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Featherstone

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Fe4therstone

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102 comments

  1. JCThunder
    JCThunder
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    It needs a patch for this Mod ..

    mod

    If anyone can do it ...  Cause I don't want to risk it never done it !

    Thanks
  2. Skyrimer3232
    Skyrimer3232
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    Good sir, can you please make patch for this? - https://www.nexusmods.com/skyrimspecialedition/mods/9257
  3. DragonKahvoZein
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    Soo... What would happen if I used another mod to overhaul the interior of a single house which also happens to be included in this mod? Will the second mod override this one whole package, or will it merge in a weird way (as a result of editing/adding different stuff), or should I fear the worst (CTD) and would have to make a choice?
    1. DragonKahvoZein
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      If anyone is interested, it did end up merging in a weird way, but nothing game breaking, just objects inside each other, in my case it was some beds, a few containers and crafting stations, a shelf and a blocked doorway. But thanks to the power of Object Manipulation Overhaul mod I was able to just move stuff around however I liked. The disable console command helped with the blocked doorway, so now I have the best of both worlds! Quick tip, although it could be specific to my load order, be careful while moving the Apothecary Satchels, because the interaction prompt (I guess that means the meshes) will remain on the original location, even though the texture moves to the new location.
    2. dbuzzyb
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      you can use ssedit to take out the cell's that reference Breezehome from the mod you dont want - thats what Ive done with mine & had no problems
    3. DragonKahvoZein
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      Oh, neat, I'll consider it next time, thanks!
  4. hotrack
    hotrack
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    May I ask why the beds are mostly FURN duplicates of vanilla beds, with changes mostly to object bounds? I find it unusual that there are even doubly duplicated beds (with same object bound values).

    EDIT: There's also the question of a few records that are either identical to Skyrim.esm,Update.esm, or Hearthfires.esm (a few with no overwrites), but because of that, pertinent (non-position or enable/disable) changes by USSEP (like persistence) end up being overwritten due to load order. Basically, they appear to be non-intentional ITMs.
    1. Fe4therstone
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      Some beds are different from vanilla (upperclass instead of common etc). Now it's something I've done a long time ago since it all comes from the older version of the mod, anyway I remember the beds had some specific features, for which I felt safer giving them a "custom" model instead of just deleting them and dumping a new bed in their place. 

      The mod doesn't require USSEP so I didn't carry forward its edits. If there is something that's causing problems I could make a patch but it never came up.
    2. hotrack
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      That's ok. Due to the simple, vanilla nature of the mod, I am more than happy to edit it for my own patching/rationalisation purposes. Plus, it's not so many that it's tedious. I in fact am liking it as a vanilla + Solstheim AIO with Diziet Undressing support.
      I can even plonk in giamel's Cracks & Crevices bathing animation markers easily (especially since the baths have no sit furnitures, it's needed so that NPCs can sandbox bathing).
    3. Fe4therstone
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      At the moment I haven't built the navmesh to reach inside the tubs, do you think those mods would work regardless? 
    4. hotrack
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      That's a thought. Didn't really check out the navmesh, plus I'm a complete noob whenever I have to deal with navmesh, only navmesh thing I regularly check out in my load order are the pathing door records [since they're easier for xEdit to warn about].
    5. Fe4therstone
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      The way things are at the moment, I'd rather -not- have NPCs casually jump into the tubs in their heavy armours, or even go in and out randomly as they'd use any other piece of furniture, that's why I didn't add a navmesh at all. I might change that but I need to be sure how to make it work nicely.
    6. RustyPaw
      RustyPaw
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      Hi there, I thought to add my few cents, some of us are using double beds are for two people, mods that add sleeping animation, and texture replacers, and none of those work on non default-beds or furniture in general. I am playing this on XB and i just use Debug Menu to remove all your copied furniture and replace it by 'placing at me' with form ids for default furniture,  which is a bit of a lengthy process (worth it in the end tho) Perhaps one day we can have the Ussep version instead? I really like the extra space downstairs, the fact you offer 4 beds at Proudspire Manor and the baths, your mod solves all my housing issues, but at this point I would love a furniture empty version lol and yes, I noticed Kaidan never went downstairs to that bed, he prefers the cot (we aren't sleeping together yet ;-)  oh well, his loss, I guess. He seems to be stuck on the stairs and I have the better sandboxing mod installed. Is there any navmesh? Otherwise it's really the best mod so far, doesn't overdo it with clutter, and I really like your concept for the baths. 
  5. QlH9ovVcxCwEx9S4
    QlH9ovVcxCwEx9S4
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    Relatively minor feature request: can we have the small wooden steps beside the wooden bathtub added similar to the Simple Inn Bath mod? I didn't really like having to leap into the bathtub just to use it. (Simple Player Homes Improvement had steps leading into the tub.)

    Thanks in advance!
  6. TheBone98
    TheBone98
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    Uhm after the latest update there is a small table with a candle on it that clips with the bench right at the main entrance of Proudspire :/
    1. Fe4therstone
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      Fixed!
  7. narukama
    narukama
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    The bath in Severin Manor only has floating water in it and no stone bath like in your screenshot
    1. Fe4therstone
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      I can't replicate the issue so I don't know. 
      Although, before settling for the one you see in the picture, I tried using a copy of the Redoran well and it became invisible indoors. For no discernible reason. 
    2. TobesMods
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      I experienced this bug also. image here https://imgur.com/5FkrFV5
    3. Fe4therstone
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      Does it happen with no other mods? I'm especially thinking about texture and mesh replacers.
    4. TobesMods
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      I made a copy of my list and disabled all my texture and mesh mods (which isn't a lot really) and I still had the same issue. I also checked with and without USSEP. Just a floating puddle of water with nothing to hold it up.

      ETA: I also checked a new game and a save that had already purchased the house and it was the same there as well for me.
    5. Fe4therstone
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      I'm afraid I can't help since I have no way to check. I could do a patch that replaces the custom object with a vanilla one (that'd be a non-reskinned Dwemer 'tub', the same I used in Markarth), but I'm not 100% sure it'd work since, as I mentioned, I had a similar problem with an entirely vanilla item (the redoran well). If anyone has got any clue why a totally normal object could turn invisible if placed in a different cell, please let me know.
    6. Fe4therstone
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      Now it should be working! Apparently the bath tub had been deleted by accident, so the issue was not so mysterious after all. Thanks for providing some useful feedback!
    7. TobesMods
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      Thank you Fe4therstone!!
  8. IamZe
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    Thanks for the mod, it's really nice.

    Unfortunately, I can't get the alchemy station in Breezehome.
    I buy it from Proventus.
    The gold is removed.
    The option doesn't disappear from dialogue.
    The station never shows up.

    I tried it in a new save.

    It conflicts with:
    - Hearthfires.esm
    - USSEP
    - Embers XD
    - SIL
    - Window shadows RT

    I tried several sortings, even letting it load as low as possible, to win all the conflicts.

    Any idea?
    1. Fe4therstone
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      The conflicts with USSEP and HF shouldn't interfere. I don't know about the others because I don't use them, can you check if anything touches the alchemy lab specifically, or the dialogue? A conflict in xedit only means both bods edit the same object, it doesn't mean is going to necessarily cause troubles.
      I can't replicate the issue so I can't tell myself.
      Also, have you installed it mid-save perhaps?
    2. IamZe
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      Nothing touches the alchemy lab.
      Makes sense to assume it's a problem with the dialogue.

      I didn't install it mid-save.

      I just tested the mod on a clean list (only Optional Quick Start - SE) and it works flawlessly. 
      So it's something on my end, clearly.

      I'll try to troubleshoot it over the weekend.
      Gonna run tests disabling half of the mods, then another half and so on, until I find out.
      I'll report back to let you know, since it can help other users.

      Thanks for the quick reply!
    3. IamZe
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      At your own pace
      That was the culprit!
  9. saltedcaramelle
    saltedcaramelle
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    I love this!!! Would also seccond that I would love to see your take for hearthfire homes.
    1. LordBeef21
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      This! I would love to see that!
  10. PayloadG
    PayloadG
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    breezehome my spouse doesn't sleep on master bed.she loves that cot.that's weird
    1. Fe4therstone
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      I think it's a vanilla bug - the spouse may "decide" to sleep elsewhere if there's another bed available. What this mod does is just adding a new sleeping spot within reach, I haven't changed any of the schedules or any property of the main bed.