Skyrim

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EggOver1979

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EggOver1979

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About this mod

This is a small collection of fixes and tweaks for the wonderful Fyr Manor by TrainWiz.

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Fyr Manor has always been one of my favorite house mods, but it always had a few issues that kept me from using it as much as I should. In the course of working on mods of my own, I finally learned enough to fix the problems and TrainWiz gave me permission to post my fix mod. This mod requires the original Fyr Manor mod (or the Steam Workshop version) and should be installed over them.

This fixes the following issues with Fyr Manor:

New fixes in version 1.11:
  • Rewrote the Hall of Achievement script to work better. Also revamped the conditions for each script, rather than being dependent on the stats in the Misc Stats screen, most of them now fire off of quests. Laid the framework for having a manual display override, haven't done the dialog for that yet.
  • The shout achievement now will check if Thunderchild is installed, and the threshhold will be 50 shouts learned instead of 20 if it is.
  • Fixed a stupid mistake I made in the 1.1 version of the Hall of Achievement Script. If you're that one person who downloaded 1.1 before I realized it, please forgive me.


Fixes from 1.0:
  • Repositions some elements of the Foyer to prevent a bug where controls would be disabled when entering Fyr Manor.
  • Adds actual Hearthfire Multiple Adoptions support (HMA is not a requirement for this mod, though, but it is the only way to move kids there.)
  • Related to the above, added a sixth bed to the nursery so you can have the full HMA 6 kids. One of them has to slum it on a bedroll, though.
  • Fixes the Ore Veins in the Enchanting Lab and the Soul Lab. These ore veins should be inifinite now, but if that doesn't work due to mod conflict, use the button near the Enchanting Lab Geode Veins to swap them for Activator-based replicas which will be infinite.
  • Adds storage to the Kitchen and Enchanting Labs
  • Tweaked the lighting in the Armory to be less dark.
  • The greenhouse now works, like, at all.
  • Added some collision volumes to a few places it was possible to fall outside.
  • Tweaked the weapon display plaques in the Armory and the Hall of Achievement to just barely off true, because as far as I know display activators don't work right with exact 90 degree angles.
  • Added some context-sensitive Vampire furniture to the bedroom. When you're a vampire, the bedroom will have a coffin to sleep in and a Blood Barrel that will give you one Blood Potion per day.
  • Changed the wolf spawn points by the entrance to prey animal spawn points, so you don't have to fight wolves every damn time.
  • Modified the starting quest to only kick in after you've discovered three locations, so it doesn't spawn in during the opening cinematic. It will also keep placing the Sehtic Teleport Orb near you every sixty seconds until you pick it up, in case it spawns in an inaccessible place.
  • The Sehtic Teleport Orb is now counted as clothing (Just slot 60, and it automatically unequips) so you can hotkey it. It's also a quest item now.
  • The Sehtic Teleport Orb now has a two-way teleport. Use it away from Fyr Manor, and it teleports you to Fyr Manor. Use it at or near Fyr Manor, and it will teleport you to the last place you teleported to Fyr Manor from.
  • Adds a Shrine of Auri-El to the Shrine Room.
  • Retextured a few statics to look more appropriate.


Future Plans:
  • Consolidate Fyr Manor + Fixes into one esp file.
  • Add a manual display override system to Hall of Achievement. (Framework laid.)
  • Add a few new displays to the Hall of Achievement. (Framework laid.)
  • Add a barracks room, for use with mods like Guild Starter and My Home Is Your Home.