This is a really nice overhaul. I dig the transformation into a player home but that does make me want to ask if you are willing to do something similar to Anise's Cabin? Its much the same as Drelas but Witchy and I like it being close to Ilinalta. I already use it as a jank player home so I would love to see if you would consider looking at it. :D
Thanks so much for the great renovation of this place! I have a request, and I understand if you're not interested at all, but I hope you don't mind me asking:
I've never liked just walking in and murdering Drelas. I'd much rather him be a useful character who sells questionable rare magical goods (daedric hearts, ahchemical salts, etc.); giving the player a reason to visit him from time to time. With your mod adding the follower beds in the basement and all the other cool decor (I especially love the summoning area), I'd really like to RP starting out as his apprentice. So I was wondering if you'd add an optional file with these changes: Set Drelas as friendly alchemy/arcane vendor, set the house as home location for player so we can live here together peacefully?
Thanks again for this and all your other wonderful mods!
I'm having an issue with patching Drelas and Ethereal Elven Overhaul and was wondering if somebody knows what's up.
I forwarded EEO's changes to his appearance into a custom conflict resolution patch and then the changeownershipondeath script of this mod but here is the issue: for some reason the formID value for his bed (DrelasBed01 [REFR:FE06811C] (places DLC2DarkElfBed01L "Bed" [FURN:04035038] in GRUP Cell Persistent Children of DrelasCottage01 "Drelas' Cottage" [CELL:000DEBCD])) doesn't get forwarded into my patch. Instead, I get this: [0000011C] <Warning: Could not be resolved, but is possibly hardcoded in the engine>
Is there a way to fix this? This mod automatically gets added as a master to my patch so that isn't the issue. But either "copying as override into" the whole thing or trying to forward just the one entry leads to the same result. Testing ingame doesn't change ownership of his bed as it stays "owned" after killing Drelas so it's definetely not working as intended. I can forward EEO's changes into this mod just fine but I'd rather have it in my custom patch...
I know... I'm on 1.5.97, using BEES and I have a recent version of xEdit (4.1.5g). I know what I'm doing (mostly), don't worry :) I had issues before updating xEdit since the header got updated but this one is new. No matter how I try to enter the formID into my patch, it always looks like that:
Spoiler:
Show
edit: I just saw Elminster uploaded a new version 4.1.5i literally today that fixes some stuff about formIDs so I quickly tried it again with that but unfortunately, it didn't help either...
EDIT2: I just updated the header version of my Conflict Resolution patches to 1.71 and now it works. So it was just an issue on my end
Hi, I istalled the MOD mid game, but the house remains vanilla. I run Skyrim 1.6.640 with USSEP and SKSE. I also use your Snazzy Interiors - Morthal Falion's House and Windhelm Blacksmith and they work fine, but this one not at all.
That doesn’t make sense, if the mod is installed and active you should see the new stuff, at least all the non-persistent stuff (since u installed mid-game). Are u sure you have the esp active??
Yes, it makes sense. I found, what is the problem. With another MOD update I totally crashed. This one was new install, thats why it didn't crash the game, only stayed vanilla. The reason is, that you used the newest version of the Creation Kit, it makes the MOD incompatible with older versions of the game (before 1130). I had to install Backported Extended ESL Support (SKSE plugin) to fix that, and now it works. Great MOD ! thanks.
I apologize upfront for being a continued annoyance, but, this mod, as well as every update or mod you've released post Jan 19th, 2024 show as incompatible with VR; with our ESL support mod, xedit 4.1.5c and 4.1.5d both show 505 errors--mostly HITME's. I'm not sure what you are doing differently from everyone else, I put together a group of VR users to scan their mod lists with xedit and this really only affects your mods, and two other individual mods: Abstract Falkreath and Skyrim Food Expansion. It is quite odd. I only bring this up once more because I love your work and really want to use your new mods in VR where they really shine.
I'm doing it the way it was recommended using new CK/xEdit, but let me consult the smarter people on discord and see if I can get u a better answer. Hang tight
From the non-VR side, xEdit doesn't show any issues with any of the mods mentioned in your post. Most mod authors aren't taking advantage of the expanded record range for .ESL-flagging, which is probably why you're seeing this issue with only select mods. Gutmaw's recent releases (including this mod), as well as Abstract Falkreath and Skyrim Food Expansion, all use records from the 000 to 7FF range; if you're using the VR ESL support mod, that shouldn't be an issue, as xEdit should be detecting the .dll and enabling ESL support, but it seems like something there may not be working as intended, given your experience. As the mods themselves appear to be fine, I'd suggest raising this issue on the xEdit server.
(FWIW, testing on an older version of SSEEdit (4.0.4) does show the HITMEs you referenced, which makes sense, as that version didn't support the expanded range.)
Thank you, I really appropriate it. Again, I apologize for being a nuisance. I figured it would take a few months to iron out all the complexities with the new header id and VR esl support. It may be the biggest breakthrough ever achieved by the Skyrim modding community--at least neck and neck with CS. Everyone is doing such impressive work at such a rapid pace, it was inevitable that we'd hit a few bumps along the way.
And DrMonops, I tried to post on their discord, it wouldn't let me. I posted here as a last recourse. I don't blame them though. I could only imagine the amount of insanity they'd get flooded with if they left things open to the public. You are right though, there are no errors in SE, or if we (VR Users) spoof SE. I did extensive testing on this and enlisted others to verify my findings, because I thought that I had messed something up porting the AE DLC to VR. So it is most likely either an error with how xedit and the vr esl dll are interacting, or some other VR specific bug in xedit. They are quite clear about 4.1.5 being extremely experimental, but discerning that is also vastly above my level of modding capabilities. Xedit is like magic to me, the people who work on that are all straight up geniuses.
I am happy to report, it was a bug in xedit and they have fixed it with 4.1.4f! I'm so hyped to finally get to check these out! Sorry for being such a pain!
*If you want to mess with it in xEdit, you'll need the newest version 4.15c from the xEdit discord.*
Hi, i really like your mod. The only thing that is a bit uncomfortable is that after installing your mod you definitely need the xEdit version from Git, or you have to disable the mod if you have to look something up (and to remember that this is the mod that is causing the access violation)
Is there another solution (not using your mod does not count)?
Any mod that uses the new Skyrim that takes advantage of the new esl range will need the newest version of xedit. So u can a avoid it for now, but more and more mods will end up requiring it. So just bite the bullet now :)
3DNPC does a weird thing. It replaces Drelas with another 3DNPC character until that quest is completed, then the real Drelas is brought back and can be killed.
so to do it legitimately, u need to first complete the 3DNPC quest, then kill the real Drelas to get his house.
I was worried about that! I'll see what I can do then. if i can't resurrect him properly well...I already changed ownership of everything in the house and I can technically sleep in the basement lmao.
I like the redesign. The new furnishings lean into the fact that Drelas is a Dunmer, so we get a lot of changes that reflect this. This is great "environmental storytelling!" The fact that you can harvest many of the ingredients inside rather than just take them also raises the value of the home. I'm wondering about something in the description however, that Hearthfire ingredients are plantable outside. I didn't see any patches of soil available, and I've never seen way to replace a cabbage with an imp stool (for example). Did I miss something? Being able to plant ingredients is a big selling point of the home.
Here's a thought - an Ash Guardian outside the home.
31 comments
I've never liked just walking in and murdering Drelas. I'd much rather him be a useful character who sells questionable rare magical goods (daedric hearts, ahchemical salts, etc.); giving the player a reason to visit him from time to time. With your mod adding the follower beds in the basement and all the other cool decor (I especially love the summoning area), I'd really like to RP starting out as his apprentice. So I was wondering if you'd add an optional file with these changes: Set Drelas as friendly alchemy/arcane vendor, set the house as home location for player so we can live here together peacefully?
Thanks again for this and all your other wonderful mods!
The Cellar has been removed from v.1.1 plugin?Cell "0GM_DrelasBasement" is not there...
EDIT: Apologies...just saw the changelog (got confused as it was labelled 1.0 and not 1.1)
I forwarded EEO's changes to his appearance into a custom conflict resolution patch and then the changeownershipondeath script of this mod but here is the issue:
for some reason the formID value for his bed (DrelasBed01 [REFR:FE06811C] (places DLC2DarkElfBed01L "Bed" [FURN:04035038] in GRUP Cell Persistent Children of DrelasCottage01 "Drelas' Cottage" [CELL:000DEBCD])) doesn't get forwarded into my patch. Instead, I get this:
[0000011C] <Warning: Could not be resolved, but is possibly hardcoded in the engine>
Is there a way to fix this? This mod automatically gets added as a master to my patch so that isn't the issue. But either "copying as override into" the whole thing or trying to forward just the one entry leads to the same result. Testing ingame doesn't change ownership of his bed as it stays "owned" after killing Drelas so it's definetely not working as intended. I can forward EEO's changes into this mod just fine but I'd rather have it in my custom patch...
edit: I just saw Elminster uploaded a new version 4.1.5i literally today that fixes some stuff about formIDs so I quickly tried it again with that but unfortunately, it didn't help either...
EDIT2: I just updated the header version of my Conflict Resolution patches to 1.71 and now it works. So it was just an issue on my end
I also use your Snazzy Interiors - Morthal Falion's House and Windhelm Blacksmith and they work fine, but this one not at all.
The reason is, that you used the newest version of the Creation Kit, it makes the MOD incompatible with older versions of the game (before 1130).
I had to install Backported Extended ESL Support (SKSE plugin) to fix that, and now it works.
Great MOD ! thanks.
(FWIW, testing on an older version of SSEEdit (4.0.4) does show the HITMEs you referenced, which makes sense, as that version didn't support the expanded range.)
And DrMonops, I tried to post on their discord, it wouldn't let me. I posted here as a last recourse. I don't blame them though. I could only imagine the amount of insanity they'd get flooded with if they left things open to the public. You are right though, there are no errors in SE, or if we (VR Users) spoof SE. I did extensive testing on this and enlisted others to verify my findings, because I thought that I had messed something up porting the AE DLC to VR. So it is most likely either an error with how xedit and the vr esl dll are interacting, or some other VR specific bug in xedit. They are quite clear about 4.1.5 being extremely experimental, but discerning that is also vastly above my level of modding capabilities. Xedit is like magic to me, the people who work on that are all straight up geniuses.
Hi, i really like your mod. The only thing that is a bit uncomfortable is that after installing your mod you definitely need the xEdit version from Git, or you have to disable the mod if you have to look something up (and to remember that this is the mod that is causing the access violation)
Is there another solution (not using your mod does not count)?
happy modding
the Version from Git runs welll for me (the 64 bit)
I love Drelas cottage
drelas is dead. i have interesting NPCs, so i did so by console since he's essential by default.
how or when does the "ownership" of the house transfer to the player? or is it supposed to? do i need to do...something else?
Oh yeah
Skyrim AE 1.6.640 (BEES installed) FWIW
so to do it legitimately, u need to first complete the 3DNPC quest, then kill the real Drelas to get his house.
Thank you!
I'm wondering about something in the description however, that Hearthfire ingredients are plantable outside. I didn't see any patches of soil available, and I've never seen way to replace a cabbage with an imp stool (for example). Did I miss something? Being able to plant ingredients is a big selling point of the home.
Here's a thought - an Ash Guardian outside the home.