hi, this is a great idea for anyone starting out in this town, and who has to go all over the place to do their crafting and enchantments, a good start in the game, great job, thank you.
Guess I don't see the immersion point of smithing in a rather smallish place; especially a tanning rack in upstairs hallway? Full blacksmith is right next door. While I don't use Breezehome mods, I've tested the main one and I guess the extra area in the basement for smithing would be better for immersion, IMO. But then I suppose not all are into immersion...or have a different interpretation of it. To each their own. I'm sure you did a good job nevertheless!
Thanks! I agree we all have a different interpretation of immersion. I only had the enchanter, a shrine and some extra storage in ver. 1 on Steam, but I got sick of waiting for Adrianne, so I decided to add the stations for convenience. I thought a smelter would be immersion breaking (didn't want to burn Breezehome down! or choke on the fumes! ), but I don't mind the tanning rack upstairs... I kill a lot of animals, so it's really handy for me! I had it sticking out further initially, but Lydia got stuck behind it a few times. Very funny, but not the effect I had in mind.
I like having a one-stop crafting place, even if it's a little bit iffy as far as immersion goes. And yeah, the smelter definitely isn't necessary. I would argue it's the least useful crafting station unless you have a mod that lets you melt down useless weapons. To me, it breaks immersion more if I have to run all over Whiterun (Why can't I buy a small enchanting table for my house? Why should I have to run up to the Cloud District?), because I know that Bethesda could have prevented most of that annoying trip. Efficiency and logical game design is part of my immersion, as weird as that is.
Couldn't agree more. I'm probably going to (finally) install Hearthfire for my next game, so can no longer use my fave Breezehome mod "Breezehome Basement Redux". Like this, it's essentially vanilla breezehome but with full crafting. The idea that the Thane of Whiterun, he/she of a thousand weapons and armours, wouldn't have the basic stuff like a grindstone, workbench and enchanting table is stupidly unimmersive. Might try to fix the Redux mod in the CK myself but, if I can't/don't, this mod is on my very short list of replacements. There's a million Breezehomes on Nexus, but astoundingly few that aren't way overdone or favour the addition of displays and mannequins over the basic smithing stations.
I love what you did to Breezehome. I've already moved my stuff in from other in-game locations and am settling in my new livable Breezehome. Awesome work! I've tried several Breezehome mods before, but (like you) I thought they were 'too much' and eventually uninstalled them, going back to the vanilla Breezehome we all know. Your changes make a convenient (central to Skyrim) home into a cozy home the Dovahkiin may relax in after killing the random dragon or righting the latest wrong.
You didn't add any mannequins, did you? Please tell me you didn't. I hate those things, but I'd love some small quality of life improvements to one of my favorite homes. Also, for the record, you won't actually need to convert this for the Special Edition. If the mod is just an esp file, the Special Edition should read it just fine.
Cool. I don't think I own Breezehome yet in my current save, but I should probably go check before I install this. I will install it though. Always annoyed me that Whiterun was the only city I didn't have a one-stop crafting spot in. But yeah, Skyrim's vanilla data folder (except maybe the vanilla scripts, which of course will be easy to port for, since the game will include recompiled versions of them if it needs to) is completely architecture agnostic, so there's no need to port esp files, textures, meshes, replacer animations, and so on. The new main exe file will read that same stuff with all the performance benefits of 64bit and dx11. SKSE will need porting, but we still don't know if SKSESE (or whatever it's called) will be backwards compatible with mods that require SKSE. It's too early to be totally sure on that. FNIS might be even trickier if the Special Edition uses Fallout 4's animation system. ENB and its many presets will need to be redone, ENBOOST no longer being necessary since the game can address as much ram as it needs without it, and the presets will need to be tweaked to look good with the new graphical stuff. Basically, the rule of thumb is anything that installs and requires an exe file may and probably will need porting, but apart from that, it should be fine. Edit: Oh, and sorry for the long post. Need to be thorough when getting into the subject of what will work, because there's so much out there to cover.
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Couldn't agree more. I'm probably going to (finally) install Hearthfire for my next game, so can no longer use my fave Breezehome mod "Breezehome Basement Redux". Like this, it's essentially vanilla breezehome but with full crafting. The idea that the Thane of Whiterun, he/she of a thousand weapons and armours, wouldn't have the basic stuff like a grindstone, workbench and enchanting table is stupidly unimmersive. Might try to fix the Redux mod in the CK myself but, if I can't/don't, this mod is on my very short list of replacements. There's a million Breezehomes on Nexus, but astoundingly few that aren't way overdone or favour the addition of displays and mannequins over the basic smithing stations.
Also, for the record, you won't actually need to convert this for the Special Edition. If the mod is just an esp file, the Special Edition should read it just fine.
But yeah, Skyrim's vanilla data folder (except maybe the vanilla scripts, which of course will be easy to port for, since the game will include recompiled versions of them if it needs to) is completely architecture agnostic, so there's no need to port esp files, textures, meshes, replacer animations, and so on. The new main exe file will read that same stuff with all the performance benefits of 64bit and dx11.
SKSE will need porting, but we still don't know if SKSESE (or whatever it's called) will be backwards compatible with mods that require SKSE. It's too early to be totally sure on that.
FNIS might be even trickier if the Special Edition uses Fallout 4's animation system.
ENB and its many presets will need to be redone, ENBOOST no longer being necessary since the game can address as much ram as it needs without it, and the presets will need to be tweaked to look good with the new graphical stuff.
Basically, the rule of thumb is anything that installs and requires an exe file may and probably will need porting, but apart from that, it should be fine.
Edit: Oh, and sorry for the long post. Need to be thorough when getting into the subject of what will work, because there's so much out there to cover.