Skyrim

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ClefJ

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ClefJ

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62 comments

  1. ItsKeithme
    ItsKeithme
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    Please Port to S.E. ! :)
    1. ClefJ
      ClefJ
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      There are no additional resources IIRC, only an .esp, so you can put this in your SE data folder and it will play just fine! ^^
  2. DefiantHeretic1
    DefiantHeretic1
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    A must-have if you're using an alternate start mod to play as a necromancer, as the home comes with a free Aetherial Crown, allowing you to spam the Ritual Stone's mass resurrection ability from the get-go.
  3. feliscumulae
    feliscumulae
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    If anyone noticed the headboard (head stone, really, with gem) on the master bed and its Dovahzul writing -

    First thing to know: the stone/writing is upside down.


    But right-side up, the Dovahzul is:

    HET NOK UN
    MAHLAAN DROGGE

    EREI SULEYK SE
    ALDUIN VOKRII



    Which translates to:

    HERE LIES OUR
    FALLEN LORD*

    UNTIL POWER OF
    ALDUIN REVIVE/RESTORE



    *(not sure of "drogge," but "drog" and its variations is "lord")
  4. guantanamobayxx
    guantanamobayxx
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    SUCH a beautiful home, but I thought I'd let you know that Wrye Bash is indicating to me that you have some load order problems that might cause conflict (though it must be in deeper records, because I use LOOT and make sure when I download mods I always use ones that don't conflict). When I highlight the ESP in Wrye Bash, the conflict is with the DLC's, not with Skyrim nor the USKP for the base game. I'm not sure what more information I can give you as I am not a modder, just experienced in cleaning my mods and modding capably. I have not noted any issues in TE5edit so far but that may be due to my inexperience with modding, you might want to give your mod a cleaning and resubmit it, since it really is a very nice home in a hold that often feels oddly abandoned if it weren't for Solitude. Thanks for the mod, and I'll let you know if I have any actual in-game issues
    1. ClefJ
      ClefJ
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      Much appreciated! Not sure what that means myself, unless it comes with duplicating DLC items as static objects.
    2. guantanamobayxx
      guantanamobayxx
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      Update - I think it's also causing CTD issues even with a Bashed Patch. Spent a long time trying to place it in a certain position in wrye bash so it would turn green, but it just wouldn't :/ Not sure what could be causing it, it could always be an incompatibility with another mod (I'm very picky about the compatibility of mods so things run seamlessly, especially home improvements, so it might be that! Such as the Mod that allows you to use plants from the Dawnguard and Dragonborn expansions to plant in your planters). If you'd like a list of the mods I use to work on compatibility I'd be happy to help, I definitely want to see this mod work seamlessly since you did such a beautiful job. Going to look up some tutorials on TE5edit beyond basic cleaning to see if I can look in a bit deeper and find anything for you if I have the time, you might find it anyway when adding more beds to fulfill the multiple adoption aspect.
    3. ClefJ
      ClefJ
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      Very strange. It might be a mod incompatability, because honestly it all just uses the vanilla dlc materials. Can't see how it could be causing a CTD unless the frame rate drop is just horrid. A message with a mod list might help out.
    4. MagisterTremere
      MagisterTremere
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      I've seen this problem quite a few times and learned that it has to do with the masters required by the mod in question. For instance, mods that require DLCs sometimes have them placed in the wrong load order. You can see this by opening the mod in TES5Edit, clicking the ( + ) sign to the left of the mod and looking under "File Header". You might see somthing like: Dragonborn.esm, Hearthfires.esm, Dawnguard.esm, which would produce the error in WryeBash you mentioned. This is because the proper load order should be, Dawnguard.esm, Hearthfires.esm, Dragonborn.esm. The mods/masters in question is irrelevant... The problem is the load order.

      Yes, WryeBash says that "it might cause a conflict", but in my experience that has always been the case. To fix this, you would need to open the mod in TES5Edit (de-select every plugin except this one), right click on it and select "Sort Masters". Then close TES5 edit after making sure the mod is checked. (It should be.) I've seen and experienced "unsolvable" glitches in my game being fixed by using this method on more than a few occasions. At the very least, by using this method, you rule out the load order problem and can look further to see if the issue lies elsewhere. All in all, this seems like a benign issue, but trust me when I say, it really isn't.
    5. ClefJ
      ClefJ
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      That's an awesome solution, I appreciate the note! 8D
    6. spungoDGS
      spungoDGS
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      I have the same problem, the game crashes when I enter in the house or gets stuck in an infinite loading screen... I could see the interior because after all, the game is auto-saved sometimes before the ctd and it's beautiful... And a bit scary, because the mannequin walks by its own sometimes too xD
    7. JerisEnigma
      JerisEnigma
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      Can confirm, after fixing the masters the exterior still causes crashes. I'm experiencing the same issue with White River Priory... These are old mods, but I played them fine back in the day. Reinstalled them today and wanted to move them in the CK to a spot outside another mod's town, but I can't load the exterior of either priory. : ( 

      Given that they're 100% vanilla assets, I could just build a similar exterior and relink the door, but I'm too impatient to assemble buildings from pieces these days. orz The interiors still look great, but they're just in places that are way too busy with other junk unfortunately.
  5. zixi
    zixi
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    A beautiful home indeed... thank you for allowing it to be ported to SE! *Much* appreciated.
  6. Pandorita
    Pandorita
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    I just want to say that this mod is amazing for my paladin playthrough, and it works perfectly in SSE without porting! Thanks so much for this!
  7. CptArius
    CptArius
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    Just wanted to ask if the containers outside with ores and supplies safe? Thank you. I love the home.
    1. ClefJ
      ClefJ
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      They are set to 'no respawn', so they should be.
  8. jinntacc
    jinntacc
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    why does the same dragon spawn EVERY TIME i exit this home?
    very frustrating
  9. abefromansk
    abefromansk
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    I'm about to start a Knight of the Nine playthrough. I'm going to play a devout Imperial who wants to restore the old order back to life. Naturally, the Knights of the Nine need a priory for a base, so I've been searching for one on the Nexus. Finally I found your mod. With this and the Guild Starter mod, I'll actually be able to really roleplay this character and restore the Knights to their former glory. Thank you for making this! This playthrough is going to be a blast.

    My only complaint is that it's a bit too... close... to Solitude. Considering that my order will no doubt join up with the Stormcloaks for obvious reasons, it wouldn't seem too strategic to have my base next to the Imperial capital. Ah well.
    1. qwertypol012
      qwertypol012
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      Are you sure you want to use this mod as your Guild Starter base? Really man, just how many people you want to add to your guild? Obviously you need larger house which has multiple beds for followers
  10. baconman117
    baconman117
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    Not sure if it's related to this mod, but since I moved in, my spouse no longer sells anything.
    1. MaximvsDread
      MaximvsDread
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      Maby she's just a b8t5h...lol...
    2. Aneksunamun
      Aneksunamun
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      I believe the problem is that the mod you use to move your spouse into a custom home doesn't move her merchant chest to the new place. As far as I can say, if the merchant chest isn't nearby, your spouse can't sell items to you. In my game sometimes the spouse had merchant dialogue, but no merchandise except for what I gave him/her and no money to trade. I've tried a few mods that allow spouse moving and by far only Spouses Can Live Everywhere moves the merchant chest for me so everything works properly: the spouse has both the merchant dialogue and gold to trade with you. So no, it's not related to this mod, I assume. BTW, if you decide to try SCLE, be careful, I've heard it is old and not updated anymore and interferes with Hearthfire home moving scripts. Worked fine for me, but while I was using it, I couldn't move into Hearthfire homes with the help of vanilla dialogue (it didn't show up). Pick your poison, as they say.
    3. kennyg55
      kennyg55
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      Good, Good, Good answer! This actually solves one of my long standing issues with custom player homes. Got SCLA and works fine! Thanx
    4. Aneksunamun
      Aneksunamun
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      You're more than welcome, I'm glad I could help.)