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.
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.
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.
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!
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.
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!
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. :(
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!
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
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
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
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.
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.
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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
So yeah hope this incredible mod be ported to remastered someday )))
Sadly it seems the author has not been active here since 2021. :(
type in console 'player.additem NKManorNote' then type 'SetStage NK001 10' this should start the quest for you
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.
Total relocation is needed if smb would make a patch.
I've been avoiding using this as my main house, which I certainly would love to do, because of this issue.