Skyrim Special Edition

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soupdragon

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soupdragon1234

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  1. soupdragon1234
    soupdragon1234
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    Improved Adoptions 3.0 Merged is available.
    Alright so I finally got around to updating this. So what does it do ? Well basically its a merged and updated version that some people have been asking for for a long time. One single ESP. Not modular. Just one plugin. Huzzah. No you don't need to start a new game just replace the original.   (If you're using an alternate script from the miscellaneous files section re-download from there)
    So what else is new? Well the big one is the Family Campsite. Under the "Powers" menu under spells there is a power to setup a campsite for the use of your family when they're following you (ask your family or child to follow you). Hit the button and if the site is suitable (needs to be flat with no obstructions, about the size of a house footprint). Then you'll get a campsite ready to be used by your family. You can tell them to stay or quit the camp. Children can not be left alone in the wilderness you'll need a Spouse to watch over them or they'll panic and come look for you instead. Use the same power to remove the campsite when in range and when its not in use. You can fast travel to site from any exterior location (will appear on your map). 
     
    Also Creation Club houses are now supported i.e. you can move to / from them - you just can't make them follow you to / from due to limitations with hearthfires.
     
    Other changes are some bug fixes mainly during combat for the no-SKSE versions and their combat AI should be more responsive.
    Followers have a custom improved AI package - will now sandbox if the Player remains stationary.

     
    So how do I install it/what version should I choose?!
    1) Make sure family isn't following you.
    2) Remove old version
    3) Choose option: It comes in 3 flavours: regular Hearthfires, Multiple Adoptions and Multiple Adoptions with Last Name (Dovahkiir). Then pick from the following:
     
    SKSE not RS Children - custom / regular horses
    Spoiler:  
    Show

    4713-1553307522-1406457855.jpeg
    4713-1553307594-1017113767.jpeg
    RS Children / no SKSE - custom / regular horses
    Spoiler:  
    Show

    4713-1553307631-27097490.jpeg
    4713-1553307673-1053380973.jpeg

    As above, but without modifications to Hearthfires houses:
    Spoiler:  
    Show

    SKSE custom horses / no HF houses
    4713-1553307707-642323692.jpeg
    SKSE regular horses / no HF houses
    4713-1553307738-161801988.jpeg
    RS Children / no SKSE custom horses - no HF houses
    4713-1553307776-1179821435.jpeg
    RS Children / no SKSE regular horses - no HF houses
    4713-1553307804-1410773218.jpeg

    And lastly if you're using AC3S's Lakeview Extended mod, the rest as above:
    Spoiler:  
    Show

    4713-1553307833-1932302897.jpeg

    Etc.
    4) Replace any custom/alternate script fixes with the updated versions (Optional)
    5) Install Hypothermia / Campfire patches (Optional - adds IA's campfire to the list of heat sources). You'll find them in the Miscellaneous section. NOTE: beds will NOT warm you if you have Frostfall because Chesko has not given permission to patch it. Sorry.
     
    "So whats new?"
    Bug fixes, improved follower AI. And a dedicated campsite. The ability to move to CC houses (your family cannot follow to/from CC houses unfortunately due to limitations with Hearthfires)
    "Can I uninstall old version and upgrade to 3.0 in the middle of an existing save?
    Yes. Just make sure your family isn't following at the time.
    "Can I use it with RS children / Simple Children / Kids are Alright / Other child overhaul mod?
    Yes it should work but use the "no SKSE" version(s) as it doesn't touch their stats.
    "My kids aren't following their schedule at Lakeview/Windstad!"
    Employ a House Steward they'll watch over your kids for you (bodyguard)
    "My kids are slow to pick up their new schedule/nothings changed!"
    Move house at least once. Read the install instructions/description.
    "Will it work with adoptable Aventus Aretino / custom spouse with vanilla voice?"
    Spouse with vanilla voice... yes. Aventus likely won't engage in chatter as he has a unique voice but otherwise should be ok (this mod doesn't touch vanilla dialogue)
    "Will it work with Marriageable Serana / other mod marriageable NPC?"
    The dialogue won't be available as they're not not a vanilla voiced spouse (no voice files available). If you run into problems remove them from being used by the mod with the spouse script fix
    "When you say family follow to or from custom homes is not possible, do you mean homes that are added like Skyfall Estate or does that include mods that redo vanilla home interiors?"
    "Custom Home" means mod added homes i.e. mods that you need Multiple Adoptions' "Bless Home" spell to move into. They can follow to vanilla homes anytime including those that have been overhauled.
    "I've installed one of the "No Courier" script fixes but he keeps showing up, how do I stop him?!"
    The fix stops new instances of the quest from starting if he's already looking for you move house that should kill it, if that fails open console and type "stopquest imad_courierquest" and accept his delivery.
    "Is there an Open Cities patch available?"
    Nope, I don't use it myself and its a helluva lot of work for something I have absolutely no interest in  but if you want to make and release a patch go ahead you've got my permission.
    "What is the name of the file you need to make the children visit the special house locations and where is it?"
    I'm not sure I understand the question. Any version will make them visit Dragonsreach, Dibella Temple, Honorhall etc. If you mean the Lake/Fishery added by Hearthfires then you'll need the version that affects the Hearthfires houses...
    "Should I include this in a bashed patch or should I leave it out?"
    Probably best left out and there are no leveled lists modified.
    "How do I get the campsite option?! Its not showing up!"
    Powers menu. Ask your family to follow you and it should show up if it hasn't already.
    "The campsite refuses to set up!"
    It requires a flat area with no obstructions about the size of breezehome's footprint.
    "How do I get the family to camp at the site?"
    Make sure they're at the site then tell them you want to make camp.
    "How do I remove the campsite?"
    The same way you created it via the Powers menu. Tell your family to quit camp first.
    "I can walk right through tents etc! What gives?"
    To stop NPC's getting stuck/blocked as navmeshes cannot be dynamically modified.
    "Wheres the Lakeview Extended house? Nothing is showing up!"
    You NEED to have AC3S's Lakeview Extended mod installed as well. This mod does NOT include it.
    "Do I have to use this version?! I like the old modular version instead.
    No you don't have to use it you can carry one with the old version theres no Campsite though.
    "The campsite is stuck! How the fook do I get rid of it!? I've already told my family to quit."
    This is a bug that can occur sometimes. Head indoors, crouch/sneak, hit the Campsite button there should be an option to force remove the campsite.
    "Campfire / Hypothermia patches refuse to install! NMM/Vortex/MO reports an error!"
    You MUST have Campfire / Hypothermia installed AND active in your load order (and Improved Adoptions Merged). It will not install without it (thats deliberate the game wouldn't start otherwise)
    "The game won't start! Whats going on?! I have Campfire/Hyporthemia patches."
    You MUST have Campfire/Hypothermia installed if patch is enabled. Patches require their master.
    "Do you have any plans to update this mod in the future? (other than bug fixes)"
    Almost certainly not. Its gotten to be a huge project thats frankly overwhelming at this point I've spent the best part of two weeks just porting this stuff to SSE. Keeping track of it all is a nightmare. 
     
    Any bugs/problems report them in the Bugs section - hit the button and post there stating exactly what version you're using and what if any optional fixes you're using. Thanks. 
  2. Madcat221
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    ALERT FROM UNOFFICIAL PATCH PROJECT TEAM: It has been determined that the AI package USKPAventusAretinoSleepOrphanage [PACK:05000808] on Actor AventusAretino "Aventus Aretino" [NPC_:00014132] is redundant and has been removed from Aventus and deleted. However USSEP compatibility solutions with various mods altering Aventus still refer to the now nonexistent AI pack. This results on a infinite-loading screen on the main menu when starting the game.

    Users, if you are familiar with xEdit, remove the unresolved reference error that now exists in this mod's compatibility solution with USSEP. Mod author, it is recommended you do the same and re-release for those not fluent in xEdit.
    1. soupdragon1234
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      I'm honoured to receive an official message from the USSEP team. For anyone using the optional USSEP patch available from the Miscellaneous Files Section a fix was uploaded the same day so overwrite your current version with that if you havn't already.
  3. beautyfuel
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    I just found your mod page today and I'm loving your mods ! Appreciate the hard work! 
  4. PavonisStar
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    One of my favorite mods but it always takes me a long time figuring out how to get it to work.

    This load order gives me a good, functional "Improved Adoptions":
    AI Overhaul.esp (94 for me)
    HearthfireMultiKid.esp (97 for me)
    HearthfireMultiKid_LastName.esp (99 for me)
    Improved Adoptions MERGED.esp (100 for me) It's from the Improved Adoptions with Last Name.

    Custom rule to load Improved Adoptions MERGED.esp after AI Overhaul.esp

    A courier comes to you asking for a horse selection. It seems you need to select a horse to get the mod functioning properly.

    The spell "Hush Child!" is awarded to you once you get the mod working.
    You will know the mod is working when you hear your spouse talking with your child. But you need to move houses first.

    EDIT: "Improved Adoptions" seems to work a lot better with "Proudspire Manor TNF Beds Plus" compared to "Anna's Proudspire". I don't know why.
  5. Alkorri
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    Hello there! I am making an adoption quest mod and I was wondering if I could adapt your wonderful Improved Adoptions mod. I've installed it and loved it many years ago because I too felt that adoptions system was subpar. I  was so impressed with the changes you made. They made my playthroughs so much
    more immersive.

    My hope was to expand or adjust what you started with, and I would love to be able to hear from you :) If you prefer not, it's all good. I will figure it out myself. Thank you so much for all your hard work!
    1. PavonisStar
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      I'm excited about an update to this mod! Thank you!
  6. aceanimationdad
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    1. Safik333
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      Read the message. You need 'multiple adoptions' mod installed (and activated) before install this one. Check descriptions in download section to figure out which mod do you need.
    2. HakugaYami
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      If you're using vortex, open the 'plugins' tab and make sure that the HearthfireMultiAdopt.esp (lastname.esp as well if you chose that file) is enabled then install Improved Adoptions. I was having the same issue and was able to fix it this way.
    3. ReaperEOD
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      Thanks Hakuga, looks like for some reason it didn't automatically enable itself in the plugins despite the mod correctly showing as enabled.
  7. MrDiyyy
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    Recommended to load this before or after Immersive Citizens?
  8. abelyo
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    This is not working at all for me...
    Installed both the mod and the requirement. Then I tested in a new game by having 2 kids with a NPC and a follower using Fertility mod. Then I "adopted" both of them to my Solitude Manor house, and they just hang there with the usual dialogue. Both the kids appearance and house are modded, not sure if this matters.
    1. PavonisStar
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      Was the manor Proudspire or someplace else? I think this mod is designed to work with vanilla + Hearthfire homes. It worked for me with Proudspire Manor (actually modded "Anna's Proudspire Manor SE" but still Proudspire). Also, I think it needs to be loaded after other AI-modifying mods like "AI Overhaul" or "Immersive Citizens" (I use "AI Overhaul").
    2. abelyo
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      I see. I tried in Proudspire and Breezehome, both modded. I also have Immersive Citizen, will have to test if it works with those turned off.
  9. AngryBogle
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    Deleted
  10. PavonisStar
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    Great mod! I had a little bit of trouble getting it to work at first but loading it after "AI Overhaul SSE" and my player home mod, "Anna's Proudspire Manor", got this mod working. I'm really enjoying the immersion since now my wife Brelyna and daughter Sofie actually talk to each other and do stuff together!

    The mod did break when I tried getting Vilja to live in Proudspire Manor too. I had to move her to the Rookery instead. Maybe it's because the Vilja mod kind of treats her like a spouse even if she isn't? I don't know.

    Anyways, great mod! Endorsed and donated.
  11. pixiesunbelle
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    I run The Kids are Alright Renewal and when I installed this mod- all the kids reverted back to being potato kids. I even tried messing with my load order and unfortunately disabling this mod was the only fix I could come up with. It's such a shame because it looks so neat.
    1. kevinkiggs
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      You need to load this mod after TKAA then use EasyNPC to change their faces 
  12. gh0stfreak
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    So I've had this mod for about a week and so far I've really liked it. I saw my kid hanging out by the Solitude markets once. She greeted me as I was in on the way to the Dragonborn Gallery. It was quite nice. Then later I get a letter from them. I like to imagine my housecarl helping them write it. 

    One small suggestion: A misc tracking marker for your kids. Just for some peace of mind if I get home and they're not there, so I know where they went.