Skyrim

File information

Last updated

Original upload

Created by

Kallale

Uploaded by

Kallale

Virus scan

Safe to use

68 comments

  1. GammaThreve
    GammaThreve
    • member
    • 8 kudos
    Looking in TES5EDIT, I've confirmed that Alternate Start: Live Another Life reverts 3 of the records changed by this mod (specifically, it erases the NoResetZone keyword that this mod adds to Lakeview, Heljarchen and Winstad) regardless of load order. It's easy to fix in TES5EDIT by adding NoResetZone to the 3 records in the Live Another Life mod within the XEZN-Encounter Zones field (if you load this mod as well, it will appear beside Live Another Life, and the correct change to make will be self-evident). Meanwhile, the 3 Hearthfire home cellars are not touched by Live Another Life, so the changes made by this mod work correctly.

    If you don't use Live Another Life, this mod works just as intended. But to prevent your homes from respawning with Live Another Life loaded, you'll need to make the above changes in TES5EDIT.
    1. Kallale
      Kallale
      • premium
      • 4 kudos
      Thanks for the info!
      I don't understand why Alternate Start: Live Another Life would need to force these changes to cell respawns...
      If you use TES5EDIT, does making a merge patch cause a conflict between AS:LAL and my mod? If so you may be able to force the changes that way.
      It's also possible AS:LAL forces some of its changes using a script and so the changes are applied in game. If so... it's unfortunate, but as you've found, it's not particularly hard to make this mod ;)
    2. lilfoxtrot
      lilfoxtrot
      • premium
      • 9 kudos
      Hmmm...I tried this. I use Alternate Start: Live Another Life and I added this mod. I loaded both mods up in TES5Edit and as I suspected, it was exactly as you said. So, I copied the NoResetZone from XEZN-Encounter Zones field from this mod to Alternate Start: Live Another Life. I thought it would work as intended after doing this, but alas, after testing it did not work. Oh well. I'll keep looking.

      EDIT: WELL TRIED IT AGAIN FOLLOWING THE INSTRUCTIONS CAREFULLY AND WAS A COMPLETE SUCCESS. Thanks for the help, GammaThreve.
      BTW, I don't know if it matters, but I used Jaxonz Positioner to delete the items I didn't want during testing.
    3. GammaThreve
      GammaThreve
      • member
      • 8 kudos
      I just tested this again by building some stuff inside a HF house, droppings some stuff on the floor, and moving some things around with Jaxonz Positioner, then leaving the cell, waiting for FAR more than 30 days, and going back inside. Everything was as is, no respawn (with the exception of the garlic and frost mirriam attached to the Fireplace, that respawned, probably the result of Wiseman's Flora Fixes mod).. Is it possible you might have made the NoRestZone changes in Hearthfire.esm rather than in Live Another Life? At any rate, it's still working for me 9 months later.
    4. lilfoxtrot
      lilfoxtrot
      • premium
      • 9 kudos
      Decided to make another go at getting it to work. I don't know how I messed it up on my first try, but this time it worked great! thanks for the help!
    5. GammaThreve
      GammaThreve
      • member
      • 8 kudos
      With the benefit of hindsight, we now know that the author of Live Another Life wasn't as good a mod author as he frequently and incessantly painted himself to be. There was probably no reason for it at all and he just did it because he felt like doing it. It would have been pointless to ask him to fix it. He would have just blown his stack and blocked anyone asking about it. Anyway, Live Another Life isn't even available on this platform anymore, so it's a moo point.
  2. deleted9904557
    deleted9904557
    • account closed
    • 33 kudos
    I don't know if anyone else has experienced this - but, there is an odd bug with the latest version of Alternate Start - Live Another Life that features the Hearthfire property starts (at least in my game). If this mod is not loaded after LAL then this mod will not work and the houses will reset.

    I found this out by accident and I know it's LAL, because I have a mod that alters the appearances of the Hearthfire housecarls and it's blocked as well unless it's loaded after LAL.

    I'm posting this in case anyone runs into this bug and is as lost as I was. It took me a bit to figure out what was going on. But it is definitely LAL causing the problem. I don't know what what was changed to the Hearthfire homes when Arthmoor added that bit to his mod, but there is definitely something strange going on.

    Once this mod is loaded afterwards, everything is fine. Nothing resets and the mod works as intended. And LAL is also fine.
    1. Kallale
      Kallale
      • premium
      • 4 kudos
      Sorry for the late reply.
      The are a few things this could be but chances are if it works fine loaded after LAL then its just a minor conflict. LAL is just attempting to overwrite the edits my file makes. This happens for many reasons but if it is working well lower in the load order then it should be fine for the moment. Let me know if anything crops up and ill take a look for the problem.
    2. GammaThreve
      GammaThreve
      • member
      • 8 kudos
      My own testing reveals that this mod simply will not work with LAL installed, regardless of load order. No clue why, but possibly has to do with the alternate starts in which you are given a fully furnished Lakeview/Heljarchen/Winstad main hall and entryway. The last time I tested, LOOT placed LAL below this mod (and every other mod, for that matter) every time, but manually moving this mod below LAL made a no difference. I don't really know how it reverts your edits in that scenario, but it apparently does.
  3. Xen0nex
    Xen0nex
    • supporter
    • 14 kudos


     
    In response to post #42985860.


    Spoiler:  
    Show

    dubweiser101 wrote: The mod used to work for me but recently everything started to reset back, upon leaving the home for a few ingame days. I suspect it has something to do with the mod I recently installed - Wisemans Flora Fix (great mod) which sets plants and containers to respawn all over the world and in world cells. The thing is the mod didn't overwrite any files from this mod and I even loaded this mod last in my load order as the description says to, in case of conflict with other mods affecting timers and respawns. Anything else I could try to solve the problem? I'd really like to keep this great mod and the Flora Fix mod.


    This mod shouldn't have any conflicts with the Flora Fix. I use both. I suspect another mod in your load order is causing the problem. Unless you can use TESedit, the easiest way to find what is causing the problem would just be trail and error deactivation.

    If you PM me your load order I can take a look and try to help you.

    EDIT: The most likely culprit mod will be one that alters timescale, cell resets or the home cells themselves. If you want to try trial and error deactivation, back up your saves and disable these mods first.

    EDIT2: Do you use LOOT to sort your mods? It really is an invaluable tool for anyone with more than a handful of mods.
     


    Hi!  I just started using this mod (excellent idea, by the way!), and also noticed that I still get respawning glazed vases / loose alchemy ingredients on shelves in my Hearthfire home Windstad Manor.  I use LOOT, but make a few manual tweaks afterwards according to instructions from other mods, but the position for this mod is pretty much exactly like how LOOT suggests it to go, which is pretty far down my loadorder.  Here is a link to my load order.  
     
    At any rate, thanks for making this mod!
    1. GammaThreve
      GammaThreve
      • member
      • 8 kudos
      Try disabling Alternate Start - Live Another Life, and see if this mod works for you then.

      It did for me. Load order didn't seem to even matter, because I even tested this mod at the very bottom...as long as I had LAL loaded, the BYOH houses all respawned no matter what. But without LAL, this mod functions correctly for me. YMMV.
  4. AlbusDeus
    AlbusDeus
    • member
    • 0 kudos
    After testing the mod by removing all lootable items and waiting 10 days away from the house i've found a few issues:
    1. The mod does not prevent items outside the houses (like items in balconies) from respawning.
    2. The mod seems to prevent items like garlic braids/elves ears/frost mirriam/rabbit from respawning.
    3. The mod seems to also prevent the mead barrels in the basement and the butter churn in the kitchen wing from respawning.
    I'd like to point out that I write this with pure intentions and not to insult anyone and to maybe even bring about an update to counter these issues.
    1. Kallale
      Kallale
      • premium
      • 4 kudos
      Sorry about the very late reply. Ill post this here in case anyone else is wondering the same thing.

      The issue with #1, is that the things outside the house are considered to be withing the world cells. It is not impossible to mod this but interfering in the respawns of cells that make up the world have vast and powerful consequences. The Hearthfire homes are too close to other objects and cells (especially towns) for me to feel comfortable adjusting the spawn rates without side effects cropping up.

      The issue with #2 and #3 are essentially the same thing. These are all objects that are affected by the respawn timer. My mod makes a very simple edit to one entry for 2 cells for each house (2x3 = 6 entries, for a total of 6 cells). It simply changes the respawn entry to the same as what exists within Breezehome and other town/city houses. This is an unfortunate effect but they are items existing within these cells and so are unable to respawn. For me this was an okay side effect. I prefer my house to be neat and tidy and the way I left it opposed to being messy but having a replenishing supply of these items.

      I did a bunch of research about how I could get around this. Tried a few things that seemed likely, but ultimately they all failed. Its one or the other at the end of the day. Its still possible there is a way to work around it but would require me making edits far reaching (changing all rabbits, frost mirriam, ect) and I would prefer my mod to conflict as little as possible.
  5. fobnokami
    fobnokami
    • member
    • 0 kudos
    does anyone have a problem going into breezehome? my game crashes when ever i try to enter breezehome
    1. Modling
      Modling
      • supporter
      • 28 kudos
      That is a common problem with Hearthfire. Try this fix.
  6. BoomalaBoomala
    BoomalaBoomala
    • member
    • 0 kudos
    We need this mod at SSE! i just came bck to my home to see all my decorating wasted by respawning pots and shovels!
    1. Thrizon
      Thrizon
      • premium
      • 1 kudos
      I second this <3
    2. Shaemell
      Shaemell
      • supporter
      • 0 kudos
      This was one of my favorite utility mods for the old Skyrim

      I tore my hair out on a regular basis till I found this
  7. dubweiser101
    dubweiser101
    • member
    • 0 kudos
    The mod used to work for me but recently everything started to reset back, upon leaving the home for a few ingame days. I suspect it has something to do with the mod I recently installed - Wisemans Flora Fix (great mod) which sets plants and containers to respawn all over the world and in world cells. The thing is the mod didn't overwrite any files from this mod and I even loaded this mod last in my load order as the description says to, in case of conflict with other mods affecting timers and respawns. Anything else I could try to solve the problem? I'd really like to keep this great mod and the Flora Fix mod.
    1. Kallale
      Kallale
      • premium
      • 4 kudos
      This mod shouldn't have any conflicts with the Flora Fix. I use both. I suspect another mod in your load order is causing the problem. Unless you can use TESedit, the easiest way to find what is causing the problem would just be trail and error deactivation.

      If you PM me your load order I can take a look and try to help you.

      EDIT: The most likely culprit mod will be one that alters timescale, cell resets or the home cells themselves. If you want to try trial and error deactivation, back up your saves and disable these mods first.

      EDIT2: Do you use LOOT to sort your mods? It really is an invaluable tool for anyone with more than a handful of mods.
  8. vanhoy5
    vanhoy5
    • supporter
    • 4 kudos
    We have Inigo, Helgen Rebuilt, Falskaar and other great mods. BUT, sometimes it is these small ones that bring joy to the us part-time residents of Skyrim. I have played Skyrim for many hours (maybe 3000+). What can I say I love this darn game! But got sick and tired of having to hit Lakeview every 10 days. You my friend are the 10th Divine!
    1. Kallale
      Kallale
      • premium
      • 4 kudos
      Thanks. Glad to hear you're enjoying the mod.
  9. emitfudd
    emitfudd
    • member
    • 0 kudos
    When I built Heljarchen Hall I chose the greenhouse, storage room and kitchen. I used "markfordelete" to clear out the storage room and greenhouse completely. I turned the storage room into a huge master bedroom. This mod fixed the issue of misc. furniture items respawning in my new bedroom.

    When I deleted everything in the greenhouse I have a weird issue with the plants that were in the rectangular planters in the center of the room respawning still. Just the plants. Not the planters, not the fertile soil. The plants just appear there in midair. I have used "markfordelete" on them numerous times and they respawn again. There is also one plant that was in a square planter against the back wall that does the same thing. The other plants in planters that were scattered against the walls have remained deleted.

    I want to turn this room into an armory and can't start until I figure this out.
    1. Kallale
      Kallale
      • premium
      • 4 kudos
      The planters wont be affected by this mod as their respawn is tied to a script. If you have a save before you used 'markfordelete' you should empty the planters before deleting them. This should stop the plants from appearing in mid air.

      Also, per the description, 'markfordelete' is dangerous in that it CAN and WILL cause CTD's if you later install a mod that changes something you deleted. A much better solution is 'disable'. While your load time will be a little longer it is A LOT less risky.
  10. Mister Molecule
    Mister Molecule
    • member
    • 12 kudos
    Cool! Just what I needed to stop the safes from respawning. I built them to put ingots in, not to have them spawn a new necklace after every ten-day-long adventure.
    Freedom to decorate is a fortunate result as well! Thanks!

    Also, I agree about the greenhouse. It should be in a separate cell: an exterior one! Maybe that would have problems, but at least a cell with the showsky tag. With a nice glass slanted roof, not those tiny slits in the wall for sunlight.