File information

Last updated

Original upload

Created by

woolswarm

Uploaded by

woolswarm

Virus scan

Safe to use

Tags for this mod

About this mod

Adds decoration, flora, containers, a "store all ingredients at once" container, spellmaking and enchanting altars, and a back door to Anvil's Benirus Manor. Replaces the basement with an alchemy lab.

Permissions and credits
Anvil's Benirus Manor Made Cozy
*******************************

by woolswarm
13-07-2024
v1.1



Adds decoration, flora, containers, a "store all ingredients at once" container, spellmaking and enchanting altars, and a back door to Anvil's Benirus Manor. Replaces the basement with an alchemy lab.



Benirus Manor was still very uncozy even after banishing the lich. I wanted it to be homelier.

Features:
- lots of flora, containers and flower pots
- a store-all-ingredients-at-once container
- spellmaking and enchanting altars
- a back door that only becomes available after banishing the lich
- a new basement with an alchemy station



SI (Shivering Isles) vs no-SI
-----------------------------

Only use 1 version. The only difference between them is the ingredients in the "store ingredients" script. The no SI version should work with SI as well, its script just won't automatically store the SI ingredients.



Basement
--------

The new basement is in the same cell as the rest of the house, so there's no loading screen when entering or exiting. But the old basement becomes unavailable, so make sure you take everything you want from it before fighting the lich. If you let Velwyn Benirus open the secret door, the ghosts are disabled, so you can safely take everything you want. Only activate the altar/skeleton after taking everything you want.

If you still want to go back to the old basement because you forgot, use a console command (see below). When you want to leave the old basement, the normal basement door still works, or use a console command again.



Reset
-----

When items bounce around, do not pick them up. Leave the house for at least 10 days (or 10 days + 1 hour), and the items should reset.

Alchemy plants will reset then as well. For resetting outdoor plants, stay outside of Anvil's walls for 10 days (or 10 days + 1 hour).

You could also not harvest the flora, and consider it decoration.

When I tested this, it seemed that food does reset if you took it, but silverware does not. But do that on your own risk, I haven't tested it a lot.



Containers
----------

The 5 kitchen cabinets beneath the counter form 1 container together.

The soul gem display case functions as a container, so the animation of the lid opening won't happen when you activate it.

In the new basement, open the drawers beneath the counters by activating the drawers itself. Activating the counters won't work.

The Ingredients container (the many drawers in the basement that serve as 1 container together) has a script to automatically store ingredients if you choose so. The script ends when you hear the "drawers close" sound.



Activators
----------

In the basement, the bowl above the cage with the normal color fire is an alchemy station. Activate it, and the script adds a novice mortar and pestle to your inventory, equips it, and then removes the novice mortar and pestle. If you want to use more/better apparatus, have them in your inventory.

The enchanting and spellmaking altars give you a warning if you haven't progressed far enough in the Mages Guild (completed the quest Join the Mages Guild, so all recommendations and talked with Raminus Polus).

But if you're sneaking and then activate an altar, you can use it anyway. After the first time sneaking+activating, you don't have to sneak again to use it. Each altar has its own script, so you have to sneak+activate each of them.



Useful console commands
-----------------------

Bring up the console by pressing the ~ key. Close the console by pressing ~ again.

Most of these commands are only for testing purposes, not for normal playthroughs. Only the teleport commands can be used in a playthrough if you want to get back to the old basement.

The enable/disable parents are from the base game, so no prefix needed for modcode.

Teleport to the house:
coc AnvilBenirusManorHaunted

Teleport to the old basement (you can use the normal exit door to get back to the normal house, or use the teleport command above):
coc AnvilBenirusManorBasement

Disable haunted interior and enable normal interior (include the " in the code):
"0001D419".disable
"0001eec8".enable

Disable haunted exterior and enable normal extorior:
"000181d1".disable
"0001ef83".enable

Complete the Join the Mages Guild quest:
setstage MG00Join

Get the gold to buy the house:
player.additem F 5000



Installation
------------

Extract the files into the Data folder.
Optional: Delete 1 of the esp files.
Activate the esp you want in a mod manager, like Wrye Bash.
Play the game.



Removing
--------

Uninstall before a new playthrough. It's probably also fine to uninstall before you start the quest Where Spirits Have Lease. I don't know what will happen if you've started the quest and then uninstall this mod.

Deactivate in modmanager, and delete the esp (or both esp files) and the ReadMe.



Known issues (these cause no problems, but are just imperfections)
------------------------------------------------------------------

When you close the door to the mages' office, the door first opens a little further into the desk, before closing.

Sometimes shrubs indoors have tree shadows even if they're disabled.

In the alchemist's basement, the bubble sound in the pot at the pink fire sometimes disappears.

The new basement can be seen in the minimap/local map, because I didn't connect it to a enable parent.

Before completing the quest, the oustide of the backdoor has planks in front of it. There's a gap between the wall and the planks, because if I put the planks closer to the wall, the door handle clips through it.



Compatible
----------

Better Cities v6.4.0 (other versions are probably also compatible, this is just the version I tested it with)

Harvest Flora v3.0.1
If you use Harvest Flora, and you harvest the plants, the flower pots look a bit empty and sad. Leave the house for 10 days (+1 hour?) to regrow the plants.

Oblivion Grass Overhaul
I use Grass Overhaul meshes, textures, and from the esp I removed the world objects. I think the Grass Overhaul based Atlas mods should be fine too.

For any other grass replacers, the only grass I use is in the basement with the mushrooms. See for yourself if the other grass replacers are compatible or not. If the new grasses are not compatible, you could use the console, use the mouse to select the grass in the basement, and type disable. Click twice on another item to deselect th selection.



Not compatible
--------------

Meshes that replace flora, or shrubs could make things look weird. Texture replacers should be fine. I use Grass Overhaul meshes, they do not cause problems.



Taken inspiration from
----------------------

BenirusManor Upgrade: painting corner and indoor plants next to balcony door
Benirus Manor Rebuilt: bookshelves with books next to fireplace
Mushroom Manor: alchemy basement, ingredient cabinet and pot boiling on magic fire



Mods also shown in screenshots
------------------------------

Paintings Variation
Little Baron Flower Pot Makeover - patched and adjusted
Retextured Potions
Glowing Fractured Soulgems
Alluring Wine Bottles with Real Glass
Improved Fruits Vegetables and Meats
Swampier Swamp (only the glowing bog beacons with Harvest Flora patch)
Oblivion Grass Overhaul (removed world changes from esp)

I use medium texture settings, so these screenshots aren't the best representation of these mods.



Permissions
-----------

You can make your own variations of this mod. Just give me credit and a link to this page. No need to ask permission.



Changelog
---------

v1.1
- fixed issue of 2 beds at same location
- added Installation and Removing part to the ReadMe