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Tinozaur

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Tinozaur

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About this mod

Tiny starter hideout near Cheydinhal with basic amenities for our Hero - they had to live somewhere before being imprisoned!

Now Better Cities compatible!

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MOD DESCRIPTION:
"Home, Sweet Home!" is a tiny mod which adds a simple player house in Cheydinhal. It's main purpose is to create a bit of a backstory for our character. As much as our Hero spawning from thin air is technically correct, I do like to put the RP in the RPG, so I wanted a bit more "substance" to my Hero's backstory.

I was a little unsatisfied with available housing options, both vanilla and mod, since they didn't fit my idea of tiny, cheap and lived-in. Our Hero wasn't always (maybe!) a Hero, so their beginnings are a bit less glamorous. So, fueled by ADHD and too many Uni projects waiting to be finished, I decided to learn how to mod.

Thus we arrive to...

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DISCLAIMER:
I never modded anything in my live, ever. I started this less than 30 hours ago as of now, I speedran tutorial for Construction Kit, then went ham and finished like 30 minutes ago. It's a simple mod, and I tested it and it works in my game, so I think it should be fine, but if anyone has any issues, I'm all ears. I do have ideas for more tiny houses, so I hope to learn more.

Now that we're done...

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HOUSE DESCRIPTION:
As mentioned before, this is a tiny starter house. It was designed to be a a bit on the rough side - the interior was an underground storage room/prison cell/dungeon, which was later repurposed to be as homely as possible - that means tapestries, warm-toned candles, some gentle clutter and rugs, rugs, rugs!.

This player home is a single room equipped with:
- a bed
- 2 chests and 2 crates (I'm 99% sure it's safe storage, but still, first time modder)
- some simple decorative clutter but also some food and basic weapons (steel sword, bow, dagger)
- mortar and pestle
- retort
- main entrance from outside of Cheydinhal, near the city walls (look for map marker named "Hideout")
- second entrance via a tunnel leading to Cheydinhal interior

The house was created just with Oblivion.esm and non-DLC content, so it shouldn't have any requirements beside the base game itself, but just to be safe, I'd say the basics: OBSE and it's requirments. Feel free too correct me if I'm wrong.


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INSTALLATION:
Just drop the .esp file into you \Oblivion\Data folder, then turn it on in your mod manager. You can run LOOT/BOSS, but it's 99% not gonna do anything. To be safe, drop it at the bottom and don't include it in the bashed patch. I did that and everything seems to be running fine for me.

To remove the mod, first turn it off in your mod manager and then remove the .esp file from your Data folder.


PATCH:

Patches require the main file, so first make sure you have the corresponding main mod (and other rquirements) installed, only then install the patch. Specific requirements will be explained in file description.


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UPDATING:
First remove everything from storage chests and crates, please! After the house is clean, turn off the mod in your mod manager, then remove the previous version of this mod's .esp file from the Data folder.
Then you can install the newest version as explained above.


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CONFLICTS:
I currently run Oblivion with around 112 mods, but nothing seems to be breaking as of yet, so I assume it's fine with most mods. Be careful around any mods that change the area around Cheydinhal, specifically cells:
CheydinhalExterior10Arena (28, 21)
Wilderness (28, 21)

Better Cities Mod:
Optional files include patch for the Better Cities mod (uses the .esp file from the full version of BC).
Requirements:
Better Cities Resources.esm
Better Cities FULL.esp
HSH_SH_Cheydinhal.esp

This patch modifies the (28, 20) Tamriel cell.
Place last in load order. Don't include in bashed patch.

If you have any issues or possible conflicts, please tell me, so I can try fixing/working around them :)


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END CREDITS:
So that's it! My first ever mod! I literally have no idea what I'm doing but I really like how it turned out and I hope you will like it too!