Hey there. I think your house is a nice one, although there are some improvements that can be done. I've tested the 1.1 version dunno for the 1.3 .
What I didn't like in your mod :
-Invisible force wall near the waterfalls. -Water coming out from nowhere powering the water mill, that's not realistic . Only one room is not enough. At least one bed for a follower would be great . Being able to fast travel to it is convenient, but it's true that a bit o flore, even a small quest could be nice.
What I liked about your mod :
-The crafting area is really convenient. Good job on that. I like the disposition of the crafting workshops, and I especially like the named storage area around that room and the armory one. It's great to not have to go through a ton of armors when you're looking for one light armor set for exemple. When you're like me and you keep a lot of stuff it get's messy . -I liked the cozy feeling of your interiors. -I liked the location too. Nice view to chill out .
So congratulation on your mod. It's some nice stuff. I hope you can improve it a little bit more to make it even better
Well, it definitely does have some problems, but overall I think it is a good start and a good location. Personally I would like to see some of the excess stuff just trimmed-down or completely removed so that it feels like a real house that could sit at that location. As it is it feels so big on the inside that it's a bit like a pocket-universe house (feels way bigger on the inside than it looks on the outside). Navmesh is definitely a must as well as my NPC just stand there and won't do anything or even really move around.
Hope you refine this and make it a really nice home. (Would also love to see 'walking" access from both the north and south sides. It would really nice because from this location you could then fairly easily walk/ride to Whiterun, Riverwood, Falkreath, and Rorkistead)
Its a nice place and location I like it up high personally I think it has way to many chests and not enough weapon racks but then again I got tons a weapon..
this mod is very good ! just finish it. some more navmeshes and details. many of those who critice you are not even able to make a simple mod so do not care about them. your mod is good now make it perfect
hmm i guess up to this point i can't really recommend the player home.
here are some points i want to adress:
- the issue for NPCs to be not able to enter the home most of the time needs to be fixed - up to this point there is not much effort put into detail; most rooms appear empty, there are many unused surfaces and many places like the area in front of the indoor pool, were i think "why is there no bench here or a shelf for people to put their clothes on", you included every basic element in each room, next up you need to give these elements a story to create a lively ambience. (the comments about "a lot of effort into detail" stated in that presentation video listed below is just rubbish; don't listen to that if you want to make you home worthwile) - the backyard appears very unsteady (due to the bulging mountain below) and empty; you may wanna have an even ground at some pount so people feel like being on a solid built surface - the home lacks completely in immersion; there is no legit way to get up to your home but fast travel; that saddens me greatly - movement inside the home could be more smoothly, i constantly feel like i'm nudging against something or get stuck on ladders; if it happens to me already, i don't feel like bringing companiens in; - there are invisible walls at the little riverfall; one cant cross the tiny stream cos some invisible force is holding you back - every object (especially on the outside) just seems to be there because you thought "that's a cool idea; i wanna have something like that" but it's not merged together properly
overall it's still very rough around the edges and not properly merged together, but i see this being a nice player home with some more work put into it
what i did not check on:
-NPC idling; are there enough idlespots? do they get stuck? do they act in a various of ways?
you may wanna keep an eye on that in advance
still i enjoyed looking into it;
cheers
EDIT: if i just failed to find the actual way up to the home, tell me were to find it, thanks
With all due respect, many of the problems you've experienced I didn't even notice or even have.
It's true I made the video possibly too early from the house's launch, but I've been using the house regularly throughout my test playthrough, and I still stand solid to every point I made in the video.
For me, the interior seems absolute and decorated nicely (Apart from the grass bug, which ended up actually being my fault - skyrim.ini issue).
the reason for our diverging opinion may be that i'm applying higher standard from an immersion-, design- and NPCsupported-standpoint whilst you just say "oh there's a house. that's nice"; but regarding very well received player homes on the nexus there is much more to it.
let's have an example for you and the map creator to improve his work:
the kittchen; basicly houses two cooking pots, a shelf and some wall-faced counter on the opposite side. regarding the main hall there are about 5 people to eat here. unless you want to server soup every day there is no way to cook for 5 people in here (-> not so ideal); where do i prepare the meal? there is no table whatsoever to get things done (-> not so ideal) evertime you want to get meals up to the main hall you have to climb a small ladder, wanna have some hot dinner in your hand while doing that? (-> not so ideal); open your map and look where you are, far off from any major city, that means you wont be able to go to the supermarket every day, now look at your kittchen -> there is no noticable storageroom for food connected to the kittchen at all -> you would starve to death within a weekend (-> not so ideal), and one of the major issues; next to the kittchen there is the smithing area (again a very empty room) and it's ONLY access is thru the kittchen; not only will all the smoke cover the shelf of eatables next to the door, but every coalcovered dusty man leaving the smithy will walk right thru your dinner; would you want that? (-> not so ideal)
these issues are nothing about opinion; it's design flaws and facts you have to consider when doing an appropiate home in an immersive roleplaying game. if you neglect these points you are fine with a shed and every obstacle in one room.
despite these issues being with about every room i still find this to be a promising start of a fine player home and (to the author) i hope you don't get lazy with it just because some people don't review your work properly. I say you are about half way there. Keep it up.
Im working on a more detailed version ( patch ) ... but this is my first mod and your standards are to high .... but i thank you for the notification and i will not forget your notes. ...and i thought the integrated dwemer system ( takes the energy from the mill and the water wheel to heat the forge and the pool ) was detailed but you never refered to it. so dont just add negative notes and decrease your expectations.
bloodlyflags2
PS: sorry for my bad english its not my native language so dont insult me if i write something wrong.
23 comments
What I didn't like in your mod :
-Invisible force wall near the waterfalls.
-Water coming out from nowhere powering the water mill, that's not realistic .
Only one room is not enough. At least one bed for a follower would be great .
Being able to fast travel to it is convenient, but it's true that a bit o flore, even a small quest could be nice.
What I liked about your mod :
-The crafting area is really convenient. Good job on that. I like the disposition of the crafting workshops, and I especially like the named storage area around that room and the armory one. It's great to not have to go through a ton of armors when you're looking for one light armor set for exemple. When you're like me and you keep a lot of stuff it get's messy .
-I liked the cozy feeling of your interiors.
-I liked the location too. Nice view to chill out .
So congratulation on your mod. It's some nice stuff. I hope you can improve it a little bit more to make it even better
Hope you refine this and make it a really nice home. (Would also love to see 'walking" access from both the north and south sides. It would really nice because from this location you could then fairly easily walk/ride to Whiterun, Riverwood, Falkreath, and Rorkistead)
i guess up to this point i can't really recommend the player home.
here are some points i want to adress:
- the issue for NPCs to be not able to enter the home most of the time needs to be fixed
- up to this point there is not much effort put into detail; most rooms appear empty, there are many unused surfaces and many places like the area in front of the indoor pool, were i think "why is there no bench here or a shelf for people to put their clothes on", you included every basic element in each room, next up you need to give these elements a story to create a lively ambience. (the comments about "a lot of effort into detail" stated in that presentation video listed below is just rubbish; don't listen to that if you want to make you home worthwile)
- the backyard appears very unsteady (due to the bulging mountain below) and empty; you may wanna have an even ground at some pount so people feel like being on a solid built surface
- the home lacks completely in immersion; there is no legit way to get up to your home but fast travel; that saddens me greatly
- movement inside the home could be more smoothly, i constantly feel like i'm nudging against something or get stuck on ladders; if it happens to me already, i don't feel like bringing companiens in;
- there are invisible walls at the little riverfall; one cant cross the tiny stream cos some invisible force is holding you back
- every object (especially on the outside) just seems to be there because you thought "that's a cool idea; i wanna have something like that" but it's not merged together properly
overall it's still very rough around the edges and not properly merged together, but i see this being a nice player home with some more work put into it
what i did not check on:
-NPC idling; are there enough idlespots? do they get stuck? do they act in a various of ways?
you may wanna keep an eye on that in advance
still i enjoyed looking into it;
cheers
EDIT: if i just failed to find the actual way up to the home, tell me were to find it, thanks
It's true I made the video possibly too early from the house's launch, but I've been using the house regularly throughout my test playthrough, and I still stand solid to every point I made in the video.
For me, the interior seems absolute and decorated nicely (Apart from the grass bug, which ended up actually being my fault - skyrim.ini issue).
But of course, you are obligated to your opinion.
the reason for our diverging opinion may be that i'm applying higher standard from an immersion-, design- and NPCsupported-standpoint whilst you just say "oh there's a house. that's nice"; but regarding very well received player homes on the nexus there is much more to it.
let's have an example for you and the map creator to improve his work:
the kittchen;
basicly houses two cooking pots, a shelf and some wall-faced counter on the opposite side. regarding the main hall there are about 5 people to eat here. unless you want to server soup every day there is no way to cook for 5 people in here (-> not so ideal); where do i prepare the meal? there is no table whatsoever to get things done (-> not so ideal) evertime you want to get meals up to the main hall you have to climb a small ladder, wanna have some hot dinner in your hand while doing that? (-> not so ideal); open your map and look where you are, far off from any major city, that means you wont be able to go to the supermarket every day, now look at your kittchen -> there is no noticable storageroom for food connected to the kittchen at all -> you would starve to death within a weekend (-> not so ideal), and one of the major issues;
next to the kittchen there is the smithing area (again a very empty room) and it's ONLY access is thru the kittchen; not only will all the smoke cover the shelf of eatables next to the door, but every coalcovered dusty man leaving the smithy will walk right thru your dinner; would you want that? (-> not so ideal)
these issues are nothing about opinion; it's design flaws and facts you have to consider when doing an appropiate home in an immersive roleplaying game. if you neglect these points you are fine with a shed and every obstacle in one room.
despite these issues being with about every room i still find this to be a promising start of a fine player home and (to the author) i hope you don't get lazy with it just because some people don't review your work properly. I say you are about half way there. Keep it up.
Cheers
...and i thought the integrated dwemer system ( takes the energy from the mill and the water wheel to heat the forge and the pool ) was detailed but you never refered to it. so dont just add negative notes and decrease your expectations.
bloodlyflags2
PS: sorry for my bad english its not my native language so dont insult me if i write something wrong.
What do you mean by "it reminds me something"?
Also,tell me why SKSE is needed too please? (I have it ofc but I 'd like to know the reason)
btw, the script is an official Bethesda script. You can look it up on the creation kit website.