Skyrim

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  1. RelicDuDe
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    Could you make your home compatible with this mod ?... that would be great...


    Hearthfire multiple adoptions found here: http://www.nexusmods.com/skyrim/mods/29249/?
  2. RelicDuDe
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    Its getting better and better. I didn't know this mansion could be improved, but i was wrong. Thanks for this... Again.


    Emily will be very happy, I'm sure....
  3. LordXayd
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    Hello all,

    I'm just wrapping up 1.80 now.
    I've fixed some minor stuff and added the requested Nightingale Sword.
    But the notable addition is a Mountainside Balcony accessible through a Mine Shaft.
    I did originally want both of those in the mod, but i was unsatisfied with the visual clutter.
    But I think I've found a subdued solution that only adds to the house's vista.
    I will play with it tonight to make sure everything is happy and then upload it.
    1. Khalifrio
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      Sounds cool, looking forward to checking it out.
    2. Theskylord
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      I've tried 1.8 and I didn't really like new changes. Went back to 1.6 because:
      1. I've grown fond of the mod as it is. Small, cozy and not too complicated. Addition of Mine Shaft and Balcony made it look quite different.
      2. Entrance to Mine Shaft just doesn't fit to the cellar and looks quite strange, especially with wind animation near doors. Whole Mine setting differs a lot from the rest of the home and music inside is really creepy.
      3. Balcony provides nice view but I don't think I'll spend too much time there. Since I don't use Fast Travel I doubt I will visit it that much because I would have to go through creepy Mine Shaft.

      I know you made it to your personal preference but there will always be someone that wont agree with changes. This time it's me . At least I can thank you for giving us a choice so everyone can pick a version that suits him or her the most.
    3. LordXayd
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      Honestly, it was those very reasons these features weren't in the original house.
      I just wasnt happy with my early attempts.
      The end result in 1.8 was the most subdued I felt I could make it.
      For me, the end result was more positive than negative, so that tipped the scales for me.
      I could of course ditch the mine shaft altogether and make it a simple dwemer passageway, maybe with some cool looking pipeworks seemingly stemming from piping in the Standing Stone room.
      That would brighten up the house interior and pathway, but the Balcony itself would remain largely unchanged if changed at all.
      If more folks are on that bandwagon with little to no favor of the mine itself, it would be a relatively easy change.
    4. Khalifrio
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      I wasn't going to say anything because I felt like I was dominating this comments section but I am wondering if I am the only one with this bug. I go into the basement to use one of the shrines and when I leave my followers get stuck in there. Instead of heading to the door they go to the corner with the light switch and try to run through the wall. I use two different followers and they both do it either singly or together. The only way to get them to leave the basement is to fast travel to some where a distance away from RO. This started with 1.8.

      As for the mine you know my thoughts on that issue. Personally I am going back to 1.6. The only thing I am going to lose is the Nightingale sword you added to the merchant.

      At this point RO is where my followers live when not out and about with me. Until I can safely figure out how to edit RO to my tastes with the CK I will continue to live in Breezehome Fully Upgradable and just visit RO to see my followers or use the shrines, Nocturnal's specifically.
    5. LordXayd
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      Weird.
      The basement is actually a separate zone, completely independent.
      Also, untouched in this update.
      In fact, that was the only cell that received no activity.

      Hehe, Nocturnal
      You know, originally when I put that in, I didnt realize that it was a shrine.
      It was not in the shrine category and was intended to be window dressing to offset the Centurion.
      Always nice to have a bonus.
    6. Khalifrio
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      What can I say, I like sneaking around and putting arrows into bad guys backs or fronts as the case may be. The other day I killed every bandit in Knifepoint Ridge without being spotted. I sniped most of them from a high spot on the rocks outside of the camp. The last few I had to go into the camp to finish them off.

      I don't know what to tell you but when I went back to 1.6 the issue in the basement went away. Both followers left through the doors when I did. 1.8 they go spastic and try to go through the wall over by the light switch. I know this because one of the followers, Selene Kate, has a MCM menu command to teleport right to her. I appear in the basement and she is there running into the wall.
    7. Theskylord
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      I was thinking about what could improve Mine Shaft and Balcony. Even if I don't like them I can still offer few suggestions. Just to let you know beforehand that all my suggestions are on immersive side

      1. Entrance to the Mine could be hidden from plain site. For example a door behind a double cabinet, or behind stone that opens up with nearby mechanism. Let's say that her previous owner kept some stuff hidden from his servants
      2. It doesn't have to be a Mine or look like a Mine. It could be a cave with a little underground stream (we have a waterfall outside) which intersects with ancient dwemer road. Road has caved in, and the only part left is the one that leads to the lift mechanism. Ore veins could be put near ruble and that little river stream could be made to go somewhere bellow the ruble, disappearing in the dark. There is no need for other sounds except the sound of the water.
      3. Now, when it comes to the Balcony I think it should be more concealed and not so open, like some sort of dwemer lookout hidden from outside. If I had the skill with CK I would probably made something with see-through glass, hot bath (there goes immersion out of the window ), wine cabinet, double bed etc.. a place were you could bring your har...ahem...mistress for a little romantic gateway .
  4. Khalifrio
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    I just had a thought. Since the General Merchant outside sells the unenchanted Nightingale Armor and Bow is there any chance of getting the sword as well?

    It's too bad there isn't a mod with a dagger and matching circlet for the Nightingale set. I normally play a Duel Wielding character and not a fan of the whole hood and mask getup.
  5. Khalifrio
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    After watching the girls in the bar area for a day or so I have more information on their wondering ways. Something is up with the vendors scripting. When the Bard sings a song the Vendor will some times get up and go outside and stand on the bridge. She is either swaying to the music inside or clapping like the song had ended. Then she will go back inside. On rarer occasions she keeps walking until the song is over then turn around to come back. This can place her almost to Whiterun.

    The Bard has disappeared once and was gone for two or so days before she showed up again. Not sure what caused her to do so.
    1. LordXayd
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      Sadly, I cannot refine their behavior anymore than I already have. Short of rigging it so that they simply cannot move. They're both Essential, so they wont be killed if they wander outside for a little while. I have seen the Innkeeper step out onto the deck rarely and then go back inside. I can only attribute this to Gamebryo weirdness.

      I have noticed a few things that could use a tweak, upgrade or addition.
      It's all pretty minor except for the Innkeeper's lack of replenishing her coin.

      I'm going to keep on playing it for a while and then I'll make some upgrades.
    2. Khalifrio
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      That's cool. Just passing along the info on what I had observed.

      There are times I would like to have the Bard wander out to the Blacksmithing area and sing for me while I am leveling up Blacksmithing. LOL

      No no, I'm not asking you to do that. Just a idle thought.
    3. Khalifrio
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      Some more info for you. Its not just the vendor that is leaving when the bard starts to sing. I have two followers living in the house and they got up out of bed, they were sleeping, and walked out to the road and stood there for a few minutes. So it has to be something with the bard. I thought at first it was one of my other mods but this does not happen in the Hearthfire houses, I built one just to check.

      OK, on to other things.

      When I try to use the oven I get no recipe options, the list is blank. The cook pots work fine.
      Is the churn supposed to give you butter or is it just for decoration?
      How do you place things into the boxes/troughs out by the forge? Every time I try to drop something into them it ends up any where but in the boxes.
      Followers keep getting stuck coming up the stairs to the bridge from the road. Any chance of some kind of wall or railing so they can't get to the sides of the stairs? I have been getting around this by fast traveling or using the spell to get to the house so its not a major issue with me.
      And finally Horses. I just got into using horses in game. Any chance of some kind of stable for them? It would probably have to be across the road since room is limited on the house side.
    4. LordXayd
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      / I used a standard tutorial to create the bard. Not a copy or anything. Pretty basic stuff. Not sure what to say on that. I'll entertain modder suggestions if it's breaking anything.
      / The churn is just for decoration. Not that I use them, but my understand is that you "loot" them and they disappear. I didnt want that.
      / Oven: Honestly, I've never baked anything. I'll make some inquiries with a person who does.
      / Regarding the troughs, typically objects are displaced when an original object you looted respawns. In this case, there are no original objects. Those troughs are just static objects. I have never tried putting anything in except dynamo cores. I sized the troughs specifically to support exactly four cores. If cores are displacing for you as well, I would suspect a local issue. My cores nest there pretty reliably. In fact, it's the 2nd time I've put such a thing in and it never glitched up on me.
      / I think I know what is causing the stairs glitched. If memory serves, I navmeshed a side they cannot scale vertical. That will be a simple matter of removing some unnecessary triangles. Though they probably wont descend the side of the stairs quite as smoothly in the future. Still, a good tradeoff.
      / I thought about the stable thing, but there just wasnt any room. And it's not like you can post your real horse there. In Hearthfire, the only horse that inhabits the stable is the one that you purchase through the steward, which I dont have in this house. Now if I was going to add something in along those lines, what I really wanted was a tilling field for a much larger planter solution. But I was concerned that the overland (outside area) would start looking cluttered and I believe in Less Is More. Also, I did my level best to rig it that the housing footprint least impacted the traversable landscape to avoid pathing and scripting conflicts for NPCs that were intended to cross the land I just terraformed.
    5. LordXayd
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      So my user tells me that the Oven's Food menu that displays recipes is functioning normally. She suggests that you confirm you can see the Food menu.
    6. Khalifrio
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      I activate the oven and the menu pops up but there is nothing there. I try the cookpot and I get the menu with a selection for Food. I try at my Hearthfire house I get the menu at the oven and the Food listing. So, I tired a few more things. Moved Rapids Overlook to last in my load order. No change. I then went and removed the one follower mod I had that I knew added a recipe or two. No change. So I then removed Rapids Overlook totally and made a clean save. Re downloaded RO and installed it. I was thinking maybe the download dropped a file or two. It has happened. No change, still no Food listing for the oven.

      So it has to be one of my other mods or something. I'm going to start a new character and remove the few other housing mods I have. If that doesn't fix the problem I am going to have to go through all 100 plus mods I have so we can find the issue and you can add it to your non compatible list. I honestly can't see one of the non housing mods doing this unless its one of my crafting mods but those should not have anything to do with the ovens or any food recipes and affect just your mods oven.
    7. LordXayd
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      I did also test the oven myself, eventually. And it is working for me.
      I did fix a few other bugs that I'm readying for the next rev.
      But I'm toying with a few add-on ideas before I upload it.
    8. Khalifrio
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      OK, I fixed the issue but I have no clue how. I disabled all my other housing mods and started a new game with RO as my only house mod. Everything worked fine. I then did a save and closed the game. I re enabled my other housing mods one at a time trying to find the one that was causing the issue. I got them all activated again and everything is still working. I don't know what to think because all my mods are back in the same load order I had when I was having the issue. None of the housing mods asked to over write any of the others. Left me scratching my head and muttering "that's just bloody odd". So I checked the last thing I could think of. Switched out my save files for one of my other characters I was having the issue with. It worked fine, mater of fact all my other characters work fine now.

      All I can figure is something had not loaded correctly and when I disabled then re enabled all those mods it worked like it was supposed to. *shrug*
  6. Khalifrio
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    I was looking at a new mod that sets up a actual shop stall for your spouse to sell items from in the towns market square, assuming you live in a town. That mod also allows you to give your spouse loot to sell in that shop.

    So, of course I had a idea, yes I know that can be dangerous. How hard would it be to set it up so that your spouse actually tends the bar during the day instead of that imaginary shop they are supposed to have? Turn the place into a actually business. If not the bar maybe a set up a counter out in the blacksmithing area and have your spouse hang out there during the day selling stuff?
    1. LordXayd
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      Are you talking about this? http://skyrim.nexusmods.com/mods/35305//?
      That actually looks pretty cool.
      I think I'm going to give that one a try.
      It would of course be independence of the house though.
    2. Khalifrio
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      Actually its not. I was looking at this one.

      Storefront by Arthmoor
      http://skyrim.nexusmods.com/mods/47712//?

      The flaw is you have to live in town with your spouse, or one of the hearthfire homes. I have Hearthfire but do not use those houses at all. The locations suck and they are cluttered to no end. I hate excessive clutter.

      I'm not looking for a store to run myself. I was looking to get the spouse something to do besides sit in the house all day long. Not a good idea with your house mod and those two sexy woman that hang out there all day. Who knows what I might come home to find going on.
    3. LordXayd
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      Oh my.

      I would not know how to replicate what Arthmoor did for use in this house.
      If I dont completely understand a thing, I'm hesitant to include it.
      Tracing issues and preventing prospective ones is pretty difficult in a case like that.
      You could ask Arthmoor to include this house, but I dont think he's taking requests of that nature.
      I might try that mod myself though, have the spouse just live in the Breezehome or something.
    4. Khalifrio
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      I just got married for the first time in a long time in Skyrim. Decided to try something new and married Senna from the Temple of Dibella. She is a looker once you get her out of that hooded robe and into some normal clothing. Whats not to like about a relationship with a Priestess of Dibella, I bet the honeymoon is going to be very educational...LOL. Moved her into Breezehome and presto, she runs the shop at the market area. Now to go find some loot for her to sell for me.

      Update: I tried moving my spouse to Rapids Overlook and it caused all kinds of problems relating to the Storefront mod. So she gets to stay in Breezehome for the time being.
    5. Khalifrio
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      If your going to be using Breezehome I suggest you give Breezehome Fully Upgradable a try. It will give you a chance to see what I was talking about with its crafting storage system.

      I am using Breezehome for the wife and maybe kids for now. Oh and any crafting I do. Rapids Overlook is my base of operations for my merry band of adventurers and I. Our armory and trophy hall. The followers live there and we hold parties when we return from a rough outing.
  7. RelicDuDe
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    Absolutely great house. has everything one could want, and if the bed gets fixed, my Dragonborn doesn't have to kick the kids out of bed when she wants to sleep..

    Plenty of space, all crafting available, a great spot where the house is placed, and lots of storage. I can see that a lot of thought went into making this. All my other houses are now uninstalled, because i never want to move again.

    Great job... everyone should want to live here..

    One minus which could be helped quickly, is that i stashed my daedric armor on the mannequin outside and it was gone the next day. a few of the mannequins just inside the front door on the right where floating a meter upwards after a few days. but that could also be from the "Female mannequins" mod. not sure.

    The spell to get home is the finishing touch, the cherry on the pie.. and the icing on the cake... well.. you get the point..

    I don't endorse quickly, but this house is definitely endorsed.

    RD
    1. LordXayd
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      Thanks Relic.
      I jetted off to the real Bannered Mare and fast forwarded time 3 days.
      Upon my return, my outdoor mannequin still had its gear on, as did all my interior ones.
      And I do use the Female Mannequins mod.
      If other folks start seeing this, I will manually recreate all 10 of them.
      The floating mannequin thing is part of the wandering mannequin issue. If you rezone, they should be back into position. Hopefully this wont be a problem with TES6.
    2. Khalifrio
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      At first I had the ugly wooden manikins even though I was using a mod to change them into Nord Females. Turns out I had a older mod that did not support Hearthfire and I suspect the Hearthfire manikins are the model LordXayd used in this mod. I went and picked up his recommended manikin mod and it worked. I also picked up Wandering Mannequin Fix he recommended as well because I had manikins all over the place. Those two mods solved all my issues at that time.

      Long story short, I had the same issue Relic did with missing armor. While he doesn't say if his armor was gone or still in the manikins inventory but not being displayed, mine was in the manikins inventory. To fix it I had to take all the armor from the manikins and zone away from the house, I went to Whiterun. Save my game, shut it down then relaunch. Went back and put the armor back on the manikins and the problem was solved. I think its a glitch from leaving the armor on the manikins and then applying the update to the mod.
  8. LordXayd
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    Alrighty, 1.6 is up.
    1. RelicDuDe
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      Ill be sure to download quickly. One last minor detail: When you enter the master bedroom, and leave the door open, you cant get past to the inner balcony. Emily likes to sit there to get some downtime...



      Oh, i added some screeny's...


      RD

      /Edit: Never-mind, you seem to have fixed that bedroom problem already... and the bed works now... Thanks.
    2. Khalifrio
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      Gave it a run through last night and you got all those pesky little annoyances fixed that I had found. Good job, thanks!
    3. Theskylord
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      Works like clockwork. Good job !
  9. Zephyr1
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    Downloaded/installed/tested only file listed on 11/24/13 @ 7pm EST (V1.5)
    I really like this mod it is a nice minimalist house with everything you need and nothing you don't. However, at the time referenced the bed says "Owned" if this can be fixed I will use and endorse, but if I cant sleep in my own bed...

    Keep up the good work and I hope you can find a solution to be bed problem.
    1. LordXayd
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      Hi Zephyr,

      I believe I have addressed everything and will be uploading the tested rev tomorrow.
      Thank you for the appreciation.
  10. LordXayd
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    Ok Guys,

    I have resolved the following:
    ----------------------------------------
    / Owned Bed in Master Bedroom.
    / Kitchen vendor not selling clothing.
    / Blacksmith not selling Nightingale armor.
    * They had been working for me because my character had the perk that enabled all sales categories for all vendors. But they've been properly defaulted now.
    / Entry room shadow texturing issue --> Removed shadow effect.
    * This is apparently a combination of a shadowing change in the game and other custom placed lights I have around the room.
    * The kitchen shadows also, but not nearly as noticeably, so I left that effect in place.
    / I ran the TES5edit cleaner on the mod.
    / I replaced several food/drink items tagged as "Steal" with unclaimed versions.
    / I ran the FaceGen fix for all three NPCs.
    * Apparently this happens with any custom created NPC.
    * I was not experiencing this issue, so I will need those that were to confirm the fix after I upload the new rev.
    1. Khalifrio
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      Are the fixes in the available version 1.5 download? If so then its glitched. The only thing I found fixed was the bed. I still have the odd shadow effect. The food vendor has less items to sell than before, down to four(three kinds of wine and plain ale), and still no clothing. And finally the blacksmith still does not have the Nightingale armor. The only Nightingale item he has is the bow.

      Trying my best to test this out for you. Since I am going nuts making new characters to check out Live Another Life's start options I will give a look with a fresh save/character.
    2. LordXayd
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      No no, I havent uploaded anything beyond the initial file.
      It's my plan to upload it on Monday after a full weekend's test and revision.
      I'm currently fixing stuff as folks are mentioning it.
      I will put up a change log after I upload it.
    3. Khalifrio
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      OK, I'm eagerly awaiting the file.

      It's odd the Master Bedroom bed is OK at times and then others it says its Owned.

      A little more info on the wandering Food Vendor. I found her gone again after coming back from the basement. Went looking and found her on the road to Whiterun right in front of the Pelagia Farm, same place I found her before. I followed her this time. She will walk back towards the Meadery then hang a right and go around the to the back of the Meadery and head straight towards the stairs to the wooden bridge that leads to Rapids Overlook. She gets hung up on the rocks behind the Meadery though. After some time she gets past the rocks then gets stuck to the right of the stairs leading up to the bridge to the Overlook. After a bit she figures this out and makes it back inside.

      Makes you wonder if she is having a fling with one of the Whiterun guards or one of the farm hands at the Pelagia farm.

      Update: I was at the house several hours later and observed a Thalmore patrol come down the road from Riverwood. Instead of following the road they too went off road and then turned and walked behind Honningbrew Meadery. I'm wondering if the nav meshes for the road got messed up some how when the house was added to the game.
    4. LordXayd
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      I think I'm just going to have to chalk that up to standard Gamebryo weirdness. I ran Jordis over the path many times. She does have a tendency to dart around on alert, making it harder to get her to walk straight, but it did seem like she was having a possible NavMesh issue across one cell line.

      In the kit, it looked perfectly fine. I went ahead and remeshed it anyway and it seems now like she's pathing more fluidly. But honestly, a properly finalized cell triangling is pretty easy to visually confirm in the kit. And it really doesnt look anymore perfect now than it did before. So it's most likely just the game engine being itself.

      http://i23.photobucket.com/albums/b396/Devastation74/MeshRO1-02_zps4fecc29b.png

      You see that green plus? That's where 4 cells are meeting each other, right in the center of the walking path. The red triangling all over the place is the NavMesh. Triangles in one cell cannot cross over to another. You can line them up, but they cannot connect directly.

      An NPC cannot traverse two NavMeshed cells (unless there's there a patrol path defined, but that's irrelevant to this explanation) unless they've been "finalized". Meaning, bandaided together via that bolded green lining. So it does make it pretty easy to confirm that you're good.

      I do actually have an "unbound" cell line, but that's in relation to the deck NavMeshing in the back. In that case, it needs to not be connected.