Update: Since posting here the other day, I realized there hadn't actually been a reply from the author since Feb. 2012 xD So for those of you looking to use this I took the liberty of cleaning a file for you. If the author ever resurfaces, he's welcome to use this file, or just delete this comment entirely, totally up to him. Not trying to overstep here or anything lol.
Hrm thanks for the cleaned up version however I still have issue with followers stuck on the bridge. It's not really a big deal considering most followr management mods can force them over.
This mod 'Custom Family Home' (https://www.nexusmods.com/skyrim/mods/47621/) says it will let any home be used for Hearthfire's adoption function, but with the proviso "Works only if the new home is fully navmeshed."
This mod conflicts with Expanded Towns and Cities. Sven and Hilde's house gets moved to make this mod work but leaves the door, tanning rack, and some barrels. Disabled this mod and the house is where it is supposed to be.
Actually, my game CRASHED when I had this mod installed with ETaC. When I started a new game, it crashed, and I spent 6 hours trying to figure out Why tf it happened, and it was because of this mod... no offence to the mod author.
I'm working on a patch Will be out with ETaC's next update.
@ mattcm919: I tried to send you a PM with this but apparently you've got those disabled... soooo I'm going to post it here.
Just a quick heads-up on some stuff I found when I was working on getting the ETaC patch for this done -- Firstly, you're probably going to want to clean this file, as currently there are ~200 ITM records; (This is why Tweedlpot's stuff is floating.) There are also several non-ITM edits to cells that I think are probably not on purpose (various things in Windhelm, Riften, etc.)
Although these ^^ things would be easy enough for people to do on their own should need-be. BUT! There's also a deleted nav in Riverwood03.
Which, unfortunately, you can't fix via TES5Edit with the un-delete references command. To get rid of it, your best and easiest bet will just be remove the deleted nav, then swap out the formIDs on your new nav, with the old nav, thusly restoring the old mesh ID but with the changes necessary for your house.
Other than that it looks good, just thought I'd let you know!
I have a problem with this mod, but strange nature. By UFO, I have left Lydia there and when I have back after a looooooong time and I can't, not just un-relax (option in UFO, that allows to give free time in certain place to follower) her, but do nothing to make her move from the place she is standing. Nothing helps - resetai, disable-enable, making her no longer a follower... By moveto player, I have teleported her from there and uninstalled this mod, but she still is blocked. Difference is that now, she is reacting to "I need You to do something" and by that I have move her further, close to my other house near Riverwood. Any way to deal with the problem?
It's nice. A good home. Very lore friendly. The candles flicker off and on in the corner of the room on the table, it makes a very bright flash and it's really annoying. So, maybe you could fix that. Also, it'd be nice if you'd add a chest downstairs where the smithing room is along with a place to cut some wood down there. I'm afraid I can't use this home because having to store my smithing items upstairs is just too much of a chore for this lazy joe. Good mod though.
Just a heads up, this mod is nice but placed candles inside the house turn off on certain angles when using Vividian ENB with ELFX, ELE and weather mods. One would need to fix the candle positions to be compatible. Also, even when set high in the load order it seems to affect the brightness of nights around Riverwood, at least in some weathers, kind of like how Real Shelters looks with Pure Weather when going undercover outside, before the fix.
The barrels in this mod are NOT safe for storage.I just lost about 3 levels worth of progress so I could retrieve ore, alchemical supplies and other crafting supplies that disappeared from the barrels.I would have let it go but I had raided the Dwemer museum and all the goodies from there were stored in one of the barrels.
I tried to pinpoint what caused the barrels to break but the two save points between having the stuff and not having the stuff were generic. Also, I didn't notice the stuff missing until about a week (real time) after the save in question. So I can't be more help about what caused the break. I can tell you that I have been using this mod since I started this playthrough (break happened at about level 29) and that I haven't loaded any new mods which would have caused the break. (If the mod creator needs a list of the mods I have installed, just send me a message.)
Stuff in the drawer opposite the chest, the chest and the nightstand were unaffected. I had items stored in 3 separate barrel in the main cabin area. Items disappeared from all three barrels. The disappearance was strange because some items were left behind, both stolen and not stolen.
I'm sorry I can't be more help about what happened. I just wanted to give the mod creator a heads up and warn any players about the possibility of unsafe storage. Otherwise, this mod is really fabulous and I was using this home exclusively in game. I'm kinda bummed I've got to find a new solution now.
133 comments
Amazing Riverwood Starter Home -- Cleaned
^ ITM Records have been removed, unnecessary cell edits have been removed, and the deleted nav has been fixed.
Is this home 'fully navmeshed'?
@ mattcm919: I tried to send you a PM with this but apparently you've got those disabled... soooo I'm going to post it here.
Just a quick heads-up on some stuff I found when I was working on getting the ETaC patch for this done -- Firstly, you're probably going to want to clean this file, as currently there are ~200 ITM records; (This is why Tweedlpot's stuff is floating.) There are also several non-ITM edits to cells that I think are probably not on purpose (various things in Windhelm, Riften, etc.)
Although these ^^ things would be easy enough for people to do on their own should need-be. BUT! There's also a deleted nav in Riverwood03.
Which, unfortunately, you can't fix via TES5Edit with the un-delete references command. To get rid of it, your best and easiest bet will just be remove the deleted nav, then swap out the formIDs on your new nav, with the old nav, thusly restoring the old mesh ID but with the changes necessary for your house.
Other than that it looks good, just thought I'd let you know!
Any way to deal with the problem?
I tried to pinpoint what caused the barrels to break but the two save points between having the stuff and not having the stuff were generic. Also, I didn't notice the stuff missing until about a week (real time) after the save in question. So I can't be more help about what caused the break. I can tell you that I have been using this mod since I started this playthrough (break happened at about level 29) and that I haven't loaded any new mods which would have caused the break. (If the mod creator needs a list of the mods I have installed, just send me a message.)
Stuff in the drawer opposite the chest, the chest and the nightstand were unaffected. I had items stored in 3 separate barrel in the main cabin area. Items disappeared from all three barrels. The disappearance was strange because some items were left behind, both stolen and not stolen.
I'm sorry I can't be more help about what happened. I just wanted to give the mod creator a heads up and warn any players about the possibility of unsafe storage. Otherwise, this mod is really fabulous and I was using this home exclusively in game. I'm kinda bummed I've got to find a new solution now.
weird