A mod like this has a lot of interesting potential. Imagine "A city for your followers" that actually houses all your followers.
Vanilla and Mod Followers, sandboxing in your own "Whiterun" sized city in the middle of the map, with all your Pets, Companions, and Families in one area. Mods that allow Multiple Marriages and Extend Adoption Limits.
Ideally it would function like when you build your own house but with more cost and much larger scale. Keeping it as small as you'd like, but with the availability to max out the city.
I imagine being able to assign NCPs to each built house, (Example: the resulting couple from the Riverwood Love Triangle). Hell, imagine being able to assign such NPCsAdopted Children for them to care for. (Example: Riverwood Couple but with a Mod added Wood Elf Child). Why stop there? that NPC Family you've RP into your city needs a Pet. (Example: Lods dead and Meeko needs a home, Riverwood Couple have a home.)
Throw in Small Store Stalls for NPCs to run the things you need. (Example: the food and jewelry stalls in Whiterun outside the inn). and a Smith like in Riften, a General Store, an Alchemist, whatever else.
Lets go the limit, build a spot for Odahviing to perch. Give him some lines to speak. Your mounts need a stable. Shadowmere doesn't wanna sit in the rain.
Just think about it, it be rad. If your reading this, and you're The Hero We Deserve, its a lot of work. good luck. and thank you.
Just tested it and it seems to work fine in AE. Needs to be cleaned in xEdit and I can't sleep in the master bed but... both were issues I had with SE as well. I'm looking forward to populating it!
edit: I may have spoken too soon. It does work but you need to physically walk NPCs into the Lost Valley. If you assign them from anywhere else, they just kinda stand there. Still a really cool idea.
I gave it a whirl today. 1. The Guardian is not messing around 2. I was able to successfully use the auto sort master box 3. I was able to assign a follower to the Mage house
The mod for what i have tested seems to be working properly.
So I've got the city full of people but I hired someone to be my bard (random NPC) and they never made it. Does anyone know of a way I can get a new bard into the city? Slim chance I know... just figured it wouldn't hurt to ask.
I never play without this mod anymore. Everything works as it should... except one thing. Nobody can sleep in the master bed. I've been scouring Google for an hour looking for a fix... anyone know how I can get this working in xEdit?
Tetrol88 mentioned modifying the child beds to be follower beds, but I'm considering reducing the number of automaton NPCs wandering around the valley. The sheer number of them creeps me out--I think my brain keeps comparing it to The Forgotten City.
Problem: After assigning the role to the followers, they will always follow the routine of their role and will not work properly as a follower after we recruit them again.
Solution: 1. Demote them and recruit as followers again, or 2. Use SSEEdit to add condition "GetPlayerTeammate = 0" for those items under LostValley.esp -> Package.
P.S. Not fully tested the solution 2 yet and also not sure is this problem a bug or the author intends to design like this.
I really have fun with this mod.but when I add some masters to the esp,my game will be broken,and I have done the same thing to the another playerhome esp,my game never broken, I really want to know why?
148 comments
Vanilla and Mod Followers, sandboxing in your own "Whiterun" sized city in the middle of the map,
with all your Pets, Companions, and Families in one area. Mods that allow Multiple Marriages and Extend Adoption Limits.
Ideally it would function like when you build your own house but with more cost and much larger scale. Keeping it as small as you'd like, but with the availability to max out the city.
I imagine being able to assign NCPs to each built house,
(Example: the resulting couple from the Riverwood Love Triangle).
Hell, imagine being able to assign such NPCs Adopted Children for them to care for.
(Example: Riverwood Couple but with a Mod added Wood Elf Child).
Why stop there? that NPC Family you've RP into your city needs a Pet.
(Example: Lods dead and Meeko needs a home, Riverwood Couple have a home.)
Throw in Small Store Stalls for NPCs to run the things you need.
(Example: the food and jewelry stalls in Whiterun outside the inn).
and a Smith like in Riften, a General Store, an Alchemist, whatever else.
Lets go the limit, build a spot for Odahviing to perch. Give him some lines to speak.
Your mounts need a stable. Shadowmere doesn't wanna sit in the rain.
Just think about it, it be rad. If your reading this, and you're The Hero We Deserve,
its a lot of work. good luck. and thank you.
Going by the last updated date, will assume it's unsupported for AE, and that's where the bugs happened.
Hopefully someone gets a bug fixed version posted at some point.
edit: I may have spoken too soon. It does work but you need to physically walk NPCs into the Lost Valley. If you assign them from anywhere else, they just kinda stand there. Still a really cool idea.
https://www.loverslab.com/files/file/19300-revs-clockwork-lost-valley-patch/
I gave it a whirl today.
1. The Guardian is not messing around
2. I was able to successfully use the auto sort master box
3. I was able to assign a follower to the Mage house
The mod for what i have tested seems to be working properly.
Tetrol88 mentioned modifying the child beds to be follower beds, but I'm considering reducing the number of automaton NPCs wandering around the valley. The sheer number of them creeps me out--I think my brain keeps comparing it to The Forgotten City.
Solution:
1. Demote them and recruit as followers again, or
2. Use SSEEdit to add condition "GetPlayerTeammate = 0" for those items under LostValley.esp -> Package.
P.S. Not fully tested the solution 2 yet and also not sure is this problem a bug or the author intends to design like this.