New 2.8 version has the "autostrip" feature for skinny dipping in the underground pond and shower. See more on the description page under the Installation topic.
The new version also has improved lighting in the "Great room" which produced a slight defect in rendering
Look for my new mod "Hollow Rock Haven" which should be released in 2 days. It's going to be one of my favorites!
Been around Skyrim for a while, and had inevitably accumulated another little posse of beauties. Went looking through my favourite home/castle mods for something suitable - then tried "homes" in recent order and came across Quail Call.
Maybe it's not the most beautiful outside (haven't really looked) but it's very good inside, and if the sandboxing has been fixed, should be just right for the posse to hang around in. Particularly liked the individual placement of actual things everywhere - as opposed to generic clutter, and the sequential clustering of individual bedrooms upstairs - very good for wandering about and "annoying" one or more of said "beauties". And can't think of any other mod the location will interfere with.
This is a spoiler as to the location of the key to the manor ... The key is behind the burial urn next to the shrine not far left of the big (main) door.
Well, you don't need that key :/ Even if the front door is locked, you can walk to the outside kitchen area and take the side door next to it. That door isn't closed. My Orc just felt like a sneak thief. Would be nice if you could fix that door ^-^ Just to prevent that not some bad guy will walk in there!
I checked that door in the CK and it is ticked with the lock being the only option. Is it possible that you have a mod or follower who unlocks locked doors, because I tried it without the key and it gave me the lock pick option?
My only follower is lovely *curses* Serana. If she could open the door she would be first time usefull in this game. Even I don't have a Mod which opens doors. Only 3 houses, nice clothes and weapons and the bugfix things o.o
But I will try it without all girlish Mods and tell you what will happen
Edit: I retried it with uninstalling all mods and a new game. My only active mods were: Unofficial Skyrim /Dragonborn / Hearthfire / Dawnguard Patch, SkyUI and this lovely House. I am still able to enter the house from the sidedoor without lockpicking or having the Key. The mainhall door is locked. Oh and no follower with me ^^ I run out of Helgen as soon as I could (Damn Hadvar was talking so much).
I'm not sure what the issue is, but you're the only one who has reported being able to go in without the key. Everyone else has been asking for the keys location because the door is locked for them.
It's a total mystery as yet, but thanks for the report.
when i loaded it and when I approached the first time while it was night and stormy I got a gloomy impression which I absolutly like. Just one thing. it looks as if the house was a victim of a landslip, especially at the side where the entrance is. Though that is somehow interesting I think it deserves much more a long stairway down to the road or next to, so that would give the manor more dignity or so...
I hear you about the stairs but unfortunately, I did not have enough room in the cell to do that and I couldn't use any of the other cells around it due to the game's master files ... ie: quests in the game and impossible geography, etc..
I agree ... The Manor does look ominous on a stormy night, which was the way I first approached it in the game.
Love the layout..Very nice work. I am having several issues with it however.Wife, followers, HC, etc. will not multi floor sandbox. Whatever floor you are on and say this is your new home is the floor they remain on. I have assigned different areas of work, eat and sleep on different levels and they refuse to use them. I use AFT and have assigned different clothes to be worn at home and this is totally ignored. Also Tess_Edit repots errors in the MOD, not bad edits but out of order issues. I love this home and the central location so hoping these problem's can be fixed.
Thanks for the compliments, I'm glad you are enjoying the mod.
I will look into that, thanks for the report. I use Extensible Follower Framework and don't seem to have any of those problems, so I will have to research the criteria of AFT.
The Tess_Edit reports re irrelevant, having to do with things like "no eye reflections" for load screen creatures that I used in the mod as statues and Nav mesh spacing reports that have to do with lowering the original navmesh grid far below the ground rather than deleting the grid which can mess up the master files.
I will have a look at the follower issues this afternoon.
So far, the only thing that probably caused your multi-floor sandbox issue is due to global game settings for sandboxing distances. I don't think your followers can independently travel through cells without increasing the default game settings. For this reason, I combined the two cells (The main building and the Dovah Chamber), into one cell. Now you should be able to have your followers use those areas freely.
This mod fixes the sandboxing issues:
http://www.nexusmods.com/skyrim/mods/57376/?
I have not tried this mod but I plan on it. I'm a bit concerned about always having to go through a load door to find a certain follower who may or may not be there. :O
Thanks!I will re-install and let you know what happens.
Edit: It appears to be working perfect at this time. Thanks
I have had this issue with other custom homes in the past but there is probably a better answer than removing a load door. My followers will go through load doors on their on, like in the Breeze home in WR. I'm not a moder so not sure how it's done. It could be the way the follower is created, not sure.
Okay, I have another solution for your follower issues.
The distances for follower sandboxing are set low in the global game settings. You can override them by going into the console and typing:
SetGS fSandboxCylinderTop 576(and after that): SetGS fSandboxCylinderBottom -576then hit the enter key.
The current settings are (Top 150) & (Bottom -100)
I'm going to look into the Skyrim preferences .ini to see if they can be adjusted there, because you would have to do the above in the console each time you start the game. Of course you could adjust each number to your liking, ie: Top 350 and bottom -350. Too high of a setting may cause your followers to wander off farther than you like. The numbers indicate how far a follower will travel up or down in a location.
If you use the creation kit, you can also adjust certain distances that a follower will travel in their specification settings.
I combined the two cells into one for better performance and follower use, but the Pond is still a separate cell load because it's impossible to add that to the main cell because of its design.
I found and fixed some gaps in the walls and ceilings, which were minor, and I improved the lighting in the master bedroom and great room to be richer in color.
I have only taken a couple of followers into the new version to check for any navmesh errors and there are none, however, if you run TES5Edit you will get errors listed for the previous Navmesh exterior which are not a problem in-game and refer to the old navmesh which I moved beneath the ground so that the master files would not be deleted. This operation is common and normal when modding many areas in the game.
Released an update ... fixed some items in the enchanting area that said "steal" item. For some reason there was a C. Kit glitch that made them appear in some peoples games and not in others, even though I checked the entire cell to be "player faction" owned.
love this mod , one thing tho i dun the mission for belimund for fire salts and he didint give me the deed an when you go to the beds it doesint say owned , or does that mean nothing lol
No, I didn't write any scripts for the Balimund story. That is just a back story that I put on the description page to give you a reason to understand how you get ownership of the house.
The beds will not say owned other than possibly the "housecarl" bed, which I think I gave that designation to. Everything else is yours and your followers to use.
Endorsed. A very nicely done player house. It looks and works great, plus the file is really small. I might have missed something but I had to pick the lock to get in to find the key for the house. I only have two problems with this mod and both are just a matter of personal preference: Nothing in a player house should be marked steal (crafting area), and the amount of gold and freebies were way over the top. THANK YOU
Thanks for the compliment, you're welcome! I'm glad that you enjoy the mod.
Can you tell me what it was in the smithing area that said "steal", because I didn't have that come up in my game?
The use of freebies in the game are entirely up to the player and can be disregarded if they don't want to cheat, but for people like me who have played the game through several times, it gets a bit monotonous to have to do all of the collecting in order to raise enough money to do what needs to be done.
Crafting area with enchanter and alchemy tables. I was just thinking that it would be good for a new Alternate Start Character (attacked and left for dead). Since I probably have over 2000 hours in Skyrim, and I know what you mean about starting over AGAIN. Thanks again for the Mod. Thanks for the hint about the key, I might have found it if I looked harder, but had a lvl 3 character being attacked by a dragon at the time.(Just joking about the dragon) Edit: Uploaded 3 screenshots of marked (steal) good. You can deleted them once you are done with them.
Well you certainly know how to lay out a beautiful home...with all the amenities! An estate this size should have at least one stewart, but no matter, I have plenty of followers to watch over the place while I'm away! Thanks, I'm sure I will be comfortable here! Its in a nice location! I can run around the road to Robber's Gorge and kill a few bandits for practice! Nice job keep up the great work!
32 comments
The new version also has improved lighting in the "Great room" which produced a slight defect in rendering
Look for my new mod "Hollow Rock Haven" which should be released in 2 days. It's going to be one of my favorites!
Thanks to all who have endorsed this mod!
Maybe it's not the most beautiful outside (haven't really looked) but it's very good inside, and if the sandboxing has been fixed, should be just right for the posse to hang around in. Particularly liked the individual placement of actual things everywhere - as opposed to generic clutter, and the sequential clustering of individual bedrooms upstairs - very good for wandering about and "annoying" one or more of said "beauties". And can't think of any other mod the location will interfere with.
Excellent detailed work. Endorsed immediately.
My Orc just felt like a sneak thief. Would be nice if you could fix that door ^-^ Just to prevent that not some bad guy will walk in there!
But I will try it without all girlish Mods and tell you what will happen
Edit: I retried it with uninstalling all mods and a new game. My only active mods were: Unofficial Skyrim /Dragonborn / Hearthfire / Dawnguard Patch, SkyUI and this lovely House. I am still able to enter the house from the sidedoor without lockpicking or having the Key. The mainhall door is locked. Oh and no follower with me ^^ I run out of Helgen as soon as I could (Damn Hadvar was talking so much).
I'm not sure what the issue is, but you're the only one who has reported being able to go in without the key. Everyone else has been asking for the keys location because the door is locked for them.
It's a total mystery as yet, but thanks for the report.
Just one thing. it looks as if the house was a victim of a landslip, especially at the side where the entrance is.
Though that is somehow interesting I think it deserves much more a long stairway down to the road or next to, so that would give the manor more dignity or so...
I agree ... The Manor does look ominous on a stormy night, which was the way I first approached it in the game.
I love this home and the central location so hoping these problem's can be fixed.
I will look into that, thanks for the report. I use Extensible Follower Framework and don't seem to have any of those problems, so I will have to research the criteria of AFT.
The Tess_Edit reports re irrelevant, having to do with things like "no eye reflections" for load screen creatures that I used in the mod as statues and Nav mesh spacing reports that have to do with lowering the original navmesh grid far below the ground rather than deleting the grid which can mess up the master files.
I will have a look at the follower issues this afternoon.
This mod fixes the sandboxing issues:
http://www.nexusmods.com/skyrim/mods/57376/?
I have not tried this mod but I plan on it. I'm a bit concerned about always having to go through a load door to find a certain follower who may or may not be there. :O
Edit: It appears to be working perfect at this time. Thanks
I have had this issue with other custom homes in the past but there is probably a better answer than removing a load door. My followers will go through load doors on their on, like in the Breeze home in WR. I'm not a moder so not sure how it's done. It could be the way the follower is created, not sure.
The distances for follower sandboxing are set low in the global game settings. You can override them by going into the console and typing:
SetGS fSandboxCylinderTop 576(and after that):
SetGS fSandboxCylinderBottom -576then hit the enter key.
The current settings are (Top 150) & (Bottom -100)
I'm going to look into the Skyrim preferences .ini to see if they can be adjusted there, because you would have to do the above in the console each time you start the game. Of course you could adjust each number to your liking, ie: Top 350 and bottom -350. Too high of a setting may cause your followers to wander off farther than you like. The numbers indicate how far a follower will travel up or down in a location.
If you use the creation kit, you can also adjust certain distances that a follower will travel in their specification settings.
I combined the two cells into one for better performance and follower use, but the Pond is still a separate cell load because it's impossible to add that to the main cell because of its design.
I found and fixed some gaps in the walls and ceilings, which were minor, and I improved the lighting in the master bedroom and great room to be richer in color.
I have only taken a couple of followers into the new version to check for any navmesh errors and there are none, however, if you run TES5Edit you will get errors listed for the previous Navmesh exterior which are not a problem in-game and refer to the old navmesh which I moved beneath the ground so that the master files would not be deleted. This operation is common and normal when modding many areas in the game.
The beds will not say owned other than possibly the "housecarl" bed, which I think I gave that designation to. Everything else is yours and your followers to use.
THANK YOU
Can you tell me what it was in the smithing area that said "steal", because I didn't have that come up in my game?
The use of freebies in the game are entirely up to the player and can be disregarded if they don't want to cheat, but for people like me who have played the game through several times, it gets a bit monotonous to have to do all of the collecting in order to raise enough money to do what needs to be done.
Thanks for the endorsement!
I was just thinking that it would be good for a new Alternate Start Character (attacked and left for dead). Since I probably have over 2000 hours in Skyrim, and I know what you mean about starting over AGAIN.
Thanks again for the Mod.
Thanks for the hint about the key, I might have found it if I looked harder, but had a lvl 3 character being attacked by a dragon at the time.(Just joking about the dragon)
Edit: Uploaded 3 screenshots of marked (steal) good. You can deleted them once you are done with them.
What do you mean with "cleaned up ... bandits .." ?
Hope you didn't include a removal of bandit encounters with the mod?
The file seems very little, 166 kb, is that alright?