The views on this mod are... OVER 9,000!! All jokes aside, thanks for taking a chance on a first time modder's creation. I also really appreciate anyone who has taken the time to provide feedback. I am in the process of making some minor tweaks to iron out some wrinkles. I understand that it isn't perfect, but I promise that many issues will be addressed in the update. Please keep sending feedback, as it's the only way I will learn
First lemme say-I was shocked to read youre a first time modder.Bravo,encore & all dat.Quite amazing work....& I cant put my finger on it,but your home gave me a bit of a sense of the Everglades,a touch of homesickness....now,this is just my personal taste/opinion-I felt the place was decorated & furnished by a Nazi with OCD,and a laser yardstick accurate to the breadth of a hair on a silt strider.As I said tho,thats personal taste,Im an eclectic cluttered collector who excells at haphazzard "catchall" display styles.Im so busy collecting & crazily clashing what I find that I never since I first found Morrowind taken the time or effort to mod anything myself,like youve done so precisely well,& a first endeavor-amazing.
MissConstrued is working on a version that will have a method to disable/enable the NPC's, as well as a variety of other fixes/enhancements, however as a stopgap measure to remove the npc's follow this procedure:
1 - Find an NPC you want removed 2 - Open the console (the tilde key, to the left of the number 1) 3 - Click on NPC with mouse to select it 4 - Type "disable" without the quotes, and hit enter 5 - Close the console (again the tilde key)
Hi, ok I downloaded this just to try out, wasnt sure if I was keen on all npc's, but anyway loaded well , with just a couple of issues,Outside -- 3 hens nest were floating above my head in mid air, while I still could harvest eggs, Inside -- kids room a chest was clipping into one of the beds, Npc sitting in the throne chair when spoken to could ask for to bur more supplies, but no option to say what supplies, chef npc only say's hmm,yes? you want something ? as with jester npc , can ask to make a request, but no option on what ?, nice job over all tho, apart from those issues,
Yes I had Multi Adopt mod, house last in load order
1. Make sure you have Hearthfire Multiple Adoption [http://www.nexusmods.com/skyrim/mods/29249/?] mod by TMPhoenix installed. 2. Go inside and cast Bless Home spell 3. Talk to either your spouse or kids, and tell them to move to the new home.
I've added a dozen NPCs, including several trainers. Enjoy
Here is the list of changes in this release
Changes from 1.2 to 1.3 - Added separate merchant and master sneak trainer to pub - Removed merchant & speech training faction from Tovina (formerly Sonya) - Added master Alchemy & Enchanter trainers to apothecary/enchantment area - Added master Heavy/Light Armour, One-Hand, Two-Hand, and Archery trainers to Armoury - Added master Smithing trainer to Smithing area - Shrunk child beds to 85% in order for markers to work properly - Added master Conjuration and Destruction trainers to Library - Basement hidden room: Added coffins, changed rack and shackles. - Added Chef, Servants (3) - Added paintings (all pictures are copyright/licensing/royalty free) to hallways
Changes from 1.1 to 1.2
- Fixed borked doors and nav meshes so followers can enter home again
Changes from 1.0 to 1.1
- Now Fully compatible with Hearthfire Multiple Adoption Mod by TMPhoenix - House supports the maximum of 6 children - Changed name from "The TARDIS" to "Nirnroot Manor" (now Lore Friendly) - Removed pre-stocked cheat chests from smithing, alchemy and enchanting rooms - Changed floor braziers to hanging braziers in library and master bedroom - Removed static coin stack from treasury (was causing CTD) - Replaced static gem chest with gem chest container in treasury - Added flowers and chair markers to benches in Armoury - Added mannequin to smithing room - Fixed floating exterior, moved some trees - Added chickens, and fixed AI so they don't wander off - added fence around chickens to stop wolf attacks - Added clutter and lights to hallways - Replaced big Dibella statue, now you can't knock it over - Fixed the critter landing markers so butterflies are actually landing on objects and not levitating - Put a collision plane in front of the dishes in the pub to prevent them from flying everywhere
I hope that you enjoy the new functionality, and I do not plan on quitting. I will be adding in more idle markers for the kids to keep them busy and doing things, as well as for your followers. I am adding more NPC's and Trainers into the house.
I would still like comments and suggestions as this is my first MOD of any kind, and I am really enjoying the experience of creating for the community.
Again, thank you for taking the time to try out the house.
This is exactly the update I have been waiting for. My kids and Vigilance moved right in. So did the pet rabbit. Strangely Lydia is staying outside in the front yard.
I never thought i'd find a home that could make me move out of breezehome, now i'll be going there, right after i get one of those item deletion mods to get rid of all the ridiculous stock you set up. I didn't play to level 80 to just have everything given to me in one fell swoop. I hope you don't hate me for this could you reconsider renaming the house to something other than "the tardis"? the place has no resemblance to a police box at all.
No worries, I appreciate the feedback. I knew that the pre-stocked chests wouldn't be everyone's cup of tea, which is why I used the same nif (dwemer dresser) for any pre-stocked ones, so folks like yourself could opt to avoid them if you prefer. As far as the name goes, while I'm aware that it in no way resembles a police box, it is blue and bigger on the inside. It's more of a placeholder until I think of something more lore friendly. Thank you for taking the time to give me feedback. I really appreciate it.
33 comments
Or it's orphaned?
Is there a particular issue you need addressed urgently?
1 - Find an NPC you want removed
2 - Open the console (the tilde key, to the left of the number 1)
3 - Click on NPC with mouse to select it
4 - Type "disable" without the quotes, and hit enter
5 - Close the console (again the tilde key)
The NPC will instantly disappear.
Inside -- kids room a chest was clipping into one of the beds, Npc sitting in the throne chair when spoken to could ask for to bur more supplies, but no option to say what supplies,
chef npc only say's hmm,yes? you want something ? as with jester npc , can ask to make a request, but no option on what ?, nice job over all tho, apart from those issues,
Yes I had Multi Adopt mod, house last in load order
2. Go inside and cast Bless Home spell
3. Talk to either your spouse or kids, and tell them to move to the new home.
Hope this helps
Here is the list of changes in this release
Changes from 1.2 to 1.3
- Added separate merchant and master sneak trainer to pub
- Removed merchant & speech training faction from Tovina (formerly Sonya)
- Added master Alchemy & Enchanter trainers to apothecary/enchantment area
- Added master Heavy/Light Armour, One-Hand, Two-Hand, and Archery trainers to Armoury
- Added master Smithing trainer to Smithing area
- Shrunk child beds to 85% in order for markers to work properly
- Added master Conjuration and Destruction trainers to Library
- Basement hidden room: Added coffins, changed rack and shackles.
- Added Chef, Servants (3)
- Added paintings (all pictures are copyright/licensing/royalty free) to hallways
Changes from 1.1 to 1.2
- Fixed borked doors and nav meshes so followers can enter home again
Changes from 1.0 to 1.1
- Now Fully compatible with Hearthfire Multiple Adoption Mod by TMPhoenix
- House supports the maximum of 6 children
- Changed name from "The TARDIS" to "Nirnroot Manor" (now Lore Friendly)
- Removed pre-stocked cheat chests from smithing, alchemy and enchanting rooms
- Changed floor braziers to hanging braziers in library and master bedroom
- Removed static coin stack from treasury (was causing CTD)
- Replaced static gem chest with gem chest container in treasury
- Added flowers and chair markers to benches in Armoury
- Added mannequin to smithing room
- Fixed floating exterior, moved some trees
- Added chickens, and fixed AI so they don't wander off
- added fence around chickens to stop wolf attacks
- Added clutter and lights to hallways
- Replaced big Dibella statue, now you can't knock it over
- Fixed the critter landing markers so butterflies are actually landing on objects and not levitating
- Put a collision plane in front of the dishes in the pub to prevent them from flying everywhere
I hope that you enjoy the new functionality, and I do not plan on quitting. I will be adding in more idle markers for the kids to keep them busy and doing things, as well as for your followers. I am adding more NPC's and Trainers into the house.
I would still like comments and suggestions as this is my first MOD of any kind, and I am really enjoying the experience of creating for the community.
Again, thank you for taking the time to try out the house.