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mrpdean

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mrpdean

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  1. mrpdean
    mrpdean
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    These are all of the original source files for the Lakeview Manor Evolution mod.

    Some of the included resources are:

    All of the modular architectural meshes that I used to reconstruct the manor
    Numerous custom furniture meshes
    The unique ingredient display system
    Numerous other custom displays for unique items
    Numerous unique clutter items
    A tonne of other things that I'm too lazy to mention, there are around 600 custom meshes included
    There will also be some meshes which were still a work in progress or experimental so these won't appear in the original mod but I've kept the files in this resource pack anyway

    Feel free to use any/all of the resources it contains for your own projects.

    You can also use the included .esp file as the starting point for creating your own Lakeview Manor mod. Feel free to modify, remove, extend or fix anything that I have done in the original Lakeview Manor Evolution mod to create your ideal Skyrim home.

    Note: The .esp file is in an unclean state to make it easy to edit to interior of the manor. Otherwise it's virtually impossible to work on the interior if all the original items are still visible. This means that you should go through the mod cleaning process before uploading your own creation to Nexus.

    All that I ask is that you drop me a credit if you do use these resources. You should include the credits for the other modders resources I've used to create Lakeview Manor. You can find the list on the Lakeview Manor Evolution mod page.

    Also, if you do upload your own modified Lakeview Manor based on the included .esp file please let me know via a PM and I will add a link to it here and on the Lakeview Manor Evolution mod page.
  2. DianaTESGotH
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    Thank you for sharing these resources. I look forward to playing around with them in the CK.
  3. Moosmupfel
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    Can someone help me? I use the ressource of the ingredient system for my own version of the house mod and somehow it doesnt work the way it should. I linked all the needed scripts (lvlingredientdrawer, lvlingredientworker, lvlingredientmaster and the part of the lvlinitialierscript with the SKSE detecting) at the right places and so far almost all works. SKSE got detected, entering the cell shows the drawer empty and when I put an ingredient inside it shows the full drawer version. But somehow the autosort doesn't work. It only works if I manually put an ingredient already into a drawer and then it only works for this one. Otherwise I always get the notfication message "failed to sort ingredients". I know it must be somewhere the problem with the lvlingredientworkerscript since there the sorting part with the debug notification is written in, but I can't find the exact cause of the problem. It maybe is also related to SSE because even with the original lakeview ported to SSE I have the same issue. Any ideas what to fix in the script?

    Edit: Nevermind, found the issue already by myself. In the mod you have to put the ingriedients in the sortbox first and then click the activators.
  4. Novafoxay
    Novafoxay
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    You are an absolute saint and I couldn't have continued my Lakeview manor without these resources, thank you from the bottom of my heart.
  5. tsunshine
    tsunshine
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    Thank You MrPDean. I am inspired by all of these fantastic resources that you have kindly shared here. I think it will be a while but I hope to have something to share with you using these resources in the future.
  6. Taiine
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    Oh man, could you make a version of all the doors that can open up wide so you can like access the stuff behind it like you did with the display cupboard door? And do the door for the diff heights of the cupboards? I been after such doors for the shorter bookshelvs and cupboards for ages along with wanting more doors you can just open up side vs ones that crack open designed to be containers.

    Also the doors, include a version that has the full hinge so we can attach it to other objects?
  7. intgl
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    such a quite good mod ,even BETTER than Lakeview Extended - Hearthfire .
    but here I need you another permission , you said I can translate and modify you mod on my own use .
    but i think you just worried about multi-version of your mod in Nexus .
    if you accept my permission , I ll put it up in 3DM (a CN forum http://bbs.3dmgame.com/forum-685-1.html) skyrim forum IN YOUR NAME when I finish translation and modification , let More CN player know your mod and rate it . and I Never put it in ANY Other site (such as Nexus),
    If you refuse it , I will Comply with your Permissions for my PERSONAL USE .
    Sincerely waiting for your reply.
    1. mrpdean
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      Hi intgl, i'll pm you about this request.
  8. sa547
    sa547
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    I've been using your mod kit for a very big project that's taking several months, but I'd like to say thank you for this. The bits and pieces from your kit gave me a lot of ideas.
    1. mrpdean
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      You're welcome. More bits and pieces coming soon
  9. Kuma0
    Kuma0
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    Just wanted to say thank you for this awesome resource, brilliant move cutting up the pieces into tilesets.
    1. mrpdean
      mrpdean
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      You are quite welcome
  10. DarthScythan
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    I never understood how one can even begin somewhere in a pre-made by Bethesda house, when I open Lakeview Manor cell in Creation Kit, all I see is the dozens of overlapping furniture that triggers when built. How can I disable these furniture and other objects that I don't want to see without removing them?
    1. mrpdean
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      Hi DarthScythan,

      Yes it's a bit overwhelming when you first open a Hearthfire cell in the CK. You're seeing about 6 different houses/layouts all piled on top of each other. If I were you I'd just delete them so that you don't have to see them when working on your mod. Unfortunately there is no way to permanently hide them in the CK. You can temporarily hide them but you would have to do this for every item, each time you opened the CK. Deleting them is safe as long as you remember to clean your mod before releasing it, using something like TES5Edit. Part of the cleaning process is undeleting and disabling all the things you deleted when working on your mod.
    2. DarthScythan
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      Thanks a lot for your response! That'd be my approach, but I suppose I needn't worry about breaking the build script if I'm setting your mod on Active for overwriting, I mean if I disable your mod with my modifications it'd just be back the same way it was before right? With the Hearthfire vanilla build options etc.
    3. mrpdean
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      That's basically correct though you would also need to remove two of the scripts included in my mod relating to the questline for purchasing the Lakeview land off the Jarl etc. Other than that, yes, it should all revert back to vanilla.

      Just one other thing to be mindful of when deleting things. There are a few things (markers, referenced items such as beds and doors) which are all required to keep the Hearthfire adoption and spouse moving scripts functioning. So just be careful that you don't delete any of those if you want adoption to continue working properly.
  11. mrpdean
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    Hi all,

    Quick preview of the new, completely over-the-top, OCD friendly ingredient storage that will be included in the update of this modders resource:



    More details on other changes and additions which will all be included in the next update on the mod post.