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gezegond

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gezegond

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  1. gezegond
    gezegond
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    2K endorsements! Thanks to everyone who have endorsed.

    Check the new features in the "Changes" tab.

    Read the "Upgrade" section from the description if you are updating from version 1.

    Please read the "FAQ" section from the description before posting a question here, your question might be already answered.

    My thanks goes to everyone who have expressed their kind words here. I do not reply if you don't have any questions to avoid cluttering the discussion, however I do read every post and deeply appreciate all the positive feedbacks.
  2. Luxxor77
    Luxxor77
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    Among thousands of stupid, cumbersome and meaningless mods, this one is a grain of gold in a huge heap of husks. Everything is simple, uncomplicated and there is nothing superfluous.
    Thank you very much.
  3. CEMN
    CEMN
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    Awesome idea, but I started CTD:ing so I checked the mod in TES5Edit and found a LOT of errors:

    Spoiler:  
    Show





    Is this fixable?
    1. gezegond
      gezegond
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      Those are intentional and do not cause CTDs. Visit "Workarounds" section from description to troubleshoot CTDs.
  4. aethelbirht
    aethelbirht
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    I'm getting a problem with building the compact smelter--when I build it, it seems to also trigger builds for the grindstone, alchemist table, and enchanting table, and superimposes all of them on top of the compact smelter. I've worked around it by disabling the extraneous pieces of furniture, but I'd still prefer it to work right. I've done a little googling and checked the FAQ and workarounds here, but I don't see this particular problem mentioned. Note that buildings set up just fine, and that I haven't tried other pieces of furniture to see if they're behaving the same way. Any suggestions?

    In previous playthrough, I'd done a basement with all the crafting stations in it and not had this problem. So it may be some new mod I downloaded this time through conflicts with it (?).

    Otherwise, I've adored this mod. I don't use the actual shacks that much, but I do use the furniture and the bathing room addon that someone else introduced in their mod. Fantastic for tailoring a dwelling for an immersive playthrough.
    1. gezegond
      gezegond
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      I've seen this bug but very rarely and haven't managed to reproduce it. Must but Skyrim's scripting system going wack for some reason.

      Try to destroy your smelter, save, quit the game, restart and load save file, give yourself another compact smelter with master spell and see if that fixes it.
  5. rocmar
    rocmar
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    My only gripe (and it is a minor one) is that shacks seem very expensive, especially for RP characters at the start of the game. Otherwise, this mod is something else. For what it does it's incredibly smooth and when combined with mods like campfire and tentapalooza you can really give the shacks personality. I love my shitty little one bedroom apartment on the outskirts of Whiterun
    1. gezegond
      gezegond
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      I tried to balance the pricing by making them considerably cheaper than vanilla houses but not so cheap that players would just buy a dozen and spam them everywhere. If they're considerably more expensive, you might be using an economy mod that alters the trading system. There is a workaround for this in the "console commands" page. You can use the same workaround to use whatever pricing you feel is fair\balanced.

      Regarding the start of the game, you can get a starter shack for free from the Helgen carpenter. If you use one of the compatibility versions that doesn't have him, you can use the "starter kit" obtainable from the master spell. This kit spawns a (permanent) carpenter that sells you a starter shack for a very cheap price.
  6. smoresluva
    smoresluva
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    Do the carpenters sell weapon racks?
    1. gezegond
      gezegond
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      No. Weapon racks require custom scripting so can not be placed dynamically.
  7. Zementschleirentferner
    Zementschleirentferner
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    This mod has become something of a turning point in my Skyrim experience. It reflects everything I love about open world games- freedom. Knowing that i can choose the exact place where i want my house to be is something wonderful. I've finally embraced the survival mods out there and my character's abodes go very well with the whole theme. This is by now the second playthrough in which i'm using the mod. My little Bosmer has a small compound in the slopes above Pelagia farm all thanks to this wonderful mod :D

    It works like a charm, although sometimes the positioning of the cabins tends to spam saves. I highly recommend people to get the positioner mod by Jaxonz along with this one- your life will be so much easier!

    Now just one question: the readme says something along the lines that there is a limit to sheltered shacks, but it doesn't specify.. per cell? Per playthrough? And if so, how many am i allowed?

    P.S.-Happy new year to everyone.

    Edit: It wasn't in the readme, it was in game that i got a pop-up warning me about the sheltered shacks.
    1. gezegond
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      There is a limited number of sheltered shacks available (per playthrough). This is due to the fact that sheltered shacks have their own interior that couldn't be automatically generated using scripts. I don't remember the exact total number of sheltered shacks but it was around 13. You can use the master spell to see how many are available exactly.

      If you buy sheltered shacks from carpenters you don't have to worry about this. The carpenters will simply run out of sheltered shacks to sell. You only have to consider that you can't build too many sheltered shacks so if you want to build many use open shacks instead.

      If you use the master spell to acquire sheltered shacks you have to take care not to build a shack with the same ID twice as it will erase the previous one. More info on this is in the "FAQ" and "Upgrade" section.
    2. Zementschleirentferner
      Zementschleirentferner
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      Thank you so much for the speedy reply.
      Thirteen is way more than I'll ever use. And, yes, i only buy from the carpenters.
      I asked because i have my eye on a very nice piece of land between Dawnstar and Morthal, by the coast. My hunterborn is just itching to get some horker meat lol
  8. ckani
    ckani
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    My only wish for a mod like this is drop in vendor shacks in the future so I can create a small town in areas such as falskaar and wyrmstooth which has very little life in it. Something like a drop down shack with a Khajiit caravan each one being a different type of vendor.
  9. Sanityfades79
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    Just built a shack right beside the Pelagia farm, I went ahead and placed everything I wanted and positioned them using Jaxonz positioner. Following this I slept and when I go to leave the shack my game keeps crashing?
    1. Sanityfades79
      Sanityfades79
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      Like it'll go to the loading screen and then crash.
    2. Sanityfades79
      Sanityfades79
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      And of course now after a simple reload everything's working fine lol
  10. Pyriodic
    Pyriodic
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    Tested Live Anywhere version 2 on sse with skse64. Everything worked fine UNTIL I slept. Instead of removing V1 shacks I used the "markfordelete" console command to remove everypart BUT the roof. Then I constructed a Large sheltered shack, slept in it (while it was night) and went outside (left the cell). This broke the lighting into a very bright orange. However, I was using at the time Realistic lighting overhaul and climates of tamriel.
    1. Pyriodic
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      Just tested again using the "wait" function and this seems to have fixed it.
    2. Pyriodic
      Pyriodic
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      Just tested again using the "wait" function and this seems to have fixed it.
    3. Pyriodic
      Pyriodic
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      Just tested again using the "wait" function and this seems to have fixed it.
    4. Pyriodic
      Pyriodic
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      Just tested again using the "wait" function and this seems to have fixed it.
  11. joebobman
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    so i started a new game, and the config menu is stuck behind the dragon logo. i can't interact with it, and it won't go away, making it impossible to start a new game.

    *edit* nevermind, i don't think this mod is causing it. it's doing it with other message boxes too
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