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Puff The Magic Dragon

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pufthemajicdragon

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  1. pufthemajicdragon
    pufthemajicdragon
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    I'm not dead yet!

    I've finally gone ahead and published the mod as-is in SSE Nexus. Yay!

    I will have basically no time to offer support or bug fixes, but based on all the feedback I've gotten from others I suspect any problems you encounter will be due to load order or mod conflicts.
  2. jhinonictheone
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    is there a console command that lets you "buy" the drunken dragon (like 'setstage housepurchase' 10 to buy breezehome)? i know this mod worked at one point. but i cant figure out why i cant buy it anymore.
    1. Saggaris
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      Not as I know of!
      However, if you can start a new game, or a save that's not made the purchase yet and visit the area, then you should get the activation prompt, then go make the purchase (with sufficient gold) form the Jarl's Steward, then visit the shop, (perhaps drop some junk into the downstairs 'Shop Chest')
      then go get an NPC* as a follower, and take them to the shop, wait a few seconds and talk to them...the dialogue to have them work in the shop should be available,
      Please note that there several follower mods, some of them might not be compatible for this to recognise them as a follower.

      *If you chose an NPC that has a quest then it's likely that the quest may not work as intended
    2. jhinonictheone
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      made a fresh save. it worked. although i dont really like to since i already had some questst done. but it is not too bad
    3. Saggaris
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      I Understand about the quests, in the same position I wouldn't set about redoing them straight away, go do other stuff for a week or so and come back to those quests later when they're not so fresh in your mind.
      Glad you got it sorted though
  3. keepsyou
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    I'm wondering, does there exist a mod which removes the spouse store to use with this?
  4. HAPPYMANPOOPOOFISH5
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    How to get a shop keeper It Isn't working I have 1000 Gold and a Vanilla Follower and the dialogue for becoming a shopkeep is not showing up. I am inside the Drunken Dragon.
  5. SlashRaptor
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    Will this only work with vanilla followers? I'm thinking of trying out "Sofia, the Funny Fully Voiced Follower" and making her my shopkeeper. I had my mind set on Ysolda, but that was before I knew the shopkeeper has to be a follower.
    1. Saggaris
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      Using a follower mod always worked for me, most times Ahlam was a favourite to run the my store... I just used a follower mod and along she came.
      The thing about using quest NPC's is that it can 'cok' the quest up, so think on it first.
    2. SlashRaptor
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      I brought Sofia there and there was no option to have her run the store, so I just hired the dark elf from Whiterun in the Drunken Huntsman.
  6. Ridley33
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    Hello, I have a question, I wonder if it would be possible for the basement to be bigger? To put a forge or other objects there to make objects? This mod is really super interesting but is not very complete: /
    1. Saggaris
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      I imagine, that you could in theory enlarge it to any size in the CK, what I mean is, keep all of the original 'triggers' and throw a new interior at it, then just massage the triggers and interior as you wish, I've thought about enlarging the construction myself though I'm waiting to see if Puff gets round to some of his to do list (I'm not only lazy but I prefer other peoples stuff to my own)
      I have though personally hooked an open shed onto the back and increased the Farm garden filled with assorted crops... a line of trees provides a little privacy from the Fort and a few new fence panels, nothing major just more lived in :)
  7. Hotbread100
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    you published the mod for sse? I dont see it anywhere sadly! not even on your profile ;-;
  8. Saggaris
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    Does anyone... including You 'puff' know how to make the shopkeeper anyone and not a follower, I'm doing missions in Bruma and abroad in general and my shopkeeper keeps turning up when I sneak with a weapon out,  and now whenever I sneak even outside the shop 'out she comes', a man can't go anywhere without her knowing about it...
    So, by my reconing, if she's not a follower she might just stay put and just sell stuff and let me get on wtih me venturin without anyone tagging along and getting in the way.
    1. pufthemajicdragon
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      Changing how you assign your shopkeeper to be anyone would require quite an overhaul to the mod. Not an easy thing to change. Implementing the code to allow followers to run the shop required its own overhaul to begin with.

      However, this mod functions exactly the same as Vanilla does when it comes to "dismissing" followers with a new home - e.g. it works exactly the same as Vanilla Skyrim does when you dismiss Lydia in Breezehome. So the behavior you're seeing is almost certainly caused by another mod. Check for mods that mess with followers or follower scripts and you might find your culprit (and be on the lookout for dirty mods).
    2. Saggaris
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      Nice to see you back Puff...
      As for my request, NO!
      The workload would be far too high, I understood back then that it's not your mod that's at fault, I was, as ever looking for a simple fix to a seemingly deeper conflict, while not understanding the complexities of the request... my bad.
      I use the Follower Mod (FM) with the MCM option to recruit anyone and it seems (now) that the only times she follows me is with a 'mainland' change and very quickly turns and opens an invisible door to step through back to the mainworld,
      however it's enough that I can recruit Ahlam* (she's a luvly girl)

      As for the 'overpowered' fears mentioned by some players... I wouldn't worry about that Puff, there's enough mods out there that require a great deal of gold that a good return serves well, there are taxes, property development, landlord purchases, and even Building complete Towns... it all takes money and it's down to the individual to ensure that their game is balanced for their gameplay.

      It's a standard in my load list and will remain so

      * "Do you get to see your wife very often? Oh what am I saying..."
  9. pufthemajicdragon
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    Version 2.2 is now up! This is mostly just a few minor changes to get the mod ready to publish for SSE. I know you've all been waiting for an SSE port and I'm sorry I haven't gotten to it sooner, but I wanted to make sure that I did it right and had a chance to test it.
    If you use SSE on PC, please feel free to manually install v2.2. on SSE and test it. I'd really appreciate any feedback.

    For all of you who had the bug where the quest objective to speak to someone in Whiterun was still showing up after completing the quest, I was never able to reproduce that bug, but I made some changes that will hopefully fix it. (Techy details: I disabled a background debugging quest and added an additional stage to the buy quest before stopping it.)

    I'll be honest, I'm short on time so I have not fully play-tested v2.2 from start to finish. I'll appreciate any feedback I can get - and the more detailed the better.

    Note: If anyone was having trouble downloading an empty file, this should now be fixed. The first one was my fault for uploading an actual empty file at 2am. The last couple days I suspect were a bug in Nexus file replication that caused member servers to retain the old empty file after I replaced it with a real one. Sorry about all the mess.
    1. pufthemajicdragon
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      So apparently I uploaded v2.2 at 2am, which was not very smart of me. I forgot to add the bsa/esp to the .zip file after I created it, so I uploaded an empty archive.
      Fixed that. Sorry all.
      Shout out to methven69 who caught it early and let me know.
    2. methven69
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      It seems to work fine in SSE I am just testing it 2.1 at the mo.
    3. Toadfish
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      In response to post #61298857. #61308497, #61309157 are all replies on the same post.


      Spoiler:  
      Show

      pufthemajicdragon wrote: Version 2.2 is now up! This is mostly just a few minor changes to get the mod ready to publish for SSE. I know you've all been waiting for an SSE port and I'm sorry I haven't gotten to it sooner, but I wanted to make sure that I did it right and had a chance to test it.
      If you use SSE on PC, please feel free to manually install v2.2. on SSE and test it. I'd really appreciate any feedback.

      For all of you who had the bug where the quest objective to speak to someone in Whiterun was still showing up after completing the quest, I was never able to reproduce that bug, but I made some changes that will hopefully fix it. (Techy details: I disabled a background debugging quest and added an additional stage to the buy quest before stopping it.)

      I'll be honest, I'm short on time so I have not fully play-tested v2.2 from start to finish. I'll appreciate any feedback I can get - and the more detailed the better.

      pufthemajicdragon wrote: So apparently I uploaded v2.2 at 2am, which was not very smart of me. I forgot to add the bsa/esp to the .zip file after I created it, so I uploaded an empty archive.
      Fixed that. Sorry all.
      Shout out to methven69 who caught it early and let me know.

      methven69 wrote: It seems to work fine in SSE I am just testing it 2.1 at the mo.


      For some reason when I download the archive it is empty. Is this just me? It lists file size as 1MB and when you preview the contents it shows the files, but once downloaded it's a 22kb empty archive.
    4. AmeriSkin89
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      I tried several times to install 2.2, and it kept giving me an error message. I tried both running as admin, and regular.

      I downloaded and installed 2.1 just fine, though. Not sure what that might mean, the most I can do with a mod is click "NMM" and let it do its thing.
    5. methven69
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      Yea it has less in it than the first one ( at least it looked like a zip file ) this one is total blank !
    6. pufthemajicdragon
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      The first one was my fault, but the re-uploads I can't explain. Possibly some replication failure or cache on Nexus servers. I've deleted the v2.2 file temporarily and will reupload in the morning after the "delete" has had time to replicate across Nexus.

      Sorry about all the mess, ya'll. Remind me to not mod at 2am. (Says the guy who's modding at 1am...)
    7. Toadfish
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      I really appreciate the fast response. I'm excited to use this mod on SSE!
    8. suntrip
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      Tried installing on SSE and no matter how I do it, Vortex from file or manual extract and then enable in game menu, the game refuses to start at all when using the SKSE launcher. As soon as I disable the esp for Drunken Dragon, the game starts without any problems.
    9. Amalrix
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      Yes, SSE won't start because the .bsa is most likely from Skyrim LE.
      I did the following to make it work:
      (You will need a program like WinRar or 7-Zip and BAE)
      1. Unpack the .bsa
      2. Put the unpacked .bsa files into the Archive (.zip in this case) and remove the .bsa and .bsl file
      3. (You can skip this step) Optionally re-save the .esp in the SSE-CK (its not really necessary but for those wo want to be 100% sure) and replace the .esp from the Archive with the re-saved one
      4. Install the Mod with your preferred Mod Manager

      You could also repack the loose files into a new .bsa archive but thats up to you. It'll work anyways.
    10. Phantomtrkr
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      How did you get it to work on SSE? It either won’t work or the game doesn’t start for me.
    11. LaikaIwanowa
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      First of all, great mod! I use it in my save for about 100h now and it works just fine! No bugs whatsoever!

      There was only one thing that annoyed me a bit, maybe you could do something about it? I would love to be able to (in an MCM menu I guess) where I can set a limit to items to be sold. Like, for example, if I put iron ingots in the store's chest, one will always remain. Or to say otherwise, the last item of a specific type will never be sold by the script. I would just love to be able to see some "stock" in the merchant's list, but the way the script works the whole store empties itself over time :D

      Oh, and happy new year btw :)
    12. ziggymanILT
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      I did a quick port of this to SSE (optimize NIF, repack bsa, save esp in SSE-CK) and so far it is working very well. I moved a save file over form LE where I already had ownership, so I did not test the purchase quest, but the rest is working as expected now that I have a shopkeeper back. I had dismissed Lydia before transferring the save just in case.

      Thanks for your continued work on this! I really didn't want to move to SSE without it.
    13. kekor
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      so manually installed the version 2.2 for SSE and after following instructions to activate the mod the game crashed and will no longer load up. i can't get into the game to unclick the mod from the mod menu so i tried to unload the file with nmm still didnt load. then just deleted the files completely and game still won't load at all.

      edit: i had to manually re-install the files enable them then disable them through nmm then I was able to get my game running again but if i enable the file for this mod my game always crashes.
    14. LaikaIwanowa
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      I have ported the mod myself and uploaded here for anyone who is either too stupid to do it for themselves or just too lazy: https://www.nexusmods.com/skyrimspecialedition/mods/26139?tab=description

      I will remove it immediately if the original authors wants me to.
    15. DOVAHKI1N
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      Awesome!

      Can I hire Brenuin and have the same thing happen as in the Breezehome store mod (with Lucia?)
    16. pufthemajicdragon
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      DOVAHKI1N - As I recall, the answer is "not with version 2 or later". The problem is it would cause a conflict with Breezehome and I wanted to use both mods together. So Brenuin works at the Breezehome Store and any follower will work at the Drunken Dragon.
      (tho, thinking about it, the Drunken Dragon does sound like it's a more fitting place for Brenuin...)

      LaikaIwanowa - The permissions on this mod explicitly ask that other people do NOT make derivative works or ports of it. I see your upload is not currently active, but I and other modders would appreciate it if you would please pay closer attention to mod permissions in the future.
  10. DragonStar99
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    Wow, this is such a great idea!! I didn't have any trouble purchasing the house, or finding the shopkeeper. I thought it was kinda cool that we could give the town drunk a new purpose in life by hiring him as the shopkeeper. Good deed for the day. After hiring the shopkeeper, I went back to the shop and stocked up the storage room with my loot, and on my way back into Whiterun that night I passed the shopkeeper on his way out to the shop.Went on a quest the next morning and when I got back that night the shop had made over 3000 grand for its first day of business. Way more than I was expecting. This is so cool, I love it. Endorsing.
    1. DragonStar99
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      Checks the date of this post I wrote back in "Dec 2014" .... Wow so many years ago that I first tried this mod and I'm still playing Skyrim. I'm reinstalling your mod for the ....nth time and I still love it.

      I just realized you made the Breezehome Store, so I'm also installing that one for the first time. Thanks man.. wish I could endorse again... you awesome!!! :D
    2. Elricwolf
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      How is it? Not too overpowered? Seems like 3000+ in one day is alot, even considering the 7500 to start it up, but I guess it depends on how much loot you stocked up with. Does it seem pretty balanced over time and proportional to the loot you stock with? Or is it a major cash cow? The mod seems like a great idea. I've been wanting to do something with that eyesore of a ruined house and hadn't found a good mod for it, but this one looks promising.
    3. AeroQC494
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      Oh my god, I don't know why I never thought of giving Brenuin the job! Doing that immediately.
      After all, what better way to repay the man who looked out for Lucia before we adopted her?
      Just a bit of wishful lore-building on my part...
    4. pufthemajicdragon
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      OK - first,

      DragonStar99 - Thanks for the wonderful feedback! I'm glad you've enjoyed this mod so much!

      Elricwolf - I did my best to balance the mod, but if you dump nothing but high-value items into the chest, you can make a LOT. It is throttled so it'll only sell one item at a time, but if that item is a $500 gem then it only takes a couple to get your $3k. There's not much of a way around that and it's also kind of the point of the mod - so you aren't selling that $500 gem for $50 to Belethor.

      AeroQC494 - If I recall correctly, using Brenuin as the shopkeeper for Drunken Dragon is only possible in Version 1. Version 2 and later don't use Brenuin at all and rely on followers - which gives you greater flexibility for using followers from various mods, but also makes it compatible with Breezehome Store, which is just like the Drunken Dragon but exclusively employs Brenuin. I recommend going with the Breezehome Store mod if you want to hire Brenuin.
      Also - I have the exact same headcanon, which is why I built him into the original Breezehome mod that inspired this.
  11. qwertypol012
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    Will we have actual visitors to the shop?
    It'd be great if so. Imagine when we come back to the store we can find an NPC or two looking about our merchandises
    1. johnmcl05
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      same question
    2. qwertypol012
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      The answer is no. But i managed to find a way to make the price not flat 60%, but fluctuate depends on the shopkeeper's speech skill (ie. the higher the skill, the more they can sell the items with a higher price).
      I also found that the amount of item sold every day is too little. I want to try to make it also depends on the shopkeeper's speech skill, so the more skilled they are the more they can sell in a day.
    3. Luminatron
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      ^ Please release it :(
    4. Zyonig
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      How did you change the flat rate, I was looking at editing it but I couldnt see anything related to it when opened with Tesedit?
    5. qwertypol012
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      @Zyonig
      It's in the script, so you won't find it in the .esp. I edited the script to work the way i mentioned above. Unfortunately, it's been a while since i played Skyrim, and i'm not sure when i'll play it again (i'm almost getting a move on from it) so i can't really upload the edited file to you guys :(
    6. Joseraphaelx
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      no but i know one mod 'Populated lands, roads, paths' that kinda lets it do that. The travelling npcs of that mod (adventurers, mercenaries, travelling merchants etch.) go inside the shop and chill. Then they leave after chilling for some time and another one comes.  
    7. pufthemajicdragon
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      NPCs can find their way to and into the shop - meaning pathing is set up. But there are not any AI packages that would bring them inside. That'd take some effort...