I seem to have a minor issue though: the backpacks (to place both for the koppophom and the Butcher books) are not there. Happy to keep playing without it, the house sf fab!, just not sure if I did something wrong when installing?
The design is top notch, but I'm missing quite some functionality from House at the Marketplace Redone, even though the place looks a bit shabby after checking out yours. A mirror for nonintrusive racemenu changes, item autosorter, ingredient autosorter, potion/soulgem merger, the phasmalist workbench in the basement... Those are some really useful QoL features from that mod. Though visuals are better in your variant, for sure. Have you considered adding some of that functionality to your mod?
Some weird candles heating up plants in the alchemy area, though. Looked weird to me. I'm not sure that would do them much good, unless they need all that heating, of course.
The mod by nerjaveika is great and benefits from having a basement to store all those extra facilities in. I used it in my last playthrough but ended up never using most of its features so this mod is more my own tweaks building off DwemerCog's design work.
You can freely make a patch and add in a Phasmalist workstation if you wanted to(I think there is a blueprint for it to add in with Enderal's base housing mechanics as well). For potions - you can use my Upgradable Potions in Enderal mod. Don't see the need to combine soulgems as each tier has its use. For the mirror - I'm not a stickler for immersion having played Enderal multiple times so showracemenu is my mirror.
Most of the time I don't even reach Ark in my testing playthroughs so I never see this house anyway. 😅
I see, no worries. Personally, I found those utilities very useful. Soul stone merge helped to skip the tedium of farming souls and a separate potion merger helps not to clutter the cooking menu. And phasmalist bench is convenient to have. And I might be wrong, but I think the mirror functionality helped to avoid saves not being stored in the character folder anymore after using the racemenu command; but I'm not sure if I remember it right.
Anyhow, love the interior design and am using all of your mods and patches for Enderal. Thanks a lot for all you've been doing for this little gem. It deserves all the love it can get.
Any chance for a German version? I really enjoy playing the game in the original language and having the posters and books and all be in English would stand out too much.
Those posters in the bath area are the same ones used throughout the game I believe and are in Enderal's included BSA file.
If you're playing on the German Version of Enderal SE - the BSA should include the German posters minus the Crocco one. They should be found in the E - Textures2.bsa file under \textures\enderal\misc. Not sure if you need to combine them all onto the posteratlas.dds file for it to use the German posters.
The culprit was not this mod indeed but Noticeboard Redefined. Sorry! The house looks lovely by the way - it's a relief not to have to deal with the fiddly decorating system.
The texture conflict is likely because I took the bathtub meshes and textures from that mod to use in this mod - in case other users don't have that mod installed. I have it listed in the credits section of the mod page.
Thanks - sorry for the silly questions; I'm new to TES modding.
The downstairs decoration is very cosy - it looks somewhat Kilean with all the greenery and the painting. Maybe Dijaam had her hand in it. ;) I absolutely adore the little loft too - really makes me wish we could invite someone over. And the mementos are a neat little touch as well. I imagine a lot of complicated scripting went into this. I do wish there was an option not to turn the upper floor into a "man cave" - it's all a bit too tight and narrow, and smelting ore in a heating stove is stretching it quite a bit. I prefer to do my crafting at the city gate. A wardrobe would be a great alternative option for those of us who are no steel crabs. ;)
Unfortunately I've been running into occasional CTDs which Skyrim Crash Decoder ascribes to that very specific mesh (bath02.nif). Here's the report, just in case it might be useful to you.
PS: You cheeky bastard actually hid an ice claw underneath the bookshelf where you cannot possibly get to it. And I have to respect that you actually coded a memnto display for the Green Scarabeus for the maybe three players ever who took that very specific path through the questline only to then tell that cheating bastard of a fence to get lost. :D
This is the most beautiful interior in the game by far :D I love it so much, the only thing that I found was that in the sleeping space, the portion of the floor, with the trapdoor is invisible from above but visible from below. But maybe that's just me.
Hmm, are you referring to the following roof tiles? They show up fine in my game from above and below, and clicking on them with More Informative Console points that they're only modified by the Skyrim.esm, so they aren't affected by this mod.
It could possibly be an issue with the vanilla mesh file because the tiles themselves aren't flagged with the double-sided flag. I would look into downloading a texture replacer with parallax meshes - I am using SRP - Enderal and Riton's Solitude here.
15 comments
I seem to have a minor issue though: the backpacks (to place both for the koppophom and the Butcher books) are not there. Happy to keep playing without it, the house sf fab!, just not sure if I did something wrong when installing?
Some weird candles heating up plants in the alchemy area, though. Looked weird to me. I'm not sure that would do them much good, unless they need all that heating, of course.
You can freely make a patch and add in a Phasmalist workstation if you wanted to(I think there is a blueprint for it to add in with Enderal's base housing mechanics as well). For potions - you can use my Upgradable Potions in Enderal mod. Don't see the need to combine soulgems as each tier has its use. For the mirror - I'm not a stickler for immersion having played Enderal multiple times so showracemenu is my mirror.
Most of the time I don't even reach Ark in my testing playthroughs so I never see this house anyway. 😅
Anyhow, love the interior design and am using all of your mods and patches for Enderal. Thanks a lot for all you've been doing for this little gem. It deserves all the love it can get.
If you're playing on the German Version of Enderal SE - the BSA should include the German posters minus the Crocco one. They should be found in the E - Textures2.bsa file under \textures\enderal\misc. Not sure if you need to combine them all onto the posteratlas.dds file for it to use the German posters.
The downstairs decoration is very cosy - it looks somewhat Kilean with all the greenery and the painting. Maybe Dijaam had her hand in it. ;) I absolutely adore the little loft too - really makes me wish we could invite someone over. And the mementos are a neat little touch as well. I imagine a lot of complicated scripting went into this. I do wish there was an option not to turn the upper floor into a "man cave" - it's all a bit too tight and narrow, and smelting ore in a heating stove is stretching it quite a bit. I prefer to do my crafting at the city gate. A wardrobe would be a great alternative option for those of us who are no steel crabs. ;)
Unfortunately I've been running into occasional CTDs which Skyrim Crash Decoder ascribes to that very specific mesh (bath02.nif). Here's the report, just in case it might be useful to you.
PS: You cheeky bastard actually hid an ice claw underneath the bookshelf where you cannot possibly get to it. And I have to respect that you actually coded a memnto display for the Green Scarabeus for the maybe three players ever who took that very specific path through the questline only to then tell that cheating bastard of a fence to get lost. :D
I love it so much, the only thing that I found was that in the sleeping space, the portion of the floor, with the trapdoor is invisible from above but visible from below.
But maybe that's just me.
Still amazing mod, Thank you
It could possibly be an issue with the vanilla mesh file because the tiles themselves aren't flagged with the double-sided flag. I would look into downloading a texture replacer with parallax meshes - I am using SRP - Enderal and Riton's Solitude here.
Check the updated file I posted - it has the missing bathtub textures which are from here:
https://www.nexusmods.com/enderalspecialedition/mods/66