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Adamant Owl

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Misery89

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10 comments

  1. panchiman
    panchiman
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    The house is incredible, I loved it so much that I wanted to make it my permanent home in skyrim, but it does not have a bed for children or other rooms, could you add them at some point or can not take families in the houses not vanilla?
    Greetings from Argentina!
    PS: Sorry for my horrible English taken from the google translator.
  2. Misery89
    Misery89
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    Thats the problem, the questmarkers, don't know why they don't show up. Sorry for answering so late and thank you for keep trying. So as you already wrote, the cave is a small hole directly left next to the entrance of Mzar'Luef.
    Is this one the only marker that doesn't show up?
    I'll upload a screenshot, so everyone can find that cave.
    1. Keyenhancer
      Keyenhancer
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      None of the markers showed up, but yeah, adding in a description and a screenshot on the location would definitely help. Or maybe add a small rustic map/picture within the journal of the house marking the cave by it. If you don't mind, I'd also like to add a few suggestions. This is one of my favorite player houses so far. A lot of the other player houses are overly complicated, large, and for no real good reason. I'd rather not spend 1minute between storage and crafting stations, lol. This house is fairly simplistic and makes good use of the space. I do have a few issues, which could be mod conflicts, I dunno.

      The items within the market caused me some issues as I accidentally stole one and now the magic shop owner wants to fight and nothing more. Also, what I'm assuming is suppose to be the pawn shop owner, won't sell nor buy anything. The menu comes up but it is utterly blank as if neither of us are carrying anything. Likewise he only has roughly 10gold available. And the last one is none of the my followers can enter the house.

      My suggestions are primarily the storage space around the crafting stations. Add in a satchel by both the enchanting table and alchemy and a dwemer container for storing potions. Also a few storage containers by the smithing stations would be immensely helpful.

      A great use of the housechest could be an auto sorting feature. This would set it apart from other house mods imo. Put everything in the chest, all alchemy items get stored within the satchel/chest. Soul gems within the cups and satchel by the enchanting table, ignots get placed onto the shelves and chests with the shelves are full. For other containers create a configurable flag for the player to choose what goes into it for sorting purposes. If nothing is chosen nothing gets stored within automatically. Sorting could be done by pipes or via my third suggestion.

      Another suggestion would be a housecarl within the form of a automaton. Could even tie this into the second suggestion, making him required for the auto sorting. The automaton could at random collect nearby ingredients, hunt nearby creatures and such. Of course none of that needs to be carried out in actuality, just randomly appears within the containers as if he did. Might I also suggest the shopkeepers be automatons.

      Finally, crafting/brewing/enchanting made possible without having the items within the player's inventory. As long as the raw ingredients are within the house space they can be used.

      In my opinion it would further simplify the house, which being a dwemer and technologically advanced house, should feel like one. It would also flesh out the mod a little further. I dunno what all you have planned, if anything. I know enough about coding/modding to know that my suggestions aren't that easy. Take them as you please, I look forward to anything more you have to add. All in all, this is my second favorite playerhouse, the first being my own craftable house, primarily because of the storage space all being so close to crafting stations. The downside is that some rooms have to load, such as the basement.
    2. Misery89
      Misery89
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      First of all, thank you for so many suggestions. I will add storage containers near the crafting stations, cuz I don't think that I ever get managed a sorting system (I will try cuz it sounds amazing). I am already working on the automaton housecarl (that was one of my first ideas about that house) but at the moment it isn't working as I want it to.

      I'll check the merchant, but I think the followers should be able to enter the house. Of course I'll check that too, are you using any follower mods?

      I'm pretty new in modding so some of these things may take some time.
    3. Misery89
      Misery89
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      In deed, lydia isn't entering the house, hope I can upload the fix tomorrow.
    4. Misery89
      Misery89
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      Followers can now enter the house, I implemented an automatic sorting system and fixed the Merchants(hopefully).
  3. Keyenhancer
    Keyenhancer
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    I'm unable to find this Skarson fellow. The Crystaldrift cave has some guy in it named Gardon, who's dead mind you. The Note gives no clue other than this hunting cave nearby. The other closest cave is for the Nighting Gale quest line. I checked the tavern and Jarl's Castle within Riften and I checked out the Orc's stronghold a ways off. I cannot locate this Skarson and the map marker isn't showing up either. The Quest Journal says, 'Find Skarson' and nothing else. I will continue to look at all nearby locations and branch out, but any help would be greatly appreciated, this mod does look amazing!
    1. Keyenhancer
      Keyenhancer
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      FOUND IT! For anyone else who has trouble, there is a small hole 'kiddie-corner' from the backside of the house. If you are facing the door to the house, it'll be on the left.
  4. Misery89
    Misery89
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    Thanks a lot, it took me days to make this (wasn't familiar with papyrus scripting). Happy to get a Kudos for it !
  5. RexJayden
    RexJayden
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    Nice job for a first mod. Kudos to you Misery89.