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jackstarr

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jackstarr

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  1. jackstarr
    jackstarr
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    Mod updated to v2.0.

    With thanks to wasite for helping to fix the issues, the mod is now free of any navmesh issues so NPCs won't get stuck around the location, and if you're using Touring Carriages the horse will no longer try and take a shortcut through the house.

    In order to prevent additional issues, the location of the house has been moved further back from its original location, and is now not directly on the main road (images of new location have been uploaded.)
  2. OutlawShark
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    Thankyou jackstarr! Works 4.0. We plan on staying for a long time.
  3. lukkamy
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    Is this compatible with the great forest of whiterun mod?
  4. Khajiitsune2
    Khajiitsune2
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    For those asking, compatible with JK, even if not well placed compared to other added building.

    Great Mod for immersion.
  5. Thomss00
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    A wonderful addition, Thank you! (And quality work)
  6. thevoid3
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    I really appreciate that someone made a mod like this for Lokir. Its odd that no one even mentions the poor bastard despite his claims and the imperials assuming its true. Although there IS a conspiracy that Rorikstead is a place of Daedra worshipers and the reason that so many women have died during childbirth is due to sacrifice for the newly restored fertile land. Its possible no one says anything about him because he may have found out about it and wanted to leave Skyrim due to fear of them wanting him dead. It may in fact be the very reason why he gets caught and is sentenced to death in the first place. One because the imperials are showing power and two because the Daedra made it so. Think about it. He stole a horse and wanted to get to Hammerfell. He dies so we don't know much more but its possible that he was hiding this secret and was afraid for his life even before being caught. It would make an interesting quest mod anyway.
    1. aafreak
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      Lokir probably lied, so thats why he has no house there. He was from a different dimension, who knows, or maybe he lived with somebody else
  7. TheJulMaster99
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    is the author active?
    1. jackstarr
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      I'm not really active at the moment - have been talking with wasite, who has been helping me try to get the remaining navmesh issue fixed (only really an issue if you also use Touring Carriages alongside Lokir's House, as the horse & carriage will get stuck passing by the house - the workaround in-game is just to tell the driver to wake you up when you get there), but no luck with a proper fix yet.
    2. wasite
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      Yes, there were a number of errors in the navmesh. Most of them were fixable, but the overall location is a nightmare. There are a lot of interacting parts there, and too many doors and markers.

      But there was a big vanilla hole in the navmesh up the hill. Looks like another original building was placed there, and then removed later in the development process leaving 3 independent navmeshes around it. It was bigger than this smallest size farmhouse, so there was room to spare.

      I made great pains to be compatible with ETaC, which places some trees around the hole. If you load after ETaC, it should work. I've placed it at Touring Carriages Miscellaneous until Jackstarr has approved/disapproved the re-location.
    3. jackstarr
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      Mod updated thanks to wasite - the mod works fine standalone, and is also compatible with Touring Carriages and Expanded Towns & Cities.
  8. TheJulMaster99
    TheJulMaster99
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    is this mod compatible with superior rorikstead?
  9. warriorpoetex
    warriorpoetex
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    NPCs get stuck within Lokir's House, it being placed over their sandboxing; specifically the two female children that play about Rorikstead.
  10. Agnusthemagi
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    After playing with it some time I have to say it's really well done. Stays true to vanilla Skyrim design blending with the surrounding of Rorikstead.

    Only remark I have is about the containers inside the house, some are set to respawn and some are not. All barrels respawn, and chests are safe. Dont know if you meant for it to be this way chests to be safe but if I'm not mistaken one chest is set to respawn too.
    1. jackstarr
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      Oops - thanks for pointing this out - I meant to set all chests as safe containers. I'll also have a think about changing the barrels to be safe too, as it doesn't really make much sense having some as safe and some not.

      An important consideration is that the house is unlocked - I was working on the basis that Lokir left in a hurry and simply forgot to lock up after himself. Either that, or someone else unlocked the house and went in after he had left. Either way being the case, would it make sense for any container to be a safe container?

      The only reason to make containers safe storage is for the benefit of the player who wants a free house - but if the house is unlocked, surely at the very least the kids and passing thieves would take advantage? It'd also prevent the player from abusing what is effectively a free house - it's really meant to be used as an occasional room for the night rather than a long-term secure home.

      What are your thoughts on this?
    2. CrKhan09
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      Personally, I would leave the front door locked for the player to open. It would be more realistic to me.
  11. jackstarr
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    French translation now available here as an optional file, courtesy of Niernen, also available at the Confrerie de Traducteurs website at http://www.confrerie-des-traducteurs.fr/skyrim/mods/bordeciel/habitations/maison_de_lokir