished the update I'm working on for the Gypsy Eyes caravan, I'm going to be rebuilding the remodel from scratch!! In a single cell! (I hope! Well that's the aim anyway.).
And as you can imagine, it's been a while, not only since I posted the last version, but also from when I first built the house, and I've learn't a LOT of new tricks since then so while the house will remain bascicaly the same (I like the layout and look so won't be touching that in any drastic way) but will incorparate new ways of building the underlying scripts, models and possibly interaction methods to bring the house REALLY up to the way I envisaged it over a year and a half ago but had no idea how to do!
I'm afraid there's no timetable, it'll be done when it's done but I'm hoping within the next couple of months, maybe christmas time, that'd be nice!
ps. and yes,I will be testing against vanilla & all dlc's and also the unofficial patches!!
bert
Info pertaining to BOSS errors:
As you're probably aware Skyrim has 2 file-types, esm's (Elder Scrolls Master Files) & esp's (Elder Scrolls Plugins), all mods, and probably the game itself, all start life as esp's and some (as in the main game files) then have an internal tag set to Master which means it can no longer be edited directly. Now, one rule to remember is that esm's cannot be modified by other esm's, the game will run both concurrently and the original will almost always win, the same also goes for esp's, you cannot modify an esp with another esp, and finally you cannot mod an esp with an esm, so it's basically a one way thing, you can only mod an esm with an esp!
So, because the house was originally built as an esp in which I made settings changes, such as where the original door now leads to, where the original house building now is etc. but once I changed the file to an esm those changes were ignored during run-time so I had to create an esp overlay to re-affirm those changes, those re-affirmations are what BOSS is calling "dirty edits".
As for the deleted nav-meshes, because the original Breezehome building has been moved I had to remove the nav-mesh that was originally on that particular piece of pathway otherwise you'd have npc's trying to walk through the side of the house!!
I tested extensively, running all over the city with followers in tow to make sure there were no undesired consequences of the changes to the nav-mesh and all is as it should be.
So as you can see, yes there are things that BOSS will tag as problems, but they are intentional.
I hope that explains things for you and you can use the mod without worrying!
Files & Load-Order:
_____________________________________________
All Files:
0001BertsBreezehomeRemodel.V.2(esm).esm-------}---The main house files, necessary!
0001BertsBreezehomeRemodel.V.2(esm).bsa--------}
0001BertsBreezehomeRemodel.V.2(esm).bsl---------}
0001BertsBreezehomeRemodel.V.2(esp.2.0).esp---}
0001BertsBreezehomeRemodel.V.2(Grotto).esp----}---The garden grotto & quest.
0001BertsBreezehomeRemodel.V.2(Grotto).bsa----}----Skip these to skip the quest and remove the garden grotto!
0001BertsBreezehomeRemodel.V.2(Grotto).bsl-----}---Can always be added or removed at a later date, don't forget your bug jars!!
Add-Ons:
0001BertsBreezehomeRemodel.V.2(LydiaAddon.V.1).esp---Move Lydia in.
0001BertsBreezehomeRemodel.V.2(Spouse).esp--------------Move spouse in.
_____________________________________________
Load Order:
0001BertsBreezehomeRemodel.V.2(esm).esm
0001BertsBreezehomeRemodel.V.2(esp.2.0).esp
0001BertsBreezehomeRemodel.V.2(Grotto).esp
0001BertsBreezehomeRemodel.V.2(LydiaAddon.V.1).esp
0001BertsBreezehomeRemodel.V.2(Spouse).esp
bert ;-)
Is there any way this mod can come to skyrim Special Edition?