For people having issues with starting the quest (especially if you had max Smithing), I am working, among other things, on a fix so you will not need to level a skill for the quest to start but it will work on location change ( You will still need above 50 smithing)
V1.1 is out,however please be aware that some scripts had to be replaced which mean that all the current contracts in your inventory will not work. You will need to open them all and they will cancel automatically, wait until there is new contracts in the chest and those should work properly with the option to cancel them if you want to. This should only affect people upgrading from v1 to v1.1 that got the forge unlocked.
I like this a lot :) Great for roleplaying as a smith obviously! Are there any future updates planned for this mod? I've been considering doing some edits for my own personal use, like overhauling the interior design and moving the smelter outside. I also thought it would be cool to make the "fellhammer" items crafted at the forge be custom items, such as using models and textures from another mod like immersive armors / weapons :) to give the feel of making original creations at your forge. Another thing I was wondering about though, it feels like the gold payout for contracts is a little low compared to the cost of materials. Is it just me? I'm judging this based off of the normal price of ingots however. I'm guessing if you purchase ore from your suppliers, that would bring the cost down a good bit.
Just a heads up first off just started using this mod it's great thank you so much! TLDR I wanted to become a business owner to multiple establishments and also used the Katixas Ciderhouse restaurant SSE Conversion. Due to location the two mods conflict. The extra apple trees conflict with the location of the Felhammer forge. they clip and are on top of each other. I'm not asking for a fix just wanted to make a heads up to anyone wanting to do the same as I have.
This is the Ciderhouse Resteraunt for reference. https://www.nexusmods.com/skyrimspecialedition/mods/14174?tab=posts&BH=0
Thank you for what you have done and again just a heads up not askin for anything, You have done some good work!
hey I'm having similar issues with tundra homestead with AE as well and was wondering if you found a solution or just disabled the mod altogether without downgrading to SE?
ah, interesting little mod, i already use real-estate mod, and that mod allows the player to purchase mines, even the ones that have bandits within, need to be cleared but receives ore's via script every interval within specific chest in the jarls palace, but what if the player doesn't want to be the smith anymore and wants to make one of the workers do the job and all you do is collect the profits?
does this option exist? or is it simply just for the player to keep the job for themselves?
I eventually understood and found it easier to just collect the items and then sell them for gold, but it would have been cool to add a little bit more depth to the game through this feature, like perhaps how the farms work and the inn's worked, basically whatever food you collect off of the farms you own, it gets sent straight to the local inn and it adds to the value of what you get back by owning the in.
But there were other things I wish this mod had added on to it, like an example would be the more shops you own the more varied the economy and view of the city changes based off of what renting setting you set, for example if I own Nazeem's home, and I wanted to make him pay the most, his standard of living and the look of his house would change based off of the price I set his rent at.
But that it would also improve other aspects of the city if I lowered the rent, so I could turn in impoverished looking Town such as riften and make it appear to be a rich town, by offering everyone who lives there was significantly lower rent, so that they could live a better lifestyle and improve on perhaps making the town look better.
And then going to solitude and making them pay out the ass and high prices, would reflect the city and looking poorer.
And having a bunch of beggars within solitude, you know stuff like this, it reminds me of another mod that is a weather mod, depends on the seasons that the game is going through, so if it's winter then everything is winter, but if it's spring everything reflects the spring depending on their location, winterhold is technically always going to be winter because of their region, however solitude even though it's still in that region it's also next to another region that's a bit warmer, so I guess their winter will look more like a early spring.
my favorite one is not really a business mod, but the mod allows you to purchase property and set the rent, you can go from high to low rent and it effects how that NPC reacts to you based off of the high or low rent.
that mod is called, re RE - Real Estate Continued https://www.nexusmods.com/skyrimspecialedition/mods/14408
the mod allows the player to purchase houses and businesses and mines, some of the mines you have to clear out before you can be allowed to own them, which is lore friendly enough and realistic. the properties prices vary based on the location in a realistic way, but you can set the rent high or low whenever you want without issue.
with that mod, if you make the cost of rent way to high, it pretty much makes the owners of the homes aggressive against you and they will try to murder you when they see you, so it's best to not go to high in the rent, but if you make the price the lowest possible, it will make the NPC friendly to you, and may even effect the "help my people" quests, that the jarl sets you to do and you could get it done much faster, and just for the fun of it, you can make Nazeem angry and attack you so when you defend yourself, it's not counted as a crime since you were only defending yourself.
on the top of this, there are a few tax mods that i have used, and some are ok but really simple and could use some complexity, there are also currency mods that change how money works and makes some coin worth more than other coin depending on the market and certain points in the main story which makes for higher yield's in earnings.
i do wish there were a gambling mod or perhaps a mod that allows you to participate in betting of races or fights within illegal establishments, there are some mods that are used to add card games to skyrim, but they could use some refining in my opinion as they most often lack variation that is interesting.
it's kind of funny, because in skyrim some of these locations already exist, except they are only used behind the scenes within bandit factions, which means that it only appears something is going on, like there is at least 2 locations where there are dogs or wolves fighting in a cage where there are people on the outside of the cage, you can imagine either they are training the dogs and wolves for their bandit location or they are betting on dog fights, there is even a location called liars retreat that was supposed to be a bandit Inn, but they wanted to expand their enterprise so they dug out the cave and accidently dug into a falmer and charus nest and the creatures came up one night and killed everyone, it was a very interesting location that brought some ideas to mind of what the location could be if it were possibly renovated and reopened as a underground criminal hideout where criminal's come to do business or perhaps other illegal activities.
there is a lot of potential complexity that could be added into the game via mods that i would love to see more of and have it effect the economy in the game in some way.
hello, I have a problem with the mod. I take my forge lvl 2, but Aymeric doesn't exist , i'm standing all day to see him but i don't see him , I try to teleport him with commands but i don't find is ID. uney idea to fix that ?
lots of grass clipping through the floor, could use a tanning rack and chopping block for wood. More chests with labels to store resources would be nice too. I don't know what all gets added once you level up though.
Hello, does anyone know how to get rid of the grass clipping through the forge building? It is not just a little bit, it is a lot. I do not have any flora/grass landscape etc mods. This is normal look for that area before mod installed. Perhaps get rid of grass or raise the building?
Thanks for your suggestion. I was skeptical moving it would change anything as I do not have any mod that would add grass or change the world at this location. Out of good faith I started a new game with only this mod. Same thing, grass clips through exactly as shown in the picture. It is not another mod, this modded building is simply too low to the ground and/or the mod author, now long gone, did not remove the grass from the location he choose to plop this down. It is also possible one of the later Bethesda updates changed the grass from the way it was when the mod was made.
Which leaves me with my original question, does anyone know how to remove the grass or raise the building? Is it possible to change something via SSEEdit?
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Another thing I was wondering about though, it feels like the gold payout for contracts is a little low compared to the cost of materials. Is it just me? I'm judging this based off of the normal price of ingots however. I'm guessing if you purchase ore from your suppliers, that would bring the cost down a good bit.
This is the Ciderhouse Resteraunt for reference.
https://www.nexusmods.com/skyrimspecialedition/mods/14174?tab=posts&BH=0
Thank you for what you have done and again just a heads up not askin for anything, You have done some good work!
does this option exist? or is it simply just for the player to keep the job for themselves?
i dont fancy being a blacksmith
i just want to establish a business hire workers and gurds and then let the gold flow
But there were other things I wish this mod had added on to it, like an example would be the more shops you own the more varied the economy and view of the city changes based off of what renting setting you set, for example if I own Nazeem's home, and I wanted to make him pay the most, his standard of living and the look of his house would change based off of the price I set his rent at.
But that it would also improve other aspects of the city if I lowered the rent, so I could turn in impoverished looking Town such as riften and make it appear to be a rich town, by offering everyone who lives there was significantly lower rent, so that they could live a better lifestyle and improve on perhaps making the town look better.
And then going to solitude and making them pay out the ass and high prices, would reflect the city and looking poorer.
And having a bunch of beggars within solitude, you know stuff like this, it reminds me of another mod that is a weather mod, depends on the seasons that the game is going through, so if it's winter then everything is winter, but if it's spring everything reflects the spring depending on their location, winterhold is technically always going to be winter because of their region, however solitude even though it's still in that region it's also next to another region that's a bit warmer, so I guess their winter will look more like a early spring.
Something like these ideas.
that mod is called, re RE - Real Estate Continued
https://www.nexusmods.com/skyrimspecialedition/mods/14408
the mod allows the player to purchase houses and businesses and mines, some of the mines you have to clear out before you can be allowed to own them, which is lore friendly enough and realistic. the properties prices vary based on the location in a realistic way, but you can set the rent high or low whenever you want without issue.
with that mod, if you make the cost of rent way to high, it pretty much makes the owners of the homes aggressive against you and they will try to murder you when they see you, so it's best to not go to high in the rent, but if you make the price the lowest possible, it will make the NPC friendly to you, and may even effect the "help my people" quests, that the jarl sets you to do and you could get it done much faster, and just for the fun of it, you can make Nazeem angry and attack you so when you defend yourself, it's not counted as a crime since you were only defending yourself.
on the top of this, there are a few tax mods that i have used, and some are ok but really simple and could use some complexity, there are also currency mods that change how money works and makes some coin worth more than other coin depending on the market and certain points in the main story which makes for higher yield's in earnings.
i do wish there were a gambling mod or perhaps a mod that allows you to participate in betting of races or fights within illegal establishments, there are some mods that are used to add card games to skyrim, but they could use some refining in my opinion as they most often lack variation that is interesting.
it's kind of funny, because in skyrim some of these locations already exist, except they are only used behind the scenes within bandit factions, which means that it only appears something is going on, like there is at least 2 locations where there are dogs or wolves fighting in a cage where there are people on the outside of the cage, you can imagine either they are training the dogs and wolves for their bandit location or they are betting on dog fights, there is even a location called liars retreat that was supposed to be a bandit Inn, but they wanted to expand their enterprise so they dug out the cave and accidently dug into a falmer and charus nest and the creatures came up one night and killed everyone, it was a very interesting location that brought some ideas to mind of what the location could be if it were possibly renovated and reopened as a underground criminal hideout where criminal's come to do business or perhaps other illegal activities.
there is a lot of potential complexity that could be added into the game via mods that i would love to see more of and have it effect the economy in the game in some way.
but i don't see him , I try to teleport him with commands but i don't find is ID.
uney idea to fix that ?
I do not have any flora/grass landscape etc mods. This is normal look for that area before mod installed. Perhaps get rid of grass or raise the building?
Which leaves me with my original question, does anyone know how to remove the grass or raise the building? Is it possible to change something via SSEEdit?