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Ld50365 and LordMithro

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LordMithro

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135 comments

  1. LordMithro
    LordMithro
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    Thank you for downloading: Please share images of this player home with your character and followers.
  2. LordMithro
    LordMithro
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    LOOT USERS i.e LOAD ORDER NOTES:
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    As this revamp mod is newer - there won't be any updated data for LOOT. As such some load order considerations:

    Load this mod after the following:

    Skyrim Landscape and Water Fixes

    Landscape Fixes for Grass Mods


    CACO USERS:
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    A Skyfall-CACO patch is uploaded.

    FLM patch uploaded.


    Lux Users:
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    In the Lux Patch Hub FOMOD (version 6.8+): manually select "Skyfall Estate". Both Skyfall Estate (the original mod) and Skyfall Estate Revamped (this mod) share the same interior cell design, so the patch is good to use.
    Use the "old" files version. Not sure if the version in the FOMOD is correct.


    RSV Users:
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    If you want to exclude these npcs: add this line to your RSV_ignore_DISTR.ini
    Keyword = RSVIgnore|aaNewMerchantSkyfallhome,aaNewFollowerSkyfallHome,aaNewFollowerSkyfallHome02
  3. LordMithro
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    Current News:

    NPC Replacer now available here.

    Version 2.03 update:
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    Modified the planters so they are connected to hearthfile BYOH assets rather than the Skyfall custom/duplicate assets.

    Version 2.02 update:
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    • Adjusted path texture (of road/path) to match Whiterun path.
    • Gave Zeus an "old kindly" voice type.

    Version 2.01 update:
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    • Adjusted chest in basement.
    • Removed some exterior grass by the bridge.
    • Archived previous versions to reduce confusion.
    • GGUnit provided a Lux patch. Check it out.
    • Landscape Fixes for Grass Mods is available in the optional files. Use this if you see grass where it shouldn't be. Depending on your grass mod, this might take too much. I have only tested this patch with a vanilla setup.
    Version 2.0 is out:
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    • Includes all fixes/features of 1.01
    • Exterior Navmesh re-done.
    • Exterior stairs material adjusted so NPCs walk (not teleport)
    • Version 2.0 will require a new game as the plugin name has been adjusted. This was due to zMerge workflow.
    • Consider 2.0 the Primary version. Any mod authors wanting to create patches should use this as a base.


    Old News:
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    • Archived these old files.

    • Uploaded hotfix plugin. I tested with current version of TexGen and DynDOLOD which completed without issue.

    • Reuploaded the BSA version based on user feedback.

    • Exterior Navmesh is being worked on.
  4. dragonknight1106
    dragonknight1106
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    Hello, thank you for keeping this mod up to date. Is there any chance you could make it compatible with the General Stores mod?
  5. Khailik
    Khailik
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    How do I get my followers to stay here? I've tried a few, but no luck so far.
    1. LordMithro
      LordMithro
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      I use a follower framework to ensure followers stay in the player home.
    2. Khailik
      Khailik
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      Could you recommend one?
    3. LordMithro
      LordMithro
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      I use Nether's Follower Framework, but you can use anything with similar features.
  6. Neferata13
    Neferata13
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    How do we merge? What tool am I supposed to do that with? It would have been far easier to just update the current release as a whole rather than making people mod their game despite not having any experience in
    1. LordMithro
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      First: The mod file states it will be merged once the file is stable. That is - when I am finished with updates and adjustments, I will merge the file. There is no indication you (or any other user) do any merging.

      Second: I don't make you or any other user mod their game in a complicated manner: "original mod" goes before "update mod". This is basic conflict resolution.

      Third: Take your time to actually read what is described and you might answer your own questions or concerns. 
  7. Annaztien
    Annaztien
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    I love this home so much! I had the original house when I last played in 2018 and I just started playing again. The only complaint I have is that the house follower Zeus has a young man's voice and it makes me do a double take every time he talks(cuz he looks like an elder), but that's got nothing to do with the house itself. 
    1. LordMithro
      LordMithro
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      Zeus voice fix:
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      Open the plugin in xEdit.
      Expand the "Non-Player Character (Actor)" section.
      On Zeus "aaNewFollowerSkyfallHome02" you will see no voice applied in the "VTCK - Voice" entry. You could add something like "MaleOldKindly" if you desire. 
      I tested the above voice in game and it works, but you could choose another male type voice.
    2. LordMithro
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      I considered and felt changing Zeus' voice to this oldkindly type was appropriate. The plugin has been updated. See update files. 
    3. Annaztien
      Annaztien
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      Oh my god you are awesome! Thank you!
    4. LordMithro
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      Enjoy!
  8. BekNos
    BekNos
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    Is there, by chance, a patch so I can have this PLUS JK's Whiterun Outskirts mod?
    1. LordMithro
      LordMithro
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      I am not aware of a patch between Skyfall Estate Revamped and JK's Whiterun Outskirts.
    2. Kang92
      Kang92
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      same
    3. LordMithro
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      I don't know what "same" means without further context. But, if that is a vague semblance to a request. The answer is "No." I have no interest in patching any of JKs mods.
  9. toshiro87
    toshiro87
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    Hello,

    first. Thank you for fixing this one. :)

    Second:
    The first staircase up to the entrance terrace has no stairs.
    Any idea how i could fix this? I set the mod as last in the loadorder and it fixed the problem that Zohera had.
    1. LordMithro
      LordMithro
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      Based on your download history: you have the update file, but you still need the main file.
    2. LordMithro
      LordMithro
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      Is this issue still relevant? I see you have the proper files...my guess was a load order hiccup...
  10. AshlynMeep
    AshlynMeep
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    I'm having some issues with a small portion of the wall in the armory vanishing from certain angles. It'll look fine up close, but some other angles and it vanishes. How might I go about fixing it? I do have the mod almost completely last in my load order to avoid any minor conflicts, could that be affecting it?

    Edit: I fixed it by simply reloading the game. I should have done that before posting my comment lol
    1. LordMithro
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      Glad the issue resolved itself. 
  11. Sunbro8
    Sunbro8
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    Hello, I have 2 quetions

    How can I change the price? I've searched in sseedit but have found nothing//

    I have 2 fake lights at tables in exterior. Is this normal?

    Thank you for ur work, best house mod ive seen
    1. LordMithro
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      To adjust cost:
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      - In the "activator" section on the left panel of xEdit, locate "aaaSkyfallBertForSaleSign"
      - navigate to "referenced by" in the lower panel xEdit
      - double click the single "refr" which will bring you to a placed object
      - modify the property related to cost: that is the "int32" which has "10000", modify this value
    2. LordMithro
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      The exterior lighting:
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      These are from the original mod. Lighting mods have come a long way since this mods original creation on LE. If you are unhappy with the lights, you can remove them either with the CK or xEdit if you know which markers to modify.
  12. Zohera
    Zohera
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    Hey there, 
    first of all, love the home. its awesome. everything i wished for.
    Though i seem to have a problem with missing ground infront of the Building, right before the first steps. it just slopes down and i have to jump up to get on the porch. i tried to disable other mods which could be the issue, no success there. 
    Do you possibly know of reasons this could have happened? and any ideas to fix this?
    1. LordMithro
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      Without knowing your load order - I can't give you any definitive answers. However, I would take a guess that you have some type of landscape mod loading after Skyfall Estate Revamped. Or, another mod which alters the relevant cells. I would recommend moving Skyfall Estate Revamped lower in your load order.
  13. warezwaldo
    warezwaldo
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    There used to be a button on the wall somewhere that would remove the three NPC staff members. Does it still exist, and, if so, where might I find it?  Thanks!

    EDIT: Never mind, I found it in the oldrim directions (duh)...