Did not expect to make hotfiles to be honest, thank you all for your support and Endorsements!
Luckily I learned long time ago to swallow my pride, so yeah I made a rookie mistake when I set up the meshes folder for the custom containers only. The assets are shared by my Lakeside Cabin mod and point to that folder; if you had no issues you probably use one of my other mods that share those assets. I have uploaded an alternative meshes folder you can drop into Data/Meshes if you do not have custom containers showing up. It is not the right name on the folder but it will work. This is a quick fix and I plan to upload an updated version soon and try to package it properly. Thanks guys and hope you enjoy the mod.
Uploaded V 1.3 with the following changes and thanks to the input and work of some fans of this mod! Special thanks to Jynx474 for correcting the file path for the custom containers so they do point now to the correct Northwind Cabin folder. A thanks to Emisaru..... for pointing out how to improve the lights; I could not get his method to work but it pointed me in the right direction. Changes in 1.3: Fixed file path for custom containers. Changed the fire wood in the fireplace, the flames are less wield. Changed the smoke suspended high up in the room, adjusted the light sources in the main room. Window fill and light beam coming through window reflect time of day now; change is not that dramatic because the window mesh still reflects the fire light so still looks a bit lit up, but the beam disappears at night. Set the cell and bed to player ownership, gives rested status. No changes in the Cellar. Enjoy your stay ;)
Finding this cabin was worth the wilderness trek . . . doesn't suit my current character, who's busy building up Lakeview Manor, but I do have a few character concepts for loner-types I want to try soon - especially as the cabin got a bit cramped with a follower in tow.
Made a few adjustments in Edit, adding the NoResetZone Encounter Zone to the cells, adding tavern music (because I find quiet areas too quiet in games like Skyrim and Fallout 4, although I suppose you could add the music type used in the exterior cell), and checking that the interior cells were owned by the Player Faction. Also removed an edit to a cloud layer, though it's probably too far away to notice the difference.
Loved the cabin! One of my favorite places in the region now finally have a home. It is small and simple yet it doesn't need anything else to be better, such a pretty view too. Great piece of work! :)
Hi!!! Thanks a lot!!! Finally a place that matches what I'm wanted so long!! My char is a Hunter, and a cabin far from obvious places is amazing!!! Serious, there's a lot of houses like Mansions in Whiterun or Solitude, but you saved my history. Endorsed!!!!
I love the cabin, would be nicer with a smelter but I am not going to push that as nothing else is needed as far as looks go. It's the most realistic hunters cabin I have seen and so cosy as well.
I did wander around the area for a while searching before I gave in and read the directions but that's just me. I love exploring and love a challenge and that's hard to find in Skyrim now for me now as I know the map blind folded lol.
Oopsy sorry in wrong place you can remove if you want.
Hey glad you like the cabin and I am totally with you on the need to explore. I was tempted to leave directions vague and certainly not supply a map, but you can't please everyone. I also realized that Skyrim is old enough now that there is a generation of young players that discover places for the first time, so not everyone will know where Northwind mine or even Shorstone is ;) About the smelter, I thought its a bit more realism to haul your ore up to the mine for smelting once in awhile ;)
If you really need a smelter, you can go up the hill to Northwind Summit, or down the hill to Shor's Stone -- not really a need for a smelter here also.
You are welcome and thanks for the nice captures showing a follower at work in the cabin ;) What replacer do you use for the burning wood in the fire place? It looks cool, cheers
It's on the trail going up to Northwind Mine/Northwind Summit... to the left of the trail near the cliff, there's a big patch of alchemical herbs and the cabin is directly right from there on the edge of said cliff
I have seen that in most homes added by modes, they are missing a small immersion addition that Bethesda offers without any additional script. Thus, as shown by TES5Edit, the "XEMI - Emmitance" section of the Reference ID from each object placed in the world, can be edited, as for example on this mode, in the following way. xx00294A (WRWindowFillWarm) xx0012E9 (AANWInterior) xx003F5F (FXAmbBeamSmoke00) under the section "XEMI - Emmitance" the line: FXLightRegionSunlight [REGN: 0007548E] For the inside to see the difference night day at the window. https://postimg.cc/1g31P9vv https://postimg.cc/PNjsrzVL And in the same section, at Reference ID: xx001888 (AANorthwindCabin) the line: FXLightRegionInvertWindowWhiterun [REGN: 0008277B] For the outside to see at night the fact that inside is a light source. It works very well with the weather, which makes the night much darker.
In other ideas, I saw that in the pictures posted, the light of the fire in the room, shows that is edited by a mod dedicated to the lights, or I do not know, but to me, with the vanilla version, the light of the fire from the stove seems inappropriate to me. It is too white and worst, it moves too much, meaning the shadows on the wall fit the same size, and this is tiring. Thus, I added to this mode my own light, to which I changed its position, so that it came exactly from where the fire is, Position: X -2216.5 Y -2962 Z 10166 Rotation: X 0 Y 0 Z 90 Why light must be turned, I do not know. It is only necessary for those with shadows, to leave the shadows in a realistic way. In the picture below are the characteristics of the light seen in TES5Edit, with which we replaced the original one named .... SolitudeInnFirePlacesShadowDefault [LIGH: 000A56A9] with reference ID xx001324 https://postimg.cc/LhqsPMzq
Very important is the vanilla light or edited by light mods, in the reference Id, in the section seen with same TES5Edit XLIG - Light Data, under the section "Shadow Depth Bias" added a number around 20. That's to remove artifacts from the shadows. https://postimg.cc/hXwNF97t
TeS5Edit detected 6 remaining ITMs from the Creation Kit, which are actually one: "AAADeleteWhenDoneTestJeremy" TestTony "[CELL: 0006C3B6]" and in the second, Worldspace, a Landscape edited. I do not know exactly where, but it does not seem to influence the land around the house. As in most cases, these can be deleted so as not to cause problems with other mods.
I see that mode contains several custom containers, but that, at least to me, does not appear the game in the places where it should be.
In the future, if things don't work out for themselves, I'll call Dark Brotherhood to eliminate Skjor, then I'll completely and permanently retire to Skyrim, giving Aela the Huntress my heart and Northwind Hunters Cabin. :)
Hi Emisar and thanks for your input, I actually meant to look into doing that for the window light so I will try your suggestion for an updated version soon. Sorry the fire light did not work for you, but glad you found a fix to your liking; I do use ELFX and the screenshots are taken with that installed, but I did not have it checked when I created the mod and the fire place looked "normal" to me. Glad you enjoy the mod, yes I would not mind retiring there myself ;) Cheers
Good eye you have ;) I use "Darker Forests of Skyrim" as my tree mod of choice; it adds the giant mushrooms to he hot spring valley and only there and I think they fit the area very well. Check it out; https://www.nexusmods.com/skyrim/mods/87139 I highly recommend it; make sure your set up can handle it as it places allot of trees in the world, but it runs smooth on my rig.
39 comments
Luckily I learned long time ago to swallow my pride, so yeah I made a rookie mistake when I set up the meshes folder for the custom containers only.
The assets are shared by my Lakeside Cabin mod and point to that folder; if you had no issues you probably use one of my other mods that share those assets.
I have uploaded an alternative meshes folder you can drop into Data/Meshes if you do not have custom containers showing up. It is not the right name on the folder but it will work. This is a quick fix and I plan to upload an updated version soon and try to package it properly.
Thanks guys and hope you enjoy the mod.
Uploaded V 1.3 with the following changes and thanks to the input and work of some fans of this mod!
Special thanks to Jynx474 for correcting the file path for the custom containers so they do point now to the correct Northwind Cabin folder.
A thanks to Emisaru..... for pointing out how to improve the lights; I could not get his method to work but it pointed me in the right direction.
Changes in 1.3: Fixed file path for custom containers.
Changed the fire wood in the fireplace, the flames are less wield.
Changed the smoke suspended high up in the room, adjusted the light sources in the main room.
Window fill and light beam coming through window reflect time of day now; change is not that dramatic because the window mesh still reflects the fire light so still looks a bit lit up, but the beam disappears at night.
Set the cell and bed to player ownership, gives rested status.
No changes in the Cellar.
Enjoy your stay ;)
Made a few adjustments in Edit, adding the NoResetZone Encounter Zone to the cells, adding tavern music (because I find quiet areas too quiet in games like Skyrim and Fallout 4, although I suppose you could add the music type used in the exterior cell), and checking that the interior cells were owned by the Player Faction. Also removed an edit to a cloud layer, though it's probably too far away to notice the difference.
Endorsed.
Here have a Kudos cookie on me ^.^
Serious, there's a lot of houses like Mansions in Whiterun or Solitude, but you saved my history.
Endorsed!!!!
I did wander around the area for a while searching before I gave in and read the directions but that's just me. I love exploring and love a challenge and that's hard to find in Skyrim now for me now as I know the map blind folded lol.
Oopsy sorry in wrong place you can remove if you want.
About the smelter, I thought its a bit more realism to haul your ore up to the mine for smelting once in awhile ;)
Love the cabin, thanks for sharing it with us!
What replacer do you use for the burning wood in the fire place? It looks cool, cheers
:)
Edit: map is up.
Thus, as shown by TES5Edit, the "XEMI - Emmitance" section of the Reference ID from each object placed in the world, can be edited, as for example on this mode, in the following way.
xx00294A (WRWindowFillWarm)
xx0012E9 (AANWInterior)
xx003F5F (FXAmbBeamSmoke00)
under the section "XEMI - Emmitance"
the line:
FXLightRegionSunlight [REGN: 0007548E]
For the inside to see the difference night day at the window.
https://postimg.cc/1g31P9vv
https://postimg.cc/PNjsrzVL
And in the same section, at Reference ID:
xx001888 (AANorthwindCabin)
the line:
FXLightRegionInvertWindowWhiterun [REGN: 0008277B]
For the outside to see at night the fact that inside is a light source. It works very well with the weather, which makes the night much darker.
In other ideas, I saw that in the pictures posted, the light of the fire in the room, shows that is edited by a mod dedicated to the lights, or I do not know, but to me, with the vanilla version, the light of the fire from the stove seems inappropriate to me. It is too white and worst, it moves too much, meaning the shadows on the wall fit the same size, and this is tiring.
Thus, I added to this mode my own light, to which I changed its position, so that it came exactly from where the fire is, Position:
X -2216.5
Y -2962
Z 10166
Rotation:
X 0
Y 0
Z 90
Why light must be turned, I do not know. It is only necessary for those with shadows, to leave the shadows in a realistic way.
In the picture below are the characteristics of the light seen in TES5Edit, with which we replaced the original one named .... SolitudeInnFirePlacesShadowDefault [LIGH: 000A56A9]
with reference ID xx001324
https://postimg.cc/LhqsPMzq
Very important is the vanilla light or edited by light mods, in the reference Id, in the section seen with same TES5Edit
XLIG - Light Data, under the section "Shadow Depth Bias" added a number around 20. That's to remove artifacts from the shadows.
https://postimg.cc/hXwNF97t
TeS5Edit detected 6 remaining ITMs from the Creation Kit, which are actually one:
"AAADeleteWhenDoneTestJeremy" TestTony "[CELL: 0006C3B6]"
and in the second, Worldspace, a Landscape edited. I do not know exactly where, but it does not seem to influence the land around the house.
As in most cases, these can be deleted so as not to cause problems with other mods.
I see that mode contains several custom containers, but that, at least to me, does not appear the game in the places where it should be.
In the future, if things don't work out for themselves, I'll call
Dark Brotherhood to eliminate Skjor, then I'll completely and permanently retire to Skyrim, giving Aela the Huntress my heart and Northwind Hunters Cabin. :)
Sorry the fire light did not work for you, but glad you found a fix to your liking; I do use ELFX and the screenshots are taken with that installed, but I did not have it checked when I created the mod and the fire place looked "normal" to me.
Glad you enjoy the mod, yes I would not mind retiring there myself ;) Cheers
Where did you get the mushrooms that can be seen in your second image? The ones waaay down by the hot springs.
Thanks!
I highly recommend it; make sure your set up can handle it as it places allot of trees in the world, but it runs smooth on my rig.