Heya First of all, thanks for this mod, I love the house and its little secrets / functions. I do have a question, however, not regarding the house per se, but about the 4 followers included. I have tried to equip them with custom armors, specifically CBBE ones and, sadly, while they equip every other parts with zero problem, I can't seem to get them to equip the main body... Any chance you could indicate how I can manage that? That would be amazing. ^.^
Looks like some good work went into this. But from the video I have a couple of cons:
1. Inside of the house does not appear to match the outside in size. Inside seems way to big. Outside also looks single-story, but inside appears to be two-story.
2. Pet peeve: full-size smelter in unventilated enclosure. Or having a large smelter at all with such a smallish place. IMO, smelters are expensive and more properly associated with mining operations, or larger country estates. But I've done the same thing with some of my mod attempts. (The smaller smelter seems a better fit.)
All in all, I guess I don't see the advantage over Honeyside. Nice work, nevertheless!
Thanks! It has a smaller smelter too! I added a bigger one just because i like the animation and to give the npcs inside the house something to do on idle. I also made a small smelter vent in the update, which i initially forgot! But i can remove the smelter in a next update ... it is not really necessary ... or i can just put it outside the house.
Sorry for the other rough edges ... and 'a little bigger on the inside thing' ... i made this mod for my last playthrough ... and utilate the house accordingly! I was just anxious to start the playthrough and i've just release it. I also wanted to make a cellar with connecting tunnels to The Ragged Flagon ... perhaps in an later update!
Also ... from the video ... i see that it's way too bright inside ... sorry for that! I use ELFX since i can remember and i placed light sources and ambient lightning to suit that mod ... because without those ... it is pitch black ... while with vanilla lightning ... you don't even need light sources for visibility.
Sorry, but does really no-one, even the maker of the video, notice that the rope around the house ends in nowwhere?
Besides that a nice player home.
But one of these homes which use fancy clutter or scripts which conflict with other player homes, so immediate crash if you don't delete your other homes.
1. There are local small scripts made by myself to suit the house ... script to toggle on / off ... the fireplace, the aquarium window, the painting, auto lock doors, cases (you can use this to level your lockpicking skill ... if you put your keys back into the key holder)
2. There are scripts made ... mostly by myself for the Lost Spells ... teleport, mark, recall, resurrect, invisibility, silence, etc... They are all unique to this mod, and only one uses an global variable ... and that is also unique.
3. There are script free resources, which i used for the Potion Shelf and Invisibility Eyes Fix. Only these scripts can be used by the other mods that add the same resource ... and i see no problem with that ... a script can be used by multiple mods.
So i can assure you that ... nothing in this mod will generate any conflict ... except if some other mod edits and uses the same area / navmesh from the exterior cell, where the hut is placed.
I didnt think the rope was an issue that impacted the house functionality in any way, so i didnt mention it...if so, then should i have also yapped about the boat that doesn't really work?
16 comments
1. is there named storage for weapons and armor? I see a few mannequins and racks, but no storage.
2. if not what is the name of this cell in creation kit? Love it but i have to have weapon and armor storage lol
The cell name is 'FalconHut'
First of all, thanks for this mod, I love the house and its little secrets / functions.
I do have a question, however, not regarding the house per se, but about the 4 followers included.
I have tried to equip them with custom armors, specifically CBBE ones and, sadly, while they equip every other parts with zero problem, I can't seem to get them to equip the main body...
Any chance you could indicate how I can manage that?
That would be amazing. ^.^
1. Inside of the house does not appear to match the outside in size. Inside seems way to big. Outside also looks single-story, but inside appears to be two-story.
2. Pet peeve: full-size smelter in unventilated enclosure. Or having a large smelter at all with such a smallish place. IMO, smelters are expensive and more properly associated with mining operations, or larger country estates. But I've done the same thing with some of my mod attempts. (The smaller smelter seems a better fit.)
All in all, I guess I don't see the advantage over Honeyside. Nice work, nevertheless!
Sorry for the other rough edges ... and 'a little bigger on the inside thing' ... i made this mod for my last playthrough ... and utilate the house accordingly! I was just anxious to start the playthrough and i've just release it. I also wanted to make a cellar with connecting tunnels to The Ragged Flagon ... perhaps in an later update!
Also ... from the video ... i see that it's way too bright inside ... sorry for that! I use ELFX since i can remember and i placed light sources and ambient lightning to suit that mod ... because without those ... it is pitch black ... while with vanilla lightning ... you don't even need light sources for visibility.
you could always use the S button to make the outside house bigger... then just keep adding floors going deeper and deeper.
Besides that a nice player home.
But one of these homes which use fancy clutter or scripts which conflict with other player homes, so immediate crash if you don't delete your other homes.
The scripts shouldn't conflict with anything ...
1. There are local small scripts made by myself to suit the house ... script to toggle on / off ... the fireplace, the aquarium window, the painting, auto lock doors, cases (you can use this to level your lockpicking skill ... if you put your keys back into the key holder)
2. There are scripts made ... mostly by myself for the Lost Spells ... teleport, mark, recall, resurrect, invisibility, silence, etc... They are all unique to this mod, and only one uses an global variable ... and that is also unique.
3. There are script free resources, which i used for the Potion Shelf and Invisibility Eyes Fix. Only these scripts can be used by the other mods that add the same resource ... and i see no problem with that ... a script can be used by multiple mods.
So i can assure you that ... nothing in this mod will generate any conflict ... except if some other mod edits and uses the same area / navmesh from the exterior cell, where the hut is placed.
UPDATE: Found it, loved it, doing a video on it for the channel, and the next follower video i do will use your girls...this is an awesome house!
PS...tried to go around, jump in the lake to see if...you know...lol