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Funkonaut

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Funkonaut

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  1. testman23
    testman23
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    Just a heads up. This has been ported to SSE, fixed, and is on another mod site. So use the google machine since Nexus won't allow a public port of a 6 year old mod by a retired mod author.
    1. Eppydemic44
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      could you leave a link?
    2. lefttounge
      lefttounge
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      I dont use sse though bro
    3. deadgrlzinc
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      https://schaken-mods.com/file/296-honeystrand-meadery/
    4. judahcr8on
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      Seems like that site isn't safe, my antivirus software kept pinging me about malicious site attacks when i opened it
    5. kamikad3e123
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      thanks
    6. papikuhli
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      I downloaded it from that site for AE and had NO issues with virus or site attacks!  Mod worked good but brewer had black face that I had to fix it was easy and ran through quick auto clean.
  2. wilk7486
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    I have a bug in aging casks. If I put something inside, I can't get it out after 7 days. Also drinks from the second brew tank (Right of the exit door into Skyrim) don't appear in the shelf. Except these, it's working pretty well.
    1. rip96
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      Feeling nostalgic and resume my oldrim saves to try the mod, found the same issue here, FIXED.

      •  Apparently, when we leave the cell long enough, the script properties for aging time calculation get reset to 0 and the state of the aging cask also reset to "empty" (I don't intend to inspect why systematically).
      • For the second brew tank bug, it's already debugged by other, there's a mod file reference error in "BrewTank02"


      patch job (1)

      • Get papyrus compiler, you're gonna have to generate your own script's .pex file.
      • Navigate to skyrim folder/data/script, find "HSMAgingCaskScript.psc" and"HSMAgingCaskScript.pex" , BACKUP both files outside of the script folder NOW.
      • open the psc with notepad or code editor, navigate to "auto state empty", "event onactivate()" , then change the event routine with :

        If myNPCContainer.GetItemCount(HSMAgeableDrinksFLST) && (!ageDays || !newAgingTimestamp)
        GoToState("ReadyToHarvest")
        else
        int iButton = fillCaskMSG.Show()
        if iButton == 0
        myNPCContainer.ShowGiftMenu(true, HSMAgeableDrinksFLST, true, false)
        else
               ï»¿debug.trace("iButton was not zero, somehow")
               endif
        EndIf
      • save the psc file; open papyrus compiler; go to compile tab; on input path, select psc file; on output, check "Use source parent folder"; COMPILE

      edit job (2)

      • use xEdit, navigate to meadery.esp, Cell, Block 5, Sub-Block 8, "HoneystrandMeaderyInt02", Persistent, "DrinksTrigger02"
      • in view tab, scroll to VMAD tree, properties, then search for propertyName "pMyBrewer", change value form id to "BrewTank02", and save the meadery.esp
      • The tricky part is to get the newly edited esp to work with an old save, as the old save remembers the invalid reference of the mod. if you decide with a clean save, it'll work right away, otherwise, you're gonna have to move away from any meadery cell (worldspace too), re-save, then relaunch skyrim to get a new save with the mod disabled.
        USE save game script cleaner to clean this new save, "fixscriptinstance" THEN "del. broken actives". Don't forget to save the cleaned save.
  3. deleted174540579
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    it's one of my favorite mods but i wish the quest wouldn't remain stuck in the journal after already rebuilding the place (I'm sure leaving the quest active in the journal was intentional though but just didn't make no sense to do that)
  4. ShinraCat
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    I used to absolutely adore this mod, but then it turned out that the meadery is in the same spot as a house added by a follower mod... And that follower is extremely important to me, so I had to  drop this mod... I wonder if there's a way to change where the meadery is? Anyone?
    1. nbwild
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      It's Kaidan isn't it? Shoot I was hoping they wouldn't be in the same spot.
    2. ShinraCat
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      It's Kaidan indeed. I've been considering just moving the meadery somewhere else for my own use, but I don't know how difficult this could be. I'm no modder.
  5. KatharielNightOak
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    Hello Funkonaut,

    I have two issues. One is with the plantable Hops and Barley, they are not plantable, they do not show up in my planting menu, only mods I have that deal with planting of ingredients and such is Special flora of tamriel, and one mod that make unplantable stuff from the base game, dragonborn and Hearhtfires and Dawnguard, but there are no mods in my load order that add hops or barley so I am unsure what causes this issue, thought you should know.

    the second issue is I sell wine to both Solitude and Riften (Wine sale Up) as they meadery report says but it tells me I make "Zero" profit, same if I try to sell a "normal" sale beer mead ale whatever to Whiterun and Markarth and in return says I make "Zero" profit, so this week in game I make Zero daily and weekly profit, is this normal sometimes for you not make a profit if sales are up? if so then disregard this one, if not any help would be appreciated, thanks.

    Wonderful mod by the way, why should Maven & Sabjorn have all the fun brewing and making a profit, the Dragonborn should too, he/she is the most important character in the game, and they Hero that saves everyone's Fanny by slaying Alduin. A Little retirement plan for after everything is said and done. Thanks for a wonderful mod, I was hoping someone would do this as I have written several fan fictions where my Dragonborn is vintner (Brew Master/Mistress) who learned they trade from their father. KUDOS to you Sir.
  6. lethielnyrond
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    It's a shame if the mod author has truly gafiated. I would love to know how to fix that nagging second bottle rack. (anyone have any ideas?) Meadery otherwise still working fine in SSE.

    Lethiel
    1. rocmar
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      If it's just a placement issue it's easy enough to load up the CE and move stuff around.
    2. lethielnyrond
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      See, people say this, but it really isn't unless you already know what you're doing. I tried to do the first CK tutorial and my render window was all black and unresponsive, and I couldn't find out how to fix that either--just lots of people complaining that it happened to them too.

      The problem here is that the racks are supposed to spawn five bottles of what their parent tank is producing every week (purely for personal consumption, you understand) and the second one, at the moment, does not. I think that might be more complicated to fix anyway, but if you have any ideas, that would be great.

      Lethiel
    3. lethielnyrond
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      See, people say this, but it really isn't unless you already know what you're doing. I tried to do the first CK tutorial and my render window was all black and unresponsive, and I couldn't find out how to fix that either--just lots of people complaining that it happened to them too.

      The problem here is that the racks are supposed to spawn five bottles of what their parent tank is producing every week (purely for personal consumption, you understand) and the second one, at the moment, does not. I think that might be more complicated to fix anyway, but if you have any ideas, that would be great.

      Lethiel
    4. lefttounge
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      One thing i would like kinda fixed is the bug i'm getting, where my profit stays at 110 despite what i sell. I have no idea why this is happening from out of absolute nowhere.
    5. Galexpk
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      I fix it on the CK, i cant post the fixed esp because of permissions, but if you go to the CK, click the 2 rack, and on the script tab, the last one needs to get propper referenced into the second tank.
    6. lethielnyrond
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      Well, if I can get the CK working I'll certainly give it a try. Thank you!

      Lethiel
    7. lethielnyrond
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      I've just opened up the file in the CK. I've found a couple of other glitches that it warned me about (that I don't know how to fix), I've found a whole lot of drinks I didn't even know existed, but I can't find anything calling itself a rack, or a script tab. I'm sorry this response is so late, but if you're still around, could you possibly give me a little more detail?

      Lethiel
    8. Galexpk
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      I took a hard break from the game so i deleted everything related to skyrim, im returning slowly back (lol), i downloaded this mod again and i will try
      and take screenshots of the CK so you can see
    9. Galexpk
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      Open the mod on CK, https://www.nexusmods.com/skyrim/images/702339
      1 - go to the interior cell called HoneystrandMeaderyint02
      2 - select the red box thats over the second bottle rack, double click it carefully (so you dont move the square by accident)
      3 - now go to the script tab on the far right.
      4 - select the script
      5 - go to properties
      6 - change the reference to BrewTank02 (HMSBrewingTank)
      7 - press ok

      Save and enjoy.
    10. lethielnyrond
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      Thanks! I'll try that. (I'm also currently having a problem I've never had before, whereby whenever I try to approach Bjarne I CTD, but that must be something separate.)

      Okay, how do you load a cell so it shows up in the render window? Help is useless and I can't find the way.

      EDIT: I think I've done it. Now if I can only manage to hire the damn manager we might get somewhere...

      Lethiel
    11. lethielnyrond
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      It looks as if I'll never know. I was having the trouble with Bjarne before I did the CK thing. I uninstalled and reinstalled the mod, did the CK thing again, and started another new playthrough (several times), and now I CTD if I try to talk to Neldam. I don't know what's causing it, though I have my eye on a script which doesn't seem to exist and keeps cropping up in papyrus logs.

      I wish someone who knows more than I could get permission for a proper official port.

      I've now deleted and am redownloading the game. Assuming I can get it working properly, I'll re-port the mod, try your solution again and hope for the best. Thank you once again for your help!

      Lethiel
    12. lethielnyrond
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      Oh, by the way, is it possible you meant BrewTank02 (HSMBrewingTank)? HMS would be good if I were launching a ship.

      Reinstalled SSE and utilities, loaded up the bare minimum of mods, going in to check it out soon. *dons pith helmet* Wish me luck.

      Lethiel
    13. lethielnyrond
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      IT WORKS!!! I have my meadery back and rack two has bottles! (And on top of that, I have successfully done something in CK! A huge milestone!)

      Thank you!!!

      Lethiel
    14. Galexpk
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      Glad you got it sorted out :)
    15. Danix24
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      How do you make it work on SSE?
    16. scyth13
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      Lethiel, Gale, can you guys maybe upload the esp for SSE somewhere? Im not much of a modder, and seeing how Lethiel struggled demotivate me further about the idea...
    17. lethielnyrond
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      It ports across quite happily in the usual way. I use NMM (and I'm on the PC, by the way). Download it manually, optimise the textures using NIF Optimizer (full instructions on the page, but it's a simple one-click job). Install the mod, then open the .esp in Creation Kit. Change the name of some item (I just add a 1), then change it back straight away, and save. That updates the .esp to form 44. Then start the game, and there you are.

      There is a version up for SSE right now, ported by someone else, but it's (a) unauthorised and (b) doesn't download properly for some reason. I'm sticking with mine, for both those reasons. Porting someone else's mod should only be done for personal use unless authorised. I wish Funkonaut would come back. Skyrim needs this mod. (Also, there are tantalising hints among the files of much more that it was meant to do but doesn't...cocktails and such. I'd give a pretty to try those out.)

      Lethiel
    18. lethielnyrond
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      Interestingly, after I migrated over to Vortex the bug came back. I shall fix it again from your excellent instructions.

      Lethiel
    19. Danix24
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      I remember, 2 or 3 years ago, when I had this problem and tried to fix it. The first time I tried, I followed the ecact same steps you posted, but it did not work, the brew tank 2 was not producing bottles despite the reference being set to BrewTank02. I managed to fix it, but now after a long break from Skyrim I'm back in. 

      BUT, I have the exact same problem now. I triple checked and the reference is set to BrewTank02 but it's still not working. However, I don't have a clue on how I fixed it the first time. I know this tread has been down for a while, but do you have an idea why this is not working? 
    20. lordernwest
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      Don't know if you're still having those same problems, but I encountered the same issue. After a few hours of testing and trying to see if I had just goofed something up, I came to the realization that the script itself wasn't updating in a current game. Meaning, the fix worked in a new save, but not the old one. Now, I'm a bit inexperienced, so I apologize if I end up suggesting something stupid. But what I did was saved (from a spot outside the cells used in the mod), "disabled" the mod through Vortex, saved again, then enabled the mod once more, giving it a chance to open it as a fresh start. However, I've heard it multiple times that uninstalling or disabling a mod carries the risk of corrupting a save file, so I would say to do so at your own discretion. The fix outlined above by changing the reference back to the correct BrewTank is the way to do it. Thanks so much for the people who made this possible!
    21. Danix24
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      It worked! I made a backup save just in case, but it seems pretty stable for now. Thanks a lot!
  7. deadgrlzinc
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    Is there anyway to get the honeystrand quest to complete? 
  8. fckingloveskyrim123
    fckingloveskyrim123
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    really nice mod but there's something i dont understand

    last week i made around 400 gold per day with mead/mead/wine/liquor, then the trending changed, and i swapped shipping orders to make sure mead/wine/liquor are all in "up" cities. But then i continue to make 0 gold despite it was the right decision.

    anyone here experiences the same thing? changing the orders differently do nothing, still 0 gold
    1. damagedsandman
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      i experienced the same issue in my playtime with honeystrand on SSE a few years ago, no idea why it happened, but if i were you i would try reinstalling or redeploying your mod. Maybe that will fix it
  9. Mackers240
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    So I bought the meadery, and I have the quest objective "Repair and furnish Honeystrand Meadery" in my quest journal, but there's nothing for me to interact with at the meadery. I go there and the place is in ruins. There's only one door that looks accessible, but I can't interact with it. Is this a bug? Am I supposed to be able to use/enter this door?
    1. Kdoggg1971
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      Workbench is outside the wall near the front door.
  10. Alerios
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    Someone knows how I can hide the lines saying "Your meadery has made X ???" ?