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471 comments

  1. bmo7765
    bmo7765
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    Anyone looking to port this, I want to let you know I visited the spot where this home was in the remaster. The land spot is EXACTLY the same. Same big rocks from behind the home and the one to the right of the home and trees leading to the ayleid well, ingredients all still there, pond and waterfall behind the home still there etc. Someone can make it happen. 
    1. Ravenwatch216
      Ravenwatch216
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      unfortunately its not that easy. location mods especailly house mods need to make new interior cells. for example, u enter the shadowcrest vineyard through the front door, which leads u to the inside of the house. thats a new interior cell made by modder. The main problem is, oblivion remastered has no offical modding support, and right now there's no fully functional modding tools that can make a new interior cell in the game. So unless someone find a way to make it possible, there's nothing can do about this mod porting to remastered.
    2. bmo7765
      bmo7765
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      There are new house mods on the Nexus already that add new interior cells. Modders have figured out how to add brand new items in the remaster and ported over Oblivion Remastered Script Extender (OBSE64) along with xEdit and UE4SS already being implemented. I simply stated the landscape was EXACTLY the same. With UE4SS TesSyncMapInjector / NL-Tag Remover it is possible to import models and generate meshes for new items. Obviously the non-COBL version of Shadowcrest is our best bet for seeing it ported forward if we ever get the mod author to come back and authorize a port or do it himself. Modders are smart enough to figure it out and they already are. Shadowcrest Vineyard did not make huge changes to the landscape, only one I am aware of is the secret exit through the alchemy lab vault cave exit. Shadowcrest vineyard also used a lot of vanilla assets for the buildings. Other than that, everything is the exact same. House could be ported in and updated if someone dedicated the time. While we do not have official modding tools from Bethesda or 'official' mod support, mod authors are pretty much having to reverse engineer the game to figure out how both engines communicate with each other. There are already mod authors posting tutorial guides to the Nexus for others to learn if they wish to do so. 

      Favorite examples so far of player home mods for the remaster: 
      Sheogorath's Stump at Oblivion Remastered Nexus - Mods and community
      Niben River House at Oblivion Remastered Nexus - Mods and community
      Captains Rest - Player Owned Ship at Oblivion Remastered Nexus - Mods and community
      Basic Portable Tent at Oblivion Remastered Nexus - Mods and community

      Example of implementations allowing brand new items in game with unique meshes/textures:
      The Breton Hero Armor at Oblivion Remastered Nexus - Mods and community
    3. EluneGoddess
      EluneGoddess
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      I was about to comment the same thing. Injector has allowed for doors to new interior cells, which is SUCH an exciting prospect. Im going to try and get ahold of the mod author here. Cuz I would personally love to bring this over. The house itself would be relatively simple for my capabilities... but the quests and scripting... well thats another story! Either I learn to do all that, or I get some help. Either way, this is something I hope to make happen in the coming weeks/months. That being said, most of the quest scripts would probably work as-is, because little has changed in that regard going into Remaster. Non COBL is a given, but if someone makes something as extensive as COBL on Remaster, Id also be glad to incorporate that as well. Let's all keep our fingers crossed!
    4. Ravenwatch216
      Ravenwatch216
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      True. Really surprised by how fast that modders have explored the possibility of creating more complex mods.

      So yeah hope this incredible mod be ported to remastered someday )))
    5. AiHaibara9999
      AiHaibara9999
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      This has always been my favorite housing mod. I would absolutely love to seeing it being ported into the new game. I hope it will happen one day. Praying for it. 
  2. EluneGoddess
    EluneGoddess
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    Of course I gotta be the one to go ahead and ask. Oblivion Remastered has now made the rounds, and I am curious if you have any plans to port THE HANDS DOWN BEST HOUSE MOD EVER!
    1. Ravenwatch216
      Ravenwatch216
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      Truuuue! This IS the best player house mod i've downloaded and i am really really looking forward seeing the mod being ported to OB remastered!
      Sadly it seems the author has not been active here since 2021. :(
    2. bmo7765
      bmo7765
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      IF someone figures it out, please please please lord let this house come to the remaster. did you know you can use the portable portals mod and the imperial furniture mod to double the size of the house? There are hidden rooms above the kitchen and in the upper floors of the home. A LOT of them. I added and furnished like 8 different rooms!
    3. bmo7765
      bmo7765
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      I also added a different portal mod in the alchemy lab crypt by the secret exit and linked Nightmist Manor mod home to Shadowcrest Vineyard which added to the home size too and gave me a portal to the Shivering Isles 
    4. bmo7765
      bmo7765
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      I also added a different portal mod in the alchemy lab crypt by the secret exit and linked Nightmist Manor mod home to Shadowcrest Vineyard which added to the home size too and gave me a portal to the Shivering Isles 
  3. ThoughtfulHuman
    ThoughtfulHuman
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    This place is so rad. Def one of the best player homes I've tried for any game. The story and quests are awesome.
  4. roxas3310
    roxas3310
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    I'm not seeing the note in the chapel. I'm using better cities. Is there a conflict I'm not seeing?
    1. shadowfoot596
      shadowfoot596
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      same, also using better cities don't see note
      type in console 'player.additem NKManorNote' then type 'SetStage NK001 10' this should start the quest for you
    2. antisteam
      antisteam
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      I am using BC and I find note no problem.
  5. minttttttttttt
    minttttttttttt
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    Do you know if this conflicts with better cities or unique landscapes?
    1. antisteam
      antisteam
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      It doesn't conflict with Better Cities. I cant tell you about UL
  6. KidNinja
    KidNinja
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    Absolutely wonderful house mod. Love it.

    I do have a question though; it's a long shot considering how old this mod is but, how do you age the milk after you pasteurize it? I can't find the aging rack anywhere.
    1. ThatsRichie1
      ThatsRichie1
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      The aging rack is on the shelf in the kitchen, next to the meat storage
  7. ArtemSHikoff
    ArtemSHikoff
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    it's a pity but there is harsh conflict with Fairmare Villlage by HESU. 
    Total relocation is needed if smb would make a patch.
    1. cpatalic
      cpatalic
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      Thank you for this comment, I am including HESU in my upcoming playthrough
  8. xXAngelKittyxX
    xXAngelKittyxX
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    This mod is great for sure but the default blue bright all the time windows drive me crazy.  Any way to make it compatible with all natural so at least you can see it's dark outside through the windows at night?
    I've been avoiding using this as my main house, which I certainly would love to do,  because of this issue.
  9. deleted49346388
    deleted49346388
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    Amazing mod I love it
  10. mhahn123
    mhahn123
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    A compatibility patch for Shadowcrest Vineyard + HESU Fairmere Village can be found HERE.