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Zylice

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Zylice

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  1. Zylice
    Zylice
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    Sticky
    If your items have been removed after updating to v1.3 and higher, please read this:

    http://www.nexusmods.com/skyrim/mods/63318/?tab=5&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D63318%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D4557085&pUp=1
  2. Zylice
    Zylice
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    So i installed the house mod (v1.2 to be precise, without lighting optional, as this lighting file is older than 1.2), and i use it mainly for two followers as home (applying MHIYH). Thus, the key purchase-option is not really a point anymore (for my playthough irrelevant).

    Mini-review:

    Positive
    - Simple design, lore-friendly and just no cheating home.
    - Much place in the interior, especially the main-hall.
    - Storage, interior idles and everything related works.

    Negative (probably according to the work in progress stance; imo. bugs)
    - Nav-mesh/textures, not complete/not bugfree, ie. especially between the two tables in main-hall and tables, ie. followers melt with long table.
    - Clutter etc., much too much loose, should be much more static objects.
    - Inner-architecture, partly difficult pathfinding for followers (running into walls/obstacles).
    - Dimensions implausible, interior space seems completeley out of ratio compared to the house-geometry (huge room interior vs small house exterior design).

    Suggestions:
    - Bugfix (ie. along the given negative points).
    - Correcting the interior/exterior ratio, while providing a proper/plausible room-conception (why not using the first floor as main-hall? Making a cellar for storages and crafting? Making an upper room for sleeping rooms?) which works also well for the pathfinding (obstacle-free for followers).
    - Idle-markers exterior (ie. also for gardening/planting plus sitting-idles, ie. a wooden bench in front).
    - Exterior, a more proper division of plant areas, ie. flowers/garden divided from food-plants (front-area: flowers with a bench; side-area: food-plants).

    Hope that can be done, and (update) can be applied within a playthough ... as all in all, i like the location a lot!
     


    Thanks for the feedback and suggestions. I know this is no where near a high quality standard (as it's my first published mod) and yes, the house does seem out of proportion where it looks bigger on the inside than the out but there's not much that can be done about that. I'll be sure to check over the navmesh and the clutter but with the "textures not being complete," I'm not sure what you mean there.
    1. DaVincix
      DaVincix
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      No worries with your mod, at least everything works basicly, and one can live with the geometry-out-of-proportion item, too.

      ... i meant heavy material-flickering on the floor between the two tables in main-hall, an instant observable issue which i experienced related to meshes/textures (and it's not a lighting whatsoever item).
      Besides the loose clutter (better if static objects, meant is the food and everything which is not in storages/containers) - this and a bit of nav-mesh-checking (ie. long table offers a running-into for npc) would be imo. the main-task for a basic improvement to call the mod kinda done.

      And imo. good would be as well, if you can update the lighting-improvement within the main release file, just not as separate addon (which is older than the main file).

      But hey, it's your mod, so don't worry at all, it should serve your own playing-goals in the first place. Just endorsed, thanks once more for sharing.
    2. Zylice
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      The lighting is included with the new main version. I will give Chillfurrow Cottage a check over one of these days and perhaps add more features or just improve on the navmesh, clutter etc. Thanks very much for your input.
    3. DaVincix
      DaVincix
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      If possible, the lighting should follow the daytime (not the case now). I remember, there is a mod for that item, maybe you'll find it.

      Btw., perhaps you have time and energy to give your home a new go from scatch? The locaction is well chosen. Main concept, too. What i still dislike is
      a. a merely useless base floor (entry room).
      b. complicate way/path-finding, room concept.
      c. in relation to c., the out-of-proportion issue.
      d. exterior concept lacks attractivity aka idles, pathfinding is also not matching (ie. guard-npc's running into/against the house).

      Atm., i abandoned that home; formerly visited and "enlived" for about two days with two followers.
  3. DaVincix
    DaVincix
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    So i installed the house mod (v1.2 to be precise, without lighting optional, as this lighting file is older than 1.2), and i use it mainly for two followers as home (applying MHIYH). Thus, the key purchase-option is not really a point anymore (for my playthough irrelevant).

    Mini-review:

    Positive
    - Simple design, lore-friendly and just no cheating home.
    - Much place in the interior, especially the main-hall.
    - Storage, interior idles and everything related works.

    Negative (probably according to the work in progress stance; imo. bugs)
    - Nav-mesh/textures, not complete/not bugfree, ie. especially between the two tables in main-hall and tables, ie. followers melt with long table.
    - Clutter etc., much too much loose, should be much more static objects.
    - Inner-architecture, partly difficult pathfinding for followers (running into walls/obstacles).
    - Dimensions implausible, interior space seems completeley out of ratio compared to the house-geometry (huge room interior vs small house exterior design).

    Suggestions:
    - Bugfix (ie. along the given negative points).
    - Correcting the interior/exterior ratio, while providing a proper/plausible room-conception (why not using the first floor as main-hall? Making a cellar for storages and crafting? Making an upper room for sleeping rooms?) which works also well for the pathfinding (obstacle-free for followers).
    - Idle-markers exterior (ie. also for gardening/planting plus sitting-idles, ie. a wooden bench in front).
    - Exterior, a more proper division of plant areas, ie. flowers/garden divided from food-plants (front-area: flowers with a bench; side-area: food-plants).

    Hope that can be done, and (update) can be applied within a playthough ... as all in all, i like the location a lot!

  4. Zylice
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    Nice fitting location.

    Suggestion: Make it requiring a key which is to purchase from Nazeem ... lets say for 2000 septims? "Nazeem" was a joke as i know that would require modding-hassle.

    I just don't wanna homes for nothing, but that's me.
    Maybe you'll find a simple way to pay for the house aka to get the key?
    Will dl and install then. Nonetheless, thanks for your efforts!

    (Page bookmarked, will check back later to watch, if the buy-option will be considered in an update or optional version)


    Thanks for the suggestion (Nazeem lol!) I have made the house require a key and I may add an optional version to buy the house. 
  5. DaVincix
    DaVincix
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    Nice fitting location.

    Suggestion: Make it requiring a key which is to purchase from Nazeem ... lets say for 2000 septims? "Nazeem" was a joke as i know that would require modding-hassle.

    I just don't wanna homes for nothing, but that's me.
    Maybe you'll find a simple way to pay for the house aka to get the key?
    Will dl and install then. Nonetheless, thanks for your efforts!

    (Page bookmarked, will check back later to watch, if the buy-option will be considered in an update or optional version)
  6. fru1tcak3s
    fru1tcak3s
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    Oh, this mod is WIP. Good to know.

    Could you make this house mod compatible with this estate? If it is okay to use both, I'll try out your mod.
    http://www.nexusmods.com/skyrim/mods/50480

    (I have no plan to move into this house, instead I'll use this as a follower's house using "My home is your home" mod.
    8~16 beds will be nice...)
    1. Zylice
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      In order to make it compatible, will Hearthfire need to be compatible? I'm new to modding so I don't really know how to make other mods compatible as of yet. I will try in the future when I'm more experienced. Thanks for the feedback!
    2. fru1tcak3s
      fru1tcak3s
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      > I'm new to modding so I don't really know how to make other mods compatible as of yet.
      I just want to know that this house doesn't edit the same area(estate i'm using).

      > will Hearthfire(HF) need to be compatible?
      It depends on what you want to make.
      To make HF compatible house, you have 2 options.
      1. Select "Hearthfires.esm" as master file, and edit it (hard)
      2. or add some requirements and say "This Home Is Compatible With: Hearthfire Multiple Adoptions by TMPhoenix" (easy)
      You can download modder's guide from ( http://www.nexusmods.com/skyrim/mods/29249/? ).

      ---
      So I download your mod, but...
      1. Did you clean your mod before uploading to nexus?
      "[Removing "Identical to Master" records done] Processed Records: 466, Removed Records: 43"
      2. I don't see any reason this mod should edit "UnownedChest", "WhiterunBreezehome", "BleakFallsCandleLight01_Flicker", and "CTest".
      3. The house needs some light(FX).
    3. Zylice
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      I did clean the mod with TES5EDIT and removed 'identical to master records.' As for the lighting I haven't really gone into that area as of yet.
      You ask if I edited the same area as the estate. The exterior cell that I used is 'ChillfurrowFarmEdge.'
  7. Zylice
    Zylice
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    I will be listing some things that I would like to do with this mod in the description. For future goals, look at the 'Future Goals For This Mod' section in the description.