After some touch and go since the Skyrim Special Edition release, I’ve decided to hang up my modding hat on Skyrim. I have enjoyed the game immensely over the years but my interests have since moved on.
All of my mods that I am the SOLE author of that use OPEN assets are open to anyone wanting to translate, edit, pick apart, derive, fix, patch, release to other sites, and port to any system/platform SO LONG AS THE FILES ARE NOT BEING SOLD UNDER ANY CIRCUMSTANCE FOR ANY TYPE OF CURRENCY. All I ask is that I am credited as the creator of the original mod. If I am not the sole author of a mod or the mod uses assets that require permission from another author, you MUST contact them for written permission to perform any of the above actions.
Feel free to PM me with questions. I will occasionally lurk the site and answer questions on my mod pages as well.
These hideouts are really hard to find. How can I find them if I'm using the Merged - No Map Marker or Merged - Deep Immersion versions?
You have a few options available to you:
1) There are pictures under the Image tab of each hideout entrance inside the city limits, outside the city limits, and the map marker used in the Standard version (the hideouts are in the same locations across all versions).
2) The Merged - No Map Marker version contains a storybook guide that can be found near a skeleton along the path east of Riverwood that leads up into the mountains that gives clues to each hideout location.
3) There is an aerial screenshot of the location of the skeleton and guide book under the Image tab, including a red circle.
The Modular version does not include the guide book so that you are not looking for hideouts that may not be installed.
Will you make a Deep Immersion version of the hideouts with the guide book and/or map markers?
No. I made this version to be the equivalent of these hideouts to have never before been found or explored so there would be no book to guide you or marks on your map. It's the hardmode version of this mod for a reason.
Does this mod conflict with other mods?
I strictly used Bethesda assets in this mod so the only conflicts regarding that would be if you have a mod that DRASTICALLY alters an original asset; eg. a mod that turns a tanning rack into a horse. Texture and model mods are fine.
However, this mod has a hideout in each major city, so it's inevitable that a mod will conflict with the city worldspace cells or the outer city worldspace cells I've chosen. The only way to know if a mod conflicts in the worldspace is to have both mods installed and see if the hideout entrances are clipping into (or being completely covered by) other objects. You can also load both mods into TES5Edit and it will show overlapping cells. If that becomes an issue, your best course of action is to use the Modular HHoS file and exclude the hideout(s) that that are interfering with your other mod.
Will you check if a mod is compatible for me?
No. Sadly I don't have the time to check every mod for compatibility. However, I will work on fixing bugs that are reported to me. If you do happen to find a mod conflict, feel free to let me know and I will add it to the compatibility list posted under the ReadMe tab.
I found a partial incompatibility with "Pirates of Skyrim: The Northern Cardinal under the Black Flag". it all explained on this thread of the mod. If Hiden Hideouts is loaded after Northern Cardinal, the entrance door of the Solitude Docks Inn from Northern Cardinal is blocked by rocks or dirt. You can still enter i though since a small portion remains clear.
The issue is fixed simply by loading Northern Cardinal after Hidden Hideouts, giving it a higher priority. The Solitude secret entrance is still accessible since is not at the same place of the inn.
Screenshot explaining the issue but SPOILING the secret entrance of Solitude docks.
Late to the party, and still modding Oldrim (There's just too many unported favorites for me to go over to SSE). Could the Author, or anyone who might know, tell me if the cells are "Safe", aka non-respawning in terms of putting my goods in the containers available, or on the floor itself? I'd rather not find out the hard way, since I run with significantly lowered respawn timers.
edit I just found someone else that asked the same question in the comment, right below mine hhaha! I still LOVE your other hideouts mod I look forward to trying this one
Is this compatible with http://www.nexusmods.com/skyrim/mods/14351/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D14351%26preview%3D&pUp=1
Why the hell you don't just provide a decent map to locate the hideouts is beyond me. No one appreciates wandering around in ever decreasing circles to find some damn elusive entrance and quite frankly most folks can't be bothered. It's so easy to find when one creates them but what about the rest of us?
Why not add them to your load order and then simply let it be? I mean they are called HIDDEN Hideouts and surely it's way cooler to just add them and then play the game and let them show up randomly? What's the point in just finding them all straight away, seems counter productive to me.
This is a pretty cool addition and the secretive nature suits my character pretty well. Only problem is I'm having trouble finding the 'unfortunate thief' and guide book.
i'm not finding it either, gotta be a conflict from another mod, i use etac and the new tpos ultimate mod, those 2 mods makes changes around riverwood. going play in tes5edit again see if i see anything.
Found Journal. deactivated modular version of this mod and installed merged file went into game and the skeleton and journal was there. if you guys are having a hard time finding him with the merged version of this mod try reinstalling it and report back.
I tried to keep the journal near Riverwood but was hoping it was still far enough away to not conflict with Riverwood town overhauls. If worse comes to worse and you can't find it, you can get it via console by typing 'help lambi' and using the player.additem command for adding Lambi's Worn Journal to your inventory. It takes away the fun of finding it, but sometimes small mod conflicts are unavoidable. Also, the modular versions of the Hidden Hideout mods do not have any books to avoid people trying to find hideouts they may not have installed. I also have this posted in the mod's description pages as a heads up to those who can't find the books.
Its there with merged file. I found it i am using etac, and the new TPOS Ulitmate Edition mod and there was no conflict, i couldnt find it cause i had modural installed. Thanks
73 comments
After some touch and go since the Skyrim Special Edition release, I’ve decided to hang up my modding hat on Skyrim. I have enjoyed the game immensely over the years but my interests have since moved on.
All of my mods that I am the SOLE author of that use OPEN assets are open to anyone wanting to translate, edit, pick apart, derive, fix, patch, release to other sites, and port to any system/platform SO LONG AS THE FILES ARE NOT BEING SOLD UNDER ANY CIRCUMSTANCE FOR ANY TYPE OF CURRENCY. All I ask is that I am credited as the creator of the original mod. If I am not the sole author of a mod or the mod uses assets that require permission from another author, you MUST contact them for written permission to perform any of the above actions.
Feel free to PM me with questions. I will occasionally lurk the site and answer questions on my mod pages as well.
Thank you for all the fun times!
These hideouts are really hard to find. How can I find them if I'm using the Merged - No Map Marker or Merged - Deep Immersion versions?
You have a few options available to you:
1) There are pictures under the Image tab of each hideout entrance inside the city limits, outside the city limits, and the map marker used in the Standard version (the hideouts are in the same locations across all versions).
2) The Merged - No Map Marker version contains a storybook guide that can be found near a skeleton along the path east of Riverwood that leads up into the mountains that gives clues to each hideout location.
3) There is an aerial screenshot of the location of the skeleton and guide book under the Image tab, including a red circle.
The Modular version does not include the guide book so that you are not looking for hideouts that may not be installed.
Will you make a Deep Immersion version of the hideouts with the guide book and/or map markers?
No. I made this version to be the equivalent of these hideouts to have never before been found or explored so there would be no book to guide you or marks on your map. It's the hardmode version of this mod for a reason.
Does this mod conflict with other mods?
I strictly used Bethesda assets in this mod so the only conflicts regarding that would be if you have a mod that DRASTICALLY alters an original asset; eg. a mod that turns a tanning rack into a horse. Texture and model mods are fine.
However, this mod has a hideout in each major city, so it's inevitable that a mod will conflict with the city worldspace cells or the outer city worldspace cells I've chosen. The only way to know if a mod conflicts in the worldspace is to have both mods installed and see if the hideout entrances are clipping into (or being completely covered by) other objects. You can also load both mods into TES5Edit and it will show overlapping cells. If that becomes an issue, your best course of action is to use the Modular HHoS file and exclude the hideout(s) that that are interfering with your other mod.
Will you check if a mod is compatible for me?
No. Sadly I don't have the time to check every mod for compatibility. However, I will work on fixing bugs that are reported to me. If you do happen to find a mod conflict, feel free to let me know and I will add it to the compatibility list posted under the ReadMe tab.
Right now the shack conflicts with the Talos statue.
http://www.nexusmods.com/skyrim/mods/14351/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D14351&pUp=1#
edit I just found someone else that asked the same question in the comment, right below mine hhaha! I still LOVE your other hideouts mod I look forward to trying this one
Apparently you didn't look at the images?
Clarification: I'm actually using your full hideouts mod, but came here looking for the location of the book for the city hideouts.