Oblivion
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callistofalling

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callistofalling

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About this mod

Adds in the ability to move new homeowners into houses that become empty during SI quests. Alternatively, you can take the houses for yourself.

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1.1 Update: A few bugs were fixed and a few of the previously-added interiors were adjusted and added to a bit, and a few typos were fixed too. The main change is the addition of the houses of Split! There are 8 total houses in Split, meaning regardless of how you solve the quest, there's 4 emptied houses for the player to either take or give to someone else. As before, just talk with the Mazken, Kiskella Sakos, to start deciding what to do with the houses.

I had some difficulties getting the Split update to work properly, so if there are any issues, please let me know! I think the next update will be making safe container-versions of the houses, or at least the ability to empty the houses, I'm not sure which yet - but of course, I'll be sure to fix any bugs as well!


Original description: Another part of an effort to make the Shivering Isles lively and busy, SI New Homeowners (which I will shorten to SINH for convenience) is a small mod that does something about all those empty houses that pop up throughout the course of the various quests of the Isles. Now, instead of these houses being empty and abandoned for the rest of the game, you can move in new residents - or take these empty houses for yourself!

SINH will not activate until you've defeated the main quest of the SI DLC. This was done as a balance thing and to be lore-friendly - it'll be explained when you start it! In order to begin, head on over to Sickly Bernice's Taphouse and speak with the Dark Seducer there. He'll tell you everything!

There are currently 13 houses you may or may not be able to take depending on your actions during certain quests:

  • Hirrus Clutumnus' house
  • Ma'zaddha's house
  • Jayred Ice-Veins' house
  • Nanette Don's house
  • Brithaur's house
  • either the Mania or Dementia versions of the 4 Split houses

Having all of the new citizens move in will move in a total of around 10 NPCs (and one dog) into these houses. Easy! As for the possibly-empty houses you are not (currently) able to take, they are the following:

  • Cindanwe's house, because her house is wack. Every item in her house is a unique version of that item in order for the Fellmoor quest to work, so I didn't want to mess around with her house too much out of fear of breaking something.
  • The Wastrel's Purse/Dredhwen's house, because she is a publican. Meaning, a lot of things in that house are attached to scripts in a way that makes me hesitant to mess around with it for the same reason as Cindanwe's house.

So, all that being said, if you notice any issues please let me know so I can fix it! There's a surprising amount of scripting going on behind the scenes of this mod, and scripting is not my forte haha!


INSTALLATION: This is just an .esp with no custom resources, simply install the same way you install any other .esp :)

Don't run multiple versions at the same time! If you have a different release of this mod and wish to upgrade to this new 1.1 release, then do just as you would do for other .esp's:

1: Go into a cell that IS NOT affected by SINH and save your game there.
2: Uninstall the original SINH .esp however you installed it in the first place.
3: Install the new SINH .esp the same way you install any other .esp :)


COMPATIBILITY: SINH will be incompatible with any mod that drastically changes the houses or doors in question, of course. I tried to keep edits to the vanilla houses as minimal as possible, again to hopefully make sure there are not that many compatibility issues, but I don't know every mod out there!

The big issue is Open Cities: New Sheoth. I doubt the "new residents" part of the mod will be compatible with Open Cities: New Sheoth, as to my knowledge that mod changes the locations of some of the citizen's houses - meaning the new owners' front doors will be very misplaced and the old owners' houses will presumably still be available. However, the "home ownership" part of the mod should be fine? I don't use Open Cities so I can't do any testing, so please let me know if Open Cities and SINH aren't compatible, if they actually are compatible after all, if you would like to make a patch for the two mods, etc.!

If you are using the mod Immersive Interiors, there's a patch for it and SINH on this page here!

If you are using the mod OCOv2, there's a patch for it and SINH on this page here!


LOAD ORDER: Put this after the Unofficial Shivering Isles Patch! USIP adjusts some of the same houses' doors, so it's important that SINH loads after USIP. SINH has had some of the relevant USIP changes integrated into it anyway!


KNOWN BUGS/ISSUES/WARNINGS: Nothing major that I know of! There are 2 minor bugs with Ma'zaddha's house's front door and the cupboard upstairs, but both will be fixed in the next version. (should be fixed as of 1.1!) The only thing I need to mention is that due to the way the scripts are written, you might need to travel around the Shivering Isles areas a bit in order for the dialogue options for a house to appear. The quests' scripts are set to update the first time you enter various Shivering Isles worldspaces (such as SEWorld, SETheFringe, and so on), so just staying and waiting in interior cells or anywhere in Cyrodiil won't update the quests.

Regarding the home ownership part of the mod, it's important to remember the interiors are the same, i.e. any container set to respawn will continue to respawn, and any containers that are non-respawning will continue to be safe. This is for 2 reasons. Firstly, I imagine many people (myself included) will simply use console commands in conjunction with the Imperial Furniture Renovated mod to make their own interiors! Secondly, to be honest, I'm just not sure how to enable safe versions of the interiors' containers in a way that won't take a million years. So, SINH will probably get an update someday that allows the player to refurbish the houses (either refurnish them entirely or only to make respawning containers into safe containers, I haven't decided yet), but that day is not today!


REQUIRED/RECOMMENDED MODS AND TOOLS: Shivering Isles, of course!

"OBSE -Elys- Universal Silent Voice" and therefore a compatible version of "Oblivion Script Extender - OBSE", or something similar! Most of the mod is built around the Mazken's dialogue which is unvoiced, so it would be wise to have USV in order to read what he says. However, USV is not technically required as the dialogue choices should still function as normal, so the mod will work just fine without it.


CREDITS and LEGAL:

Bethesda for creating the game and the CS, and for allowing us fans to create and share mods for their wonderful games! I am not affiliated with Bethesda in any way and am making no money off of this mod. Same thing applies to this mod as applies to any other mod - that I am not responsible for your computer or your save file so install responsibly!

The TES4EDIT team - this mod was cleaned with TES4QuickAutoClean 4.0.3!

there is a personal mod of mine visible in the screenshot, namely that the Dark Seducer is using eyes by NexusMods user chakaru11!

the mods "The Imperial Real Estate" by lametrie and "Better Inns and New Homeowners" by sylar0712 for the inspiration!

NexusMods user Dispensation for the idea for the mod!