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What's new?
Well, a lot! I can finally say the mod got to where I always dreamed it to be, thanks to the community and chatGPT hahaha
The mod has been reestructured and now you can go through a little quest in order to aquire the property and know a little bit more about it's story. Depending on your actions towards the npcs, you can get better prices to get the deal done. If you don't want to purchase the place, you can just head to Hemme and talk to him like before.
For those that already play the mod, I have some new stuff too. I added custom dialogues, all of them voiced with the npcs voices, so you can actually feel like you are talking to them.
New features:
- All textures had been changer to match the Rift's architecture. So you won't fell like you are in Whiterun instead of your own place.
- A new guests house for the npcs you invite (now you can be proud of inviting them to your property haha)
- You can ask the steward to change the furniture into a higher class furnishment
- You can manually dismis npcs invited using the business ledger in the steward's room (now housecarl's room)
- You can hire an alchemist to live at the property and sell stuff
- Your steward will live at his own house
Bug Fixes:
- Exterior Navmeshes causing trouble with npcs
- Wedding feast not starting properly
- Spouse changing clothes in the middle of the ceremony
- Not a bug, but about hjertesten dialogue won't take priority anymore
Minor changes:
- Now you can only invite Dynia Baylu, Briehl or Erandur to be priests in the chapel. This makes more sense because the chapel is dedicated to Mara.
- Interior changes in the worker's houses
And I want to give a special thank you to my dear friend serkethetyt for giving new faces to Hemme and Kjartan and also for writing the story behind it. She's been helping me with this mod since it's birth and she deserves all credits <3
ChangeLog v12.2
- fixed the quest to purchase not completing even if you already purchased the place in the past. Just enter the Hall and the quest will complete
- Fixed some problems in the chapel's garden
- fixed some floating objects in the exterior
- moved the light buttom in the tavern
- fixed some random floating targets in the purchase quest
ChangeLog v12.3
- Fixed not being able to adopt children. I changed some settings on V12.2 due to a bug on my end and endup creating a but the mod didn't have hahaha Now the adoption option is back :)
- Fixed the bard not playing inside the hall anymore. Again I messed with somthing that was wrong on my end and bugged for everyone lol
- Fixed the alchemist not being able to sell stuff. Dismiss and hire them again for good measure
- Fixed Kjartan's ending dialogue appearing at the Winking Skeever whe you did not do one of the quest's options.
ChangeLog v12.4
- Fixed the bug that made Kjartan not complete the quest after you choose to help him
- To prevent issues, I set having a steward hired as a condition to be able to hire other npcs. So if you want to hire any npc, be sure you have one steward.
- Fixed the pathing to the external pool that caused npcs not to enter the space
- Added more options of guests including NPCs with unique voices. They can only be invited as guests to the hall, not as workers.
- Fixed the pronunciation of Hjertesten (my bad! I didn't knew I could actually use Danish pronunciation in xva synth, so I let the program read as I thought it was lol ~sorry for the mistake)
- Fixed some duplicate dialogues for guests
ChangeLog v12.5
- Fixed Npcs hired as Blacksmith, Tavern Keeper and Alchemist losing their vendor stats after dismissed from Hjertesten. If you have dismissed a vendor npc from these jobs and they stopped selling itens, you just need to go and talk to them. There will be a dialogue to Fix NPC's Vendor Stats.
This will be needed only for npcs dismissed before this update or npcs dismissed using the business ledger.
- Fixed the weapon displays and racks inside the hall and steward's home
- Fixed some problems with the hidden cave
- Fixed Briehl not being able to set the wedding
- Fixed duplicated dialogue with the priest to set the wedding
ChangeLog v12.6
- Changed the nif file in the outside pool that was causing crashs to the game. Thanks to Halffaces, we could find the corrupted nif file and I replaced to a new one.
- Fixed not being able to call more than one guest to the hall. If you dismissed the guests using the business ledger before, you'll have to hire a guest again and dismiss using the business ledger in order to fix the bug.
- Fixed not being able to hire a bard. Any bard with bard class can be hired.
- Fixed final quest scene not starting after you purchase the house from Hemme
- Fixed not being able to report to Wilhelm after you find Torben's body before purchasing Hjertesten
- The quest line where Kjartan confronts the player inside the cave will only happen if the player decides to work at the property
- Fixed some issues with the purchase quest and scripts
- Changed a few dialogues (traduction mods may need to be updated)
- Torben will now lead you to his resting place and help you to find the treasure (only for new games)
- Changed the water pond in the external pool
- Fixed the well in the property
ChangeLog v12.6.1
- Fixed not being able to open inventory using the dialogue
ChangeLog v12.7
- Changed all the interior lights to farm lightining preset
- Fixed floating trees
- Fixed Wilhelm's dialogue regarding Torben with other npcs
- Fixed prisoner calling the player "my lord"
- Fixed Kjartan standing by Hemme if you get Hemme as prisoner
- Fixed some quest objectives not triggering if you have entered the cave and found Torben
- Fixed unused script causing error in Dynolod
- Fixed missing basket nif inside the kitchen
ChangeLog v12.8
- Fixed warriors stop following the player after dismissed
V11 ChangeLog
IMPORTANT: BEFORE UPDATING DISMISS THE STEWARD'S ASSISTANT AND THE BARD OR MAKE SURE THEY'RE NOT INSIDE THEIR HOUSE WHEN YOU UPDATE.
NEW STUFF
- Added a tavern where the NPC's can hang out. You need to hire someone to take care of it. Eventually the bard will come and play there after 21pm
- The blacksmith is now a vendor, just like the tavern keeper. You need to dismiss the blacksmith and hire again to get the vendor dialogue.
- You can uninstall the mod by selling the property to the Jarl of Riften. That will make all the citzens in the settlement to move out and you can uninstall the mod. Notice you can not purchase the house back after that, so just sell it if you are going to uninstall the mod.
- New room for bard and assistant inside the tavern
MINOR CHANGES
- moved the lights activator to the steward's bedroom, near his/her desk.
- the assistant won't handle the lights and fire anymore. That was causing bugs with the steward's AI so I decided to change that
BUG FIXES
- Fixed one of the guards not being hired. Just try to hire a new guard and it will move to the position
- Fixed family not leaving Hjertesten when you dismiss the blacksmith and farmer
V11.1 ChangeLog
WHAT'S NEW?
- Added dialogue to divorce the spouse in case you want to marry again or you want to marry at the property. You just need to drop your bond of matrimony ring and talk with your spouse.
- Added dialogue to get married again in case your spouse died. Talk to the hired priest in order to get married at the chapel. This is needed in case you had married at the chapel before and your spouse died.YOU MUST DO THIS IF YOU WANT TO MARRY, BEFORE STARTING THE WEDDING QUEST AGAIN.
- Changed how the throphy cave works. You may not notice any difference inside, but I believe this will fix the crashing near the cave some of you were experiencing.
- Added dialogues to your children so they will attend to the feasts. This won't modify Hearthfires behavior.
- Added dialogue to hire a carriage driver to take you to Hjertesten
- Your kids will attend to your wedding
BUG FIXES
- Fixed not being able to hire some priests in game. Now any npc wearing priest robes can be hired;
- Fixed the tavern keeper staying at the bedroom playing instruments instead of going to the taver. Dismiss her/him and hire again to aply the changes;
- Fixed some furniture clipping inside the hall;
- Fixed wedding feast not starting properly after wedding;
- Fixed bard leaving the wedding feast/feasts to play at the tavern
V10 ChangeLog
V10.2
- Fixed Hemme leaving the property before you purchase Hjertesten
- Guards in the gates will open the gate for you
- Fixed Torben's grave
- Fixed duplicated navmeshes
V10.1
- Fixed marrige starting even if the player is married already
V10
Change log:
- Addition of 3 houses for new NPCs that you can invite to live on the property.
- Addition of a chapel where NPCs can attend and where the player can get married.
- Improvements to the interior layout of the children's room and guest area to better align with the external layout.
NPCs:
- You can hire an additional NPC to assist the steward with household chores.
- You can invite a priest to oversee the chapel. (In my game, I chose Erandur for this role as he is an important NPC in my gameplay, but you can choose any priest you prefer.)
- In addition to the guest you could already invite in the previous version, you can now invite 4 more NPCs to accompany you, regardless of your affinity with them.
- During the wedding banquet, the NPCs will congratulate you and give you gifts. The wedding banquet will be automatically activated after the wedding.
Bug fixes:- hired npcs won't follow - fixed. I mean for real hahah
Here's a video showing what's new and how to get married ;)
V9 ChangeLog
NEW FEATURES:
- All customizations on the hall cost a few gold.So better save your coin :)
- You can adopt up to 6 kids now
- Take enemies as prisoners and see them caged inside the hall. (up to one)
- Larger throphy cave with a trap door to thehall. It's located under the left stair. Plenty new mannequins and custom spots
for thieves guild treasures and other goodies as well.
- The steward now manages the lights and meals inside the hall according to the time of the day. Sometimes you can find them
all disabled because you slept or fast traveled/avanced time. You can wait till the steward get the lights and food set again (it won't take long) or activate them using invisible activators under the left table of the hall (for food), on the fire pit in the center (for fire) or looking at the left cupboard under stair and pressing the imperial buttom (for lights).
- New tree house available for purchase - talk to your steward (don't purchase if you are using with kaidan patch, tho because there will be conflicts)
- New horse for purchase
- Feasts now look like feasts! better table setting, guests and family packages, decoration, etc.
- Hired Stablesman and Blacksmith now bring their actual family
and faendal), Avrusa Sarethi, Ahlam (will bring Nazeem), AzzadaLylvieve, MichelLylvieve,
Katl/Snilling, Greta/Addvar, Saffir/Amren, Daighre, Tormir, Oslaf/Finna and Froki
BUG FIXES:
- weapons not acessible on the second floor - FIXED
- followers won't follow once they're hired - FIXED
- Items respawning in outside containers/barrels - FIXED
- Invited family causing crashes - FIXED
OTHER CHANGES:
- Better texture for chandeliers antlers
- Decreased the lighting on the exterior to prevent fps drop
- You can only ask the steward to plan/end a feast during 6am to 18pm, so he will have time to set the right meal on the tables
- The whale on the throne has no collision, so you can get out of it while you are having feasts. You can disable with the steward if you prefer.
- Rearrenged the office room to a living room
Hope you have Fun!
V8 ChangeLog
- FIXED KIDS NOT PLAYING OUTSIDE
- FIXED MUSIC NOT PLAYING INSIDE THE HALL
- FIXED THE NPCS NOT FOLLOWING USING FOLLOWER SYSTEM
V7 ChangeLog
- Tell your warriors to relax and wait while they are following you in your travels
- Kitchen added
- Room for your steward inside the hall
V6 ChangeLog
- Fixed the deleted Navmesh
- Better decoration for chandeliers
V5 ChangeLog
INTERIOR HALL
- Added bookshelves to the storage area
- Added shield and weapons displays
- Civil war map added (solstheim exchanged)
- Timer for lights. at 1:00am they will turn off and light again at 7:00am
WARRIORS QUARTERS
- Added more beds for guards
EXTERIOR HALL
- added wooden wall and gates around the property. Just talk to your steward to purchase it
- Well exchanged
GAMEPLAY
- added an invisible activator above the throne to reset steward, bard, guest and farmer/blacksmith positions
- added dialogue to obtain armor from the blacksmith
- added dialogue to give items/open inventory of the npcs you hire
- added dialogue to call your warriors to follow you. Just speak to your steward or one of your followers
- added dialogue with the steward to build a wall around the property
- added dialogue to hire npcs to guard your property in case you build the wooden wall (up to 12 - 6 during day and 6 during night)
BUG FIXES
- fixed the "steal from" pointed on some barrels and containers
- Fixed some floating trees
- enhanced some terrain areas in the exterior
- fixed the water at the exterior gazebo
- fixed the dialogue to move out with your spouse
POSSIBLE ISSUES
- sometimes you will enter the hall and the lights will be off. Just wait till the time to turn back on :)
Updates to come! :D
Guys, I know I've been a bit absent and not answering posts here, but my real life is taking my whole time lately lol I just want to let you know that the mod wil be updated with new features soon, as you can see on the image below :D
Hope you are all safe and taking care of you and your family. I'll be back soon ;)
Changelog V4
- I did tried to fix the npcs sinking on the porch, but I'll need your feedbacks to be sure it's done
- Added an dialogue for spouses to have more sandboxing around the property. You need to say you will live at hjertesten, and when leaving, you will need to say you are leaving, to be sure you will be able move in and move out when you need.
- Added more containers around the forge
Changelog V3.1
- Fixed the placement of the elder scroll dragon. If you get the message "you don't have the required item" look to the other side of the activator (there's 2, one next to the other) and you will be able to place it. It happens because the game has 2 ids for the same scroll and the previous version there was place for just one of the dragon scroll version
Changelog V3
- Better dialogues
- Fixed the dialogue to place the boat in the water when you ask a steward or warrior
- Added place to sit in the gazebo
- Added a tomb for poor torben
- some improvements on the npcs packages
- table sets changes depending on the hour of the day
- You can take milk from the cows pressing E on them (there's no text, but you can do anyway)
- Take salt and butter from the barrel and churn at the pantry
- Added some exterior lights
- Added lights inside the hall
Changelog V2
First of all my huge thank you to ChromeTiger and Irrissann who helped me to locate all the bugs and crashing issues. This mod is complete now thanks to you!
Modifications:
- Fixed the stone bath area, which was causing the bugs to aproach the area and the traveling system
- Fixed the 3rd view camera sitting on throne
- Fixed the "steal from" errors
- Better dialogues, english is not my native language, so there was some silly errors and misspelling (sorry hahaha)
Hope you all have a good time! :D
To be able to adopt children you need to download the mod Multiple Adotptions and use the spell bless home provided by multiple adoptions inside the hall. Say ok to the message box and the hall will be recognised as your home. After that, talk to the child you want to adopt and use the option that says something like "new home" or "new house" (this is how multiple adoptions call custom houses). After a few days or hours the child will move to the place
Make sure to check this article for more information
The wedding quest allows the player to get married in the chapel located on the property. It functions separately from the original game quest but requires the initial steps to be done together with the original quest.
Instructions:
To move out from Hjertesten:
I'm having trouble to update the patch because v12 of Hjertesten is updated to bethesda's new esp format and when I try to open the patch on ck to update, it loses the master files and the patch stop working. I tried to fix using SSEEdit but when I need to copy Hjertesten's new navmesh to the patch, ssedit just crash (I believe it's due to the new format of form ids on Hjertesten's esp).
I won't give up on making this patch, but it will take more time to do that :/
Oh and please for now on only post your bug reports on this sticked post or on the bugs tab. Sometimes I don't see the comments that are made on the other sticked posts, causing me to not see all of them. If I do not answer you, it's probably because I'm testing the issue in my game to check if it's something with the mod indeed.
the priest's house is submerged like a house that suffered a land slide
and at the entrance of the tavern isa blocked by the pile of dirt. i could still enter the tevern but the priest's house is worst.
pls help. :(
Scripts do fire off weird for me but it is okay. Ignoring some (Attend your wedding). When conversations get stuck and replies don't show (Wilhem and Hemme), I save/reload and if that fails, just wait 24 hours and it advances. Might be some really old interfering mod, but it doesn't matter. To me work arounds are no problem. Installed v12.8 for LE last week. Enjoying this very much.
Edit: Used Creation Kit to add steward faction and steward keywords to a custom NPC. Saved and redeployed Vortex to accept changes. Voila simple process to make any custom NPC the steward. I am testing a family of 3 farmers I created to see if they move in the farmhouse after inviting one.
I am accumulating bounty without end since uninstalling the mod. Have not changed anything else, and with level 67 I have no quests left and only do small Dawnguard and bounty jobs, but run around mostly. Now it's so bad that I get constantly caught by guards for a 5 septim bounty as soon as I come out a building (no matter if it's one of my player homes, the Bee and Barb or something else), and I don't even know what that is about as I am not stealing anything. Just 5 minutes ago, I got a 1000 septim bounty without reason and immediately got attacked and had to go back to a previous save. Whatever happened here, messed on a much deeper level with the game.
Edit, 12th Jan:
Although I utterly love the whole concept of the mod, and it is so, so beautifully done and thought through, I had to uninstall it (about 24 hours playtime altogether). It caused too many problems, and since uninstalling, I suddenly accumulate bounty in Whiterun for no reason (I am playing a "no stealing" style), that I can now only solve with console commands (or leave them be). It's too late to go back to an older save now.
- hired Rustleif and asked him to bring his family. He appeared, however, one "day" Seren ran for her life without any reason and got killed by something. I only knew because I got the letter of inheritance. After that, Rustleif just left, went back to Dawnstar, I can neither dismiss or re-hire him, and he has no sales menu anymore. ResetAI hasn't helped as well. Tries everything I could find to reset him, but the sales option is completely gone.
- I dismissed Klimmek as Guard - immediately after dismissing him, I got another inheritance letter (I swear I haven't "dismissed" him the other way - I really like him! LOL)
- Children don't move
- I got Farkas finally to move into Hjertesten, however, his "What do you have for sale" dialogue completely vanished, but "Has the store made any money" is still there. Kids didn't move. The only way he accepted living in Hjertesten was telling him in Heljarchen Hall "This is our new home" and then using the other three dialogue options (are they supposed to be duplicates?)
- The tavern door is a point for my followers to get stuck, no matter if I only have Inigo with me, or Lucien and Farkas on top
- Any bard hired doesn't perform and has no dialogue after hiring for requesting a song
- Although some of the NPC's have families with children, I am not getting the dialogue options that I can tell them to move their families (tried with Cruel-Sea's and the silversmith from Markarth, as well as Suvaris. Avrusa though worked and she brought her sister)
- the gorgeous pool is a trap for my followers, especially the vanilla ones. They love the tree so much, that they get stuck there and try to hug it the whole time.
- none of the hirelings except for Fastred and Rulnik used the quarters, and Fastred was only sleeping the whole day. Mjoll always vanished in the evening and I found her back in Riften with her ... well. I have no friendly words for him LOL
- Hired a couple of other NPC's like Wujeeta and Aranea but they started walking aimlessly in the wilderness and I had to dismiss them
- Because Maramal is already in the chapel, I can't hire any other priest, but also can't dismiss Maramal (I hope this won't have an effect when I uninstall the mod)
There are a couple more things, but they are all related to the the hiring-system.
I admit, this might all be caused because I only recently installed it, but this playthrough has been running for nearly 68 levels now. I think I was level 10 or 12 when I adopted the first child, and level 21 when the marriage with Farkas happened. Somewhere in between I had adopted the other child.
If I start another playthrough, I want to test Hjertesten from the beginning, but for now, I have to say goodbye, but will keep an eye on the development of this.
10th Jan
I love the whole concept, however, it seems bugged?
- Approached and bought directly, Hemme and his guy left, but the questmarker for the optional "get access... and find the treasure" keeps stuck with Kjartan (who's now in the Winking Skeever). I found the treasure, I have access, but it won't update.
- after finding Torben, that part updated to that I have to speak with Wilhelm, and inform him about Torben, but there's no dialogue for that and the questmarker is stuck with Wilhelm, so I am not getting any further with that, too
- I downloaded the mod via Bethesda's Creations (as I have no clue how mods actually work - only got into mods some two weeks ago ... late to the party, as usual LOL)
- I am playing AE
- it's the last in my load order
- my character is married to Farkas. When I tell him that Hjertesten is our new home and I send him "home", he will leave and go back to Heljarchen Hall. The children won't move either.
Any help would be greatly appreciated, as I absolutely love what you have created there.
Oh, and Maramal is already sitting in the chapel ....
And just FYI: The mod clashes unfortunately with Waterview home (also a beautiful player home). The bunkhouse of that is being half-buried in the grounds where the cows are supposed to be, and the cows run around aimlessly
Edit: But! I tried the "kill" console command while targetting Hemme, and it marked the whole quest as "solved"! I got all the items needed, ownership etc, and I just resurrected (Console: "resurrect" Hemme again(not a bad guy I swear), so he could wander off :D
Beautiful mod, but I have a problem, I am not allowed to hire a butler, I don't know if it is an installation error or what it could be.
Thank you very much, great job
Addendum: Sorry to bother you with another problem, when I start another game I wanted to use the mod but the character who guides me to the room appears bald and when I enter the room the game closes
Gracias de antemano por la respuesta.
Greetings!