look at this house. this house is amazing. love your houses, tyvm for sharing them with someone like myself who falls off the chair trying to figure out modding
This is a nice little house, but one thing I didn't quite understand is why you filled the pot inside the house with clam meat when you can't really see it without cheating. It's just kind of a waste of system resources.
Not bad. At least finally a small house mod without furniture-overload and without massive cheat items, and especially no "damn" mannequins.
Is the doublebed a masterbed or is it unowned and thus follower friendly?
Would prefer all smith items outside, as for logical reasons, otherwise, one would have to interprete the house as a smith-house (in case i use it, not sure now, i might rename it that way). And i even would prefer such house concepts also without enchanter and alchemie-desk ... imo. the less comfort in this regard the better for the realism-feeling and challenge, imo. there shouldn't be armour-gifts as well.
As most players run multiple-follower mods, it would nice to have few free (unowned) beds, ie. instead of smith and/or enchanter etc. features within the house, ie. interpreted as ie. abandoned worker-house or something like that, could be also a little abandoned inn (room renting, but just free because abandoned).
... but hey, as for my comments, that's me - thanks for the work and sharing it.
Thanks. I think it would be crowded with beds if I'd move the smithing stuff outside and throw away the alchemy and the enchanter and put down beds insted of them. It would be less nice. I like to put the smithing (except smelter) inside the house, because in most cases it's damn difficult to find straight surface for them outside. Also I didn't want them not to download it because of the lack of alchemy and enchanter. The bed has player ownership, but that I'm willing to change if needed, other than that I prefer the house this way. Regarding the armor it's difficult to acquire a full set of Skaal armor without killing innocent npcs and you need a winter coat, it's cold outside.
"...it's cold outside" ... yeah i know, i run Wet&Cold and Frostfall. That i took care of your house near Windelm in this position is due to a remberance of an earlier playthrough, and the fact that i indeed experienced hard temperature issues while exploring that area (not the only one, of course). In my current/fresh playthrough (prior to BleakFalls quest), i'm far away though from getting to Windhelm realms.
Perhaps you have fun and time to create an alternative house, which works as above described as quasi-inn (ie. an abandoned small inn) for player and follower-group, usually needs 4 beds and a cooking place, dinner-table and chairs. This would enable to avoiding Windhelm's inn as night-place, or to go into Windhhelm overall if not just necessary as for a quest, or to be forced to providing a (still very cold) camp outside ... but having a small and warm station. Just a thought.
So here it is, no armor, smithing stuff outside, eight unowned beds, not too far from Snowfall Cottage too. http://www.nexusmods.com/skyrim/mods/67019/?
Just checked some of your houses and descriptions ie. you wrote recently "It's not family friendly, since it's too small, also I didn't want the kids to play with the neighbor horkers." ... replace horkers with bandits-whatsoever encounters, OBIS-encounters etc. ... this is actually the reason, why a family-friendly house (child-beds and spouse) makes only sense in bigger homes and especially pretty secured place, imo.. I for example will never use a small house near encounters as family-home with kids, especially also not if they are in the total wilderness or in northern cold areas ... just immersion-breaking as ie. unrealistic to chose such homes as family-location ... except one plays intentionally such a RPG.
Thus would suggest, that small houses are either follower-friendly "inn"-houses or small smith-shacks or combined, as you did now recently with "Highcliff", but those designs could actually be also in those places, you have done with your other houses. Or, just real imo. poor starter houses and/or hunter cabins.
As immersion-increaser for your house-mods, you could try to place a corpse of the former house-owner(s) ie. near wolf-whatsoever encounters, with the key for the houses.
Also, vanilla-HF and uncountable home mods offer big and rather secure estate-mods with the family-features.
P.S. ... will try to remember to message back, but takes a lot of time, as i'm far far away from travelling to Windhelm, as already written.
Well now I got curious, how do you play? You don't fast travel? What kind of character do you have? Also regarding the placement of the houses, honestly even Bethesda puts homes in the wilderness with spawning bandits, giants, kidnapped spouses, at least these won't happen in my houses. And my modding skills are just what you see, I have no idea, how to make a key for the house and I find putting corpses near my houses creepy. Just roleplay that you bought it from someone in the nearby city, or inherited from your great uncle or something.
To answer your questions ... in return for using your modding work, i make it quite detailled.
" ... how do you play? "
I play for a way challenge and realism increased immersive experience. Many mods of all directions provide that. For example regarding combat, i wouldn't survive without followers (many encounter mods with way more boss-like enemies, dragons etc. actually are real challenges). I use MHIYH (v4.3) for the whole follower-management/organisation, and enjoy the NPC's, ie. using diverse enliving/populating mods. I expand slowly without cheating. I use the mod "It's your choice" which enables the possibility to have quests listed which i want (one have partly even to search for quests, many quests aren't automatically forced on you).
" You don't fast travel? "
No, never ... try it, it'll change your gaming-experience a lot. Many graphic mods and tweaks provide the option to actually enjoy the environment of Skyrim.
" What kind of character do you have? "
A normal (vanilla) Nord starter (Helgen sequence), but with a mod which negates the starter fire and heal spells, and vulnerable due to health and stamina etc. mods, ie. already to make the Helgen quest is kinda challenging and he wouldn't survive the way to Riverwood without Raloff, and that is often already on the edge even with that strong Stormcloak warrior, just due to mods, see above ... . When he made it to Riverwood, he builds himself up, normal without cheating, but with a starter home "Embershard Cottage" and one first follower which he finds in front of Riverwood, "Ysgrette" . He helps of course Riverwood with going to Whiterun etc. (following quests and overall, he needs more followers as all enemy places are really dangerous, especially also the first dragon-quest; and levelling up needs far longer time). From on being Thane of Whiterun and after the Greymane-quest, a rather free play regarding quests.
RPG, generally: He keeps its ass out of the civil war as far as possible and never would support "Skyrim belongs the Nord" and tries to fight for the good. This although he basicly has a dark soul aka merely an evil past from which he cannot escape completely - a kinda splitted person who tries to find an inner balance to make up his past life experiences or giving his life a positive sense. But just prior to and in Helgen, he gave up his life already (past-life, prisoner and close-to execution), but then, the dragon came etc. - first of all a shocking experience, anyways he got back some will for a life, for a future, he can't explain why, he is somehow confused, but it grows from on Helgen's dragon experience and the following escape ... . He actually tries to never steal or kill, if it is not necessary. But he has however also the rather dark side, a hang on being powerful, mighty and getting rich, but also to provide a good living and justice for his followers plus people for whom he feels some duty (the Thane thing), his actions are different, ie. he has usually no mercy with bandits (but i apply also a "Yield" mod, so not every humanoid enemy dies).
... just something like that for the RPG - i think, a simple decision for a red line in the game, although quite some quests make it hard, some of those will just not be played. (I tried many different approaches for the gameplay and RPG with Skyrim, ended up with this one).
Wow. You made your game hard enough as I see. I usually can't get too far with characters that have a very big backstory, because that prevents me from doing a lot of quests. Once I had a pirate Altmer woman, and she couldn't do the main quests or Companions, because she's not a hero, couldn't do College of Winterhold, because not mage, couldn't do Thieves Guild and Dark Brotherhood, because she already had a pirate crew, she didn't want to be the leader of any other groups etc. Basically she could only do little side quests. I have tons of characters, mosty women and I have some favourites.
Looks like nicely and also quite uniquely done, in this regard very good. Well, the style is but not my cup of coffee, but that's me. Also, all shrines (or more than one or zero) available in small houses is for my play-style rather a no-go. Nonetheless, there might be some players who will be thankful for this kind of house. One most important property for mods is always the lack of "bugs", merely simple and solid approaches offer this, as you do with your small house concepts. So keep up your modding-development, i'll keep an eye on it.
Thanks for the compliment. In fact I waited for you to answer, I want to ask something. There is another modder who's bugging me that my Highcliff Retreat's exterior is too similar to his house. He thinks I stole his mod which is absolutely offending for me. I could change some things in the exterior so the two mods won't be so similar (to make things worse they're basically on the same location too). But because that mod was your request I wanted to ask what kind of changes would still fit in your playing style. To be honest I don't have any idea for changing it yet and I don't want to place it somewhere else because the navmesh was a pain in the ass to do. So maybe do you have some suggestions?
Your desc: "Highcliff Retreat is a multiple follower friendly playerhome near Snow Veil Sanctum. The neighbors are wolves, but that shouldn't be a problem with a lot of followers (or even alone). It's between Snow Veil Sanctum and Windhelm, basically in the middle of nowhere, so I really hope it's compatible with other mods. Outside there is a woodchopping block and all smithing stuff. The view is breath taking to be honest. Inside there is a Shrine of Akatosh, alchemy (some of the ingredients can be taken but some are static), enchanter, cooking, four weapon plaques, eight unowned beds and several storages."
You asked me ... Make a poor/functional hunter-house out of it, fits most likely to the overall location etc.. Interior: Just storage, fire-place/cooking, table/chairs, beds and good. Few pelts on wall and floor, perhaps few trophy-heads. Exterior: Wood-chopping, perhaps still a bit storage (few barrels) and bow-targets. Nothing else.
EDIT
As we are by that ... i'm still in need of a small follower-house near Whiterun. Maybe you have still fun and time to make a down-scaled farm house, as described by me already in your Farmhouse thread and the other pages ... just functional and good, ie. also a hunter theme, or alternatively, a still simpler, a miner theme with a smelter but no smithing (no extras, no shrines whatsoever).
As pretty much all Whiterun outskirt-places are filled up by other mods, the thing for a proper place is quite hard. I wonder, if the place between Pelagia farm and Honeybrew is possible? I believe, i never saw a house mod there.
25 comments
Is the doublebed a masterbed or is it unowned and thus follower friendly?
Would prefer all smith items outside, as for logical reasons, otherwise, one would have to interprete the house as a smith-house (in case i use it, not sure now, i might rename it that way). And i even would prefer such house concepts also without enchanter and alchemie-desk ... imo. the less comfort in this regard the better for the realism-feeling and challenge, imo. there shouldn't be armour-gifts as well.
As most players run multiple-follower mods, it would nice to have few free (unowned) beds, ie. instead of smith and/or enchanter etc. features within the house, ie. interpreted as ie. abandoned worker-house or something like that, could be also a little abandoned inn (room renting, but just free because abandoned).
... but hey, as for my comments, that's me - thanks for the work and sharing it.
That i took care of your house near Windelm in this position is due to a remberance of an earlier playthrough, and the fact that i indeed experienced hard temperature issues while exploring that area (not the only one, of course).
In my current/fresh playthrough (prior to BleakFalls quest), i'm far away though from getting to Windhelm realms.
Perhaps you have fun and time to create an alternative house, which works as above described as quasi-inn (ie. an abandoned small inn) for player and follower-group, usually needs 4 beds and a cooking place, dinner-table and chairs. This would enable to avoiding Windhelm's inn as night-place, or to go into Windhhelm overall if not just necessary as for a quest, or to be forced to providing a (still very cold) camp outside ... but having a small and warm station.
Just a thought.
Page bookmarked, will check back later.
Endorse the other/new house later.
Edit: Just dl'ed Snowfall Cottage, too.
I for example will never use a small house near encounters as family-home with kids, especially also not if they are in the total wilderness or in northern cold areas ... just immersion-breaking as ie. unrealistic to chose such homes as family-location ... except one plays intentionally such a RPG.
Thus would suggest, that small houses are either follower-friendly "inn"-houses or small smith-shacks or combined, as you did now recently with "Highcliff", but those designs could actually be also in those places, you have done with your other houses. Or, just real imo. poor starter houses and/or hunter cabins.
As immersion-increaser for your house-mods, you could try to place a corpse of the former house-owner(s) ie. near wolf-whatsoever encounters, with the key for the houses.
Also, vanilla-HF and uncountable home mods offer big and rather secure estate-mods with the family-features.
P.S. ... will try to remember to message back, but takes a lot of time, as i'm far far away from travelling to Windhelm, as already written.
" ... how do you play? "
I play for a way challenge and realism increased immersive experience. Many mods of all directions provide that.
For example regarding combat, i wouldn't survive without followers (many encounter mods with way more boss-like enemies, dragons etc. actually are real challenges). I use MHIYH (v4.3) for the whole follower-management/organisation, and enjoy the NPC's, ie. using diverse enliving/populating mods. I expand slowly without cheating. I use the mod "It's your choice" which enables the possibility to have quests listed which i want (one have partly even to search for quests, many quests aren't automatically forced on you).
" You don't fast travel? "
No, never ... try it, it'll change your gaming-experience a lot. Many graphic mods and tweaks provide the option to actually enjoy the environment of Skyrim.
" What kind of character do you have? "
A normal (vanilla) Nord starter (Helgen sequence), but with a mod which negates the starter fire and heal spells, and vulnerable due to health and stamina etc. mods, ie. already to make the Helgen quest is kinda challenging and he wouldn't survive the way to Riverwood without Raloff, and that is often already on the edge even with that strong Stormcloak warrior, just due to mods, see above ... . When he made it to Riverwood, he builds himself up, normal without cheating, but with a starter home "Embershard Cottage" and one first follower which he finds in front of Riverwood, "Ysgrette" . He helps of course Riverwood with going to Whiterun etc. (following quests and overall, he needs more followers as all enemy places are really dangerous, especially also the first dragon-quest; and levelling up needs far longer time). From on being Thane of Whiterun and after the Greymane-quest, a rather free play regarding quests.
RPG, generally:
He keeps its ass out of the civil war as far as possible and never would support "Skyrim belongs the Nord" and tries to fight for the good. This although he basicly has a dark soul aka merely an evil past from which he cannot escape completely - a kinda splitted person who tries to find an inner balance to make up his past life experiences or giving his life a positive sense. But just prior to and in Helgen, he gave up his life already (past-life, prisoner and close-to execution), but then, the dragon came etc. - first of all a shocking experience, anyways he got back some will for a life, for a future, he can't explain why, he is somehow confused, but it grows from on Helgen's dragon experience and the following escape ... .
He actually tries to never steal or kill, if it is not necessary. But he has however also the rather dark side, a hang on being powerful, mighty and getting rich, but also to provide a good living and justice for his followers plus people for whom he feels some duty (the Thane thing), his actions are different, ie. he has usually no mercy with bandits (but i apply also a "Yield" mod, so not every humanoid enemy dies).
... just something like that for the RPG - i think, a simple decision for a red line in the game, although quite some quests make it hard, some of those will just not be played.
(I tried many different approaches for the gameplay and RPG with Skyrim, ended up with this one).
One most important property for mods is always the lack of "bugs", merely simple and solid approaches offer this, as you do with your small house concepts. So keep up your modding-development, i'll keep an eye on it.
You asked me ...
Make a poor/functional hunter-house out of it, fits most likely to the overall location etc..
Interior: Just storage, fire-place/cooking, table/chairs, beds and good. Few pelts on wall and floor, perhaps few trophy-heads.
Exterior: Wood-chopping, perhaps still a bit storage (few barrels) and bow-targets.
Nothing else.
EDIT
As we are by that ... i'm still in need of a small follower-house near Whiterun. Maybe you have still fun and time to make a down-scaled farm house, as described by me already in your Farmhouse thread and the other pages ... just functional and good, ie. also a hunter theme, or alternatively, a still simpler, a miner theme with a smelter but no smithing (no extras, no shrines whatsoever).
As pretty much all Whiterun outskirt-places are filled up by other mods, the thing for a proper place is quite hard. I wonder, if the place between Pelagia farm and Honeybrew is possible? I believe, i never saw a house mod there.