Skyrim

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Thegreatq

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ThegreatQ

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About this mod

A small, rustic but oddly rich decorated, completely exterior player home near Rorikstead.

Requirements
Permissions and credits
Tristan's Shack - Standalone Version

Description:


This is a small player home near Rorikstead (between Rorikstead and Talking Stone Camp) that has no interior cells. The house has a rustic exterior, while the inside is a mix of rustic and luxury items (which is the style of my D&D 3.5 character who inspired my Skyrim character for who I created this house). It is designed to work along with survival and cooking mods such as Campfire, Frostfall, RND, CACO and Hunterborn.

This is the first mod I have uploaded to the Nexus. As soon as I have figured out things, got permission and have the time to do a proper job, I will add other versions and hopefully an NMM downloadable file.

Thanks to mnikjom there is now an SSE version of this mod.

Furnishing:

The house and surroundings contain:

- A double bed, located in a hollow part of the rock the house is built against, filled up with hay and covered with furs and pillows.
- An open chest for clothes and shoes. Actually a container called "clothes".
- A desk and cupoboard with lot's of alchemy related things. The cupboard and desk act as containers called "alchemical supplies" and "writing desk".
- An alchemy lab partly hidden in the desk.
- A pillow covered throne with vanilla throne animation.
- A kitchen cupboard that acts as a container called "kitchen".
- A working Hearthfire oven hidden in the wall right next to the sleeping area.
- A functioning Hearthfire butter churn, that works with CACO.
- A table with tools that acts as a workbench (no animation) and a box on top called "tools and weapons".
- Several generic crates, sacks, endtables and so on that might still have "respawn" activated and should not be used.
- A tanning rack in the lower part of the house.
- A not animated grain mill in the lower part of the house, that works with CACO to produce flour.
- A lumber mill that won't play the sawing animation, only the log lifting. (help appreciated)
- A supplies depot next to the door. There's a crate called "supplies" that is safe for storage.
- A whetstone, anvil and wood chopping block outside.
- A garden with 36 fertile soil plots. (If you load the mod from a savegame, give it a few days and change the cell)
- A goat that is milkable with this mod. The chicken nests
- Two chicken nests and an apiary that work with this mod, although the chicken nests produce quite a lot of eggs then (not bad for no chicken).
- A charcoal kiln that acts as a smelter. You need to activate it by clicking the coal pile behind the smelter.
- A pile of garbage called "garbage" that acts as a container for stuff you don't need. In case you change your mind: the container is safe. I just like a place to dump things.
- A little waterfall and pond to get water and bathe if you have mods for that like RND or Bathing in Skyrim.
- A watermill wheel to run the grain- and sawmill (just decoration, but animated of course).
- An area to place a campfire and pot (meant to be used with the Campfire mod).
- Two spots for dragons to land and roast you (although that wood and dirt shack provides unexpected protection) and a spot where the dragon kindly crashes.
- A gorgeous view and lots of wild ingredients I actually used for decorative purposes which can be exploited of course.

What the house does not have:

- It does not have mannequins, weapon- or armor racks, trophy or mask stands, shrines or working bookshelves.
- Although there are chicken nests, there are no chicken, because they keep ending up inside the house.
- It does not have a fixed cooking pot and fire, because the mod was intended to be used with Campfire and other survival mods.
- It does not have an enchanting table.
- There are no fish in the pond, but there are several great fishing (and hunting) places in the vicinity.
- No bathtub, sauna, massage table, love-swing or the likes, the shack is already romantic enough to win over the heart of your most desired...
- It has no fast travel marker. It's not far from Rorikstead and even less far from Talking Stone Camp so you can travel there. Or simply use the Creation Kit.
- There is no stable for horses. I simply put mine in the area in front of the bridge. Although I use a mule.
- It is a bit far from the next shopping opportunity, although Rorikstead and Talking Stone Camp can provide one with the linked mods.

How to place a fire and cooking pot:

On the right hand side of the house, viewing from the door, there is a stone area with nothing much in it. This space is intended for placing a campfire and pot from the Campfire mod. Unfortunately the mod is set up that the pot is placed on the opposite side of the fire from where you stand. This means that when you place the campire standing inside the house (which isn't all that easy since the house is narrow), the cooking pot will be placed at the wall.

There is a way around this, but it is unimmersive and and a bit annoying: Deactivate clipping in the console using the command "TCL". Then fly into the opposite wall, turn around and try to place the campfire where you want it. It is not easy and might take a minute or two and some experience until you get it right. Unfortunately again, the fire will disappear after it goes out and you leave the cell, so you'll have to go through this procedure whenever you return to the house, Do not despair - it gets easier.

If you don't use
Campfire or find the placement too annoying, there is a non-campfire version that places a permanent campfire and cooking pot in the cooking area.

Things that don't work, I am not happy with and incompatibilites:

Navmesh: I have very little experience with navmesh. I have watched tutorials and have hand-navmeshed the entire area, but I still can't get followers into the house or even across the bridge, sorry... Maybe some nice person will take a look at it and tell me what I have done wrong. The goat seems to do fine though.

Sleeping area: It doesn't work withImmersive Beds, since the bed is let into the floor and the character won't find a path to the edge of the bed.

Sawmill: I haven't managed to get the sawmill working after trying for several hours. There is a lever that is meant to activate it but it doesn't do anything.

Tree models: I use SCO - Summer Edition, which caused some of the trees I used for roofing, supports and other stuff to have beautiful leaves that unfortunately do not look convincing inside the house. If you use such a mod you will have to change the .nif files to vanilla manually in the Construction Kit. If you use SCO the culprit is the reach driftwood.

Weather: It is not incompatible with Real Shelter but the house does not provide any. I've tried to make a compatibility patch but failed as well. Maybe in the future. Now if you don't use mods that make weather effects more visually dramatic, you'll be fine. Vanilla rain will just make the house seem a bit "leaky", which isn't all that bad and actually adds to the atmosphere, but Supreme Storms looks absolutely terrible inside the house.

Performance: Some users have mentioned problems with performance. Because the house is completely in the exterior, all the clutter inside and outside the house can put a strain on your computer's performance. The users mentioned solved the problem by deleting some of the plants and grasses in the surroundings.

RND - CACO - Hunterborn - Campfire - Frostfall:

I absolutely love these mods; they are the mods most important to my Skyrim experience, so naturally I designed this house so it would work with those mods. As I have already mentioned there is space for a campfire and pot from Campfire. The fire and shelter are good enough to keep you warm and dry in
Frostfall conditions, and all the cooking, baking and other food related stuff work well with RND, CACO and Hunterborn IF you set these mods up correctly with the correspodning patch(es). I got it working with the current patch provided by patch provided by CJ (and only that patch! Get the load order right as described in the patches readme) though I might have also made a handfull of edits with TES5edit to get the milk working.

Options:


Tristan's Shack - Original version: As described here. The shack will be placed near Rorikstead, furnished with a lot of non-vanilla resources and requires the
Campfire cooking pot and fire. 

Tristan's Shack - Non-Campfire-Version: The same as the orignial version but with a permanent cooking pot and fire in the stone cooking area in case you don't use Campfire or find the placement of the campfire too annyoing. You need the Original version, or the resources from the links below for the textures and meshes to show up.

Tristan's Shack - Resource: Does not place the shack anywhere. It is located in QQBuildCell, where you can copy and paste it anywhere you like. Be careful not to copy the Planter NPCs. Be patient when pasting, because lots of things will have to be loaded and placed. If you move things before everything has been placed you will abort or mess up the placement. You will have to "link reference" the fertile soul plots with the Planter NPCs also located in QQBuildCell for the garden to work
. You need the Original version, or the resources from the links below for the textures and meshes to show up. All objects created have the prefix "QQ" if you want to filter them in the Creation Kit.

Requirements:


As of version 1.1 this mod is a standalone version. There are no requirements, although you will need Campfire if you use the original version of the mod, because there is no cooking station or fire in the house. It will run without the mod though.

Resources used:

The resources used to create this mod have been kindly provided by the creators of the following mods or resources. There is a lot more great content in their files that I have not used to create this mod that might interest you. Please give them an endorsement.

Strotis Old Mill Resource
by Stroti and Tamira for the grain mill in the lower part of the house
Modder's Resource Pack by Oaristys for all sorts of clutter on the tables and in the cupboards
Modder's Resource Pack - The Witcher Extension by Oarystys for the same reason
The Witcher 3 Mega Resource Pack by LorSakyamuni for some of the clutter but also for some the gorgeous funriture
Paintings for your Home by ibrica15, CodeNamed1, BetterBecause and morganmarz for the pictures on the walls
Ingredients Drawer Resource by Blary for the decorative ingredient drawers on the alchemy desk
Tlaffoon's Rugs and Tapestries  by Tlaffoon for some extra rugs to cover the dirty floor

Installation:

Extract .7zip archive into the Skyrim folder.

Thanks and Credits:

To Bethesda of course (although I had hoped for "TES:VI Orsinium" or "TES:VI The Black Marsh")
Project CD Red for the Witcher series and the great models and textures they kindly allow modders to use.
The makers of CACO, RND, Frostfall, Campfire and Hunterborn who inspired me to make an "exterior player home"
The creators and uploaders of the resource packs used: Stroti, Tamira, Oaristys, ibrica15, CodeNamed1, BetterBecause, morganmarz, Tlaffoon, Blary and LorSakyamuni
Nexusmods and the greater Skyrim modding community for keeping the game alive with great content.
Hodilton for creating a gorgeous video of the SSE version of this mod

Changelog:

Version 1.1

Tristan's Shack is now a standalone version - Original Version contains textures and meshes

Version 1.0

Tristan's Shack - Original Version uploaded
Tristan's Shack - Resource uploaded
Tristan's Shack - Non-Campfire version uploaded

Future Plans:

Since I have not yet found anybody to help me with the navmesh, I have not done any of the work I intended to. Also not very people ahve downloaded the resource mod, so adding more resources (vanilla or empty) did not seem like a great idea. If somebody would like me to place a non-navmeshed version of the shack to some other place, then that would be a great incentive for me to do some more work on the mod. Thank you.

- Adding an empty version of the house to furnish it with Jaxonz Positioner
- Possibly adding a rustic Vanilla version of the house with no fancy stuff (possibly DLC-free)
- Different esps for alternative locations of the house
- A winter version of the house to be used for winter overhauls and locations in the north.