- Repositions some elements of the Foyer to prevent a bug where controls would be disabled when entering Fyr Manor. -Adds actual Hearthfire Multiple Adoptions support (HMA is not a requirement for this mod, though, but it is the only way to move kids there.) -Related to the above, added a sixth bed to the nursery so you can have the full HMA 6 kids. One of them has to slum it on a bedroll, though. -Fixes the Ore Veins in the Enchanting Lab and the Soul Lab. These ore veins should be inifinite now, but if that doesn't work due to mod conflict, use the button near the Enchanting Lab Geode Veins to swap them for Activator-based replicas which will be infinite. -Adds storage to the Kitchen and Enchanting Labs -Tweaked the lighting in the Armory to be less dark. -The greenhouse now works, like, at all. -Added some collision volumes to a few places it was possible to fall outside. -Tweaked the weapon display plaques in the Armory and the Hall of Achievement to just barely off true, because as far as I know display activators don't work right with exact 90 degree angles. -Added some context-sensitive Vampire furniture to the bedroom. When you're a vampire, the bedroom will have a coffin to sleep in and a Blood Barrel that will give you one Blood Potion per day. -Changed the wolf spawn points by the entrance to prey animal spawn points, so you don't have to fight wolves every damn time. -Modified the starting quest to only kick in after you've discovered three locations, so it doesn't spawn in during the opening cinematic. It will also keep placing the Sehtic Teleport Orb near you every sixty seconds until you pick it up, in case it spawns in an inaccessible place. -The Sehtic Teleport Orb is now counted as clothing (Just slot 60, and it automatically unequips) so you can hotkey it. It's also a quest item now. -The Sehtic Teleport Orb now has a two-way teleport. Use it away from Fyr Manor, and it teleports you to Fyr Manor. Use it at or near Fyr Manor, and it will teleport you to the last place you teleported to Fyr Manor from. -Adds a Shrine of Auri-El to the Shrine Room. -Retextured a few statics to look more appropriate.
@ anexias1995, you obviously dont like places that make you think to try n find things which is half the fun for a lot of people , just find something else then more to your ? I think this is great I love puzzles in game , just i have all I need for now with homes n such , GReat home mod, and thanks to mod author for creating and sharing !!
An awesome house mod, but now I see why Divayth Fyr was so eccentric - the constant, unstopping sound of gears could drive anybody crazy. Awesome house for a deaf character...which my Dovahkiin would have been if he actually arquebuses from the Aethernautics mod.
Nice mod. I´m just a little bit disappointed by the nexus community because there are thousands and thousands of follower mods with those skimpy clothes(or no clothes xD) but there is not a single mod where you can have Divayth Fyr as a follower -.-
So im probably just really stupid, (im very new to CK) but i wanted to place some things on the shelves without having them go everywhere randomly when i restart the game, but when i enter Creation Kit, almost all the textures are errors, i have all the dlc enabled, and i dont know what to do, please help!
299 comments
This fixes the following issues:
- Repositions some elements of the Foyer to prevent a bug where controls would be disabled when entering Fyr Manor.
-Adds actual Hearthfire Multiple Adoptions support (HMA is not a requirement for this mod, though, but it is the only way to move kids there.)
-Related to the above, added a sixth bed to the nursery so you can have the full HMA 6 kids. One of them has to slum it on a bedroll, though.
-Fixes the Ore Veins in the Enchanting Lab and the Soul Lab. These ore veins should be inifinite now, but if that doesn't work due to mod conflict, use the button near the Enchanting Lab Geode Veins to swap them for Activator-based replicas which will be infinite.
-Adds storage to the Kitchen and Enchanting Labs
-Tweaked the lighting in the Armory to be less dark.
-The greenhouse now works, like, at all.
-Added some collision volumes to a few places it was possible to fall outside.
-Tweaked the weapon display plaques in the Armory and the Hall of Achievement to just barely off true, because as far as I know display activators don't work right with exact 90 degree angles.
-Added some context-sensitive Vampire furniture to the bedroom. When you're a vampire, the bedroom will have a coffin to sleep in and a Blood Barrel that will give you one Blood Potion per day.
-Changed the wolf spawn points by the entrance to prey animal spawn points, so you don't have to fight wolves every damn time.
-Modified the starting quest to only kick in after you've discovered three locations, so it doesn't spawn in during the opening cinematic. It will also keep placing the Sehtic Teleport Orb near you every sixty seconds until you pick it up, in case it spawns in an inaccessible place.
-The Sehtic Teleport Orb is now counted as clothing (Just slot 60, and it automatically unequips) so you can hotkey it. It's also a quest item now.
-The Sehtic Teleport Orb now has a two-way teleport. Use it away from Fyr Manor, and it teleports you to Fyr Manor. Use it at or near Fyr Manor, and it will teleport you to the last place you teleported to Fyr Manor from.
-Adds a Shrine of Auri-El to the Shrine Room.
-Retextured a few statics to look more appropriate.
they doesnt make any sence at all those s#*! riddles you got going on
There's a text file named Secret Spoilers.txt with all locations in the mod's archive.
If its just all given to you its boring.
I think this is great I love puzzles in game , just i have all I need for now with homes n such ,
GReat home mod, and thanks to mod author for creating and sharing !!
Edit: Seems out of the question as I see below the request was already made 2019, even providing the work necessary.