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lesi123

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  1. lesi123
    lesi123
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    Retirement from Skyrim Modding (September 2017)


    After some touch and go since the Skyrim Special Edition release, I’ve decided to hang up my modding hat on Skyrim. I have enjoyed the game immensely over the years but my interests have since moved on.

    All of my mods that I am the SOLE author of that use OPEN assets are open to anyone wanting to translate, edit, pick apart, derive, fix, patch, release to other sites, and port to any system/platform SO LONG AS THE FILES ARE NOT BEING SOLD UNDER ANY CIRCUMSTANCE FOR ANY TYPE OF CURRENCY. All I ask is that I am credited as the creator of the original mod. If I am not the sole author of a mod or the mod uses assets that require permission from another author, you MUST contact them for written permission to perform any of the above actions.

    Feel free to PM me with questions. I will occasionally lurk the site and answer questions on my mod pages as well.

    Thank you for all the fun times!
  2. lesi123
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    [size=10]FREQUENTLY ASKED QUESTIONS
    [/size]


    These hideouts are really hard to find. How can I find them if I'm using the Merged - No Map Marker or Merged - Deep Immersion versions?

    You have a few options available to you:

    1) There are pictures under the Image tab of each hideout entrance inside the city limits, outside the city limits, and the map marker used in the Standard version (the hideouts are in the same locations across all versions).

    2) The Merged - No Map Marker version contains a storybook guide that can be found near a skeleton along the path east of Riverwood that leads up into the mountains that gives clues to each hideout location.

    3) There is an aerial screenshot of the location of the skeleton and guide book under the Image tab, including a red circle.

    The Modular version does not include the guide book so that you are not looking for hideouts that may not be installed.


    Will you make a Deep Immersion version of the hideouts with the guide book and/or map markers?

    No. I made this version to be the equivalent of these hideouts to have never before been found or explored so there would be no book to guide you or marks on your map. It's the hardmode version of this mod for a reason.


    Does this mod conflict with other mods?

    I strictly used Bethesda assets in this mod so the only conflicts regarding that would be if you have a mod that DRASTICALLY alters an original asset; eg. a mod that turns a tanning rack into a horse. Texture and model mods are fine.

    However, this mod has a hideout in each major city, so it's inevitable that a mod will conflict with the city worldspace cells or the outer city worldspace cells I've chosen. The only way to know if a mod conflicts in the worldspace is to have both mods installed and see if the hideout entrances are clipping into (or being completely covered by) other objects. You can also load both mods into SSEEdit and it will show overlapping cells. If that becomes an issue, your best course of action is to use the Modular HHoS file and exclude the hideout(s) that that are interfering with your other mod.


    Will you check if a mod is compatible for me?

    No. Sadly I don't have the time to check every mod for compatibility. However, I will work on fixing bugs that are reported to me. I leave it you to see if a mod has a problem with one of the hideout entrances. If you do find a mod conflict, feel free to PM me and I will add it to the list posted under the ReadMe tab.
  3. Fasthummingbird
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    Hey, I know you are no longer modding but just wanted to ask if the reason why I have people coming and going from the Solitude Hideout is because I have Immersive Citizens, or is that part of your mod? like as if to say its not really mine...but shared.
    if it is Immersive Citizens that is making it accessable to people, is there a way around that? So i don't have randoms coming and going every 10 minutes
    1. siempre
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      I'm having this problem too (and I don't have Immersive Citizens); Vittoria and Aquillius are often trying to swim to work from the Solitude hideout. I'm considering removing that hideout from my game 
    2. stuff444
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      Its a navmesh issue
    3. PingHansen
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      It's an old problem within the mod itself. The hideout simply provides a shortcut between two points, making the NPCs see it as just another city gate.

      To fix the problem, you have to mark a door "Minimal use". Found an article on Steam Community: Creation Kit - How to keep NPC out of my mod

      I haven't gotten around to messing with that meself, so you are on your own on that.
    4. AnonBuddha
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      Just wondering if anyone could patch this? I can't figure SSEEdit out lol 😅
  4. ropya
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    FYI, has 48 ITMs...
  5. mrnexu
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    This mod adds five city hideouts to the game. These might be used as player homes, or perhaps as a shelter until you can afford to buy fancier homes in the city.

    This contains spoilers, if you want to find these locations yourself, stop reading now.

    Spoiler:  
    Show

    Markarth Rubbish Pit. The entrance to the Markarth Rubbish Pit is in the SE corner of the city, looking like a covered well. The hideout is not nearly as messy as the name suggests. This area features a grind stone and an anvil along with the bed and cooking pot. The escape tunnel leads outside Markarth. In my modded game it meshed perfectly with a small graveyard area, just across the river from the Markarth gate. I am not sure what is there, if anything, in a vanilla game.

    Riften Mead Celler. Very creative, the entrance is near the Honeyside garden, along the outer city wall. Once down among the mead barrels, you need to find the secret door, and then you will find the cozy room with a cooking pot, a bed, and an exit out of the city. This exit ends right behind the stable. This might make a convenient entrance, especially if you want or need to avoid the Riften guards for whatever reason.

    Solitude Sewer System features a bed, a cooking pot, and an alchemy table. The nice arched design makes this a cozy spot, although I would imagine it would get wet in any serious storm. Luckily, Skyrim has not implemented flooding. The entrance is on the ramp that leads up to the blacksmith and fletcher shops. The exit out of the city is a nice feature, just in case you annoy the guards somehow. It takes you to the other side of the arch from the Solitude docks. Not a bad shortcut if you don’t want to run all the way up (or down) the usual path.

    Whiterun Undercroft. The entrance is to the right of the hall of the dead. This area features an enchanting table in addition to the usual amenities. The exit out of the city is a welcome addition, allowing a quick exit. Or entrance.

    Windhelm Shed Basement is located near the gate to the docks, on the right. This home features a cooking pot, a bed, and a tanning rack. The outside entrance is the most impressive feature, it starts as a ramp under the gate bridge, and slopes up around a column. Nice design.


    Thanks again lesi123! Endorsed!
  6. dovahkiinbear164
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    For anyone running TPOSC, only the Windhelm hideout is problematic. The entrance inside the city is underneath TPOSC clutter, but the exterior entrance can still be used. Great mod! I love these little hideouts. They add a lot of fun for my playthroughs!
  7. Felidae0
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    This might seem like a dumb question, but once you've killed everyone in a hideout (I'm using the Deep Immersion version of the mod) is there any way to get rid of the bodies? I can use the console, of course, but I was hoping for a cleanup activator or something along those lines. I'm currently sitting in the Whiterun Undercroft, and I'd rather not have a bunch of corpses stinking up the place when I'm setting up my little hideout?
    1. GwendiWendi
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      there are mods for that, such as shovels bury bodies, and Morrowind like discarding bodies
  8. awkwardgardener
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    Combining this mod with Placeable Statics has been really great. Really fell in love with using the Windhelm Shed Basement as my player home.
  9. viltuska
    viltuska
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    Fantastic mod, I was looking for a ramshackle den for my feral vampire character who preys on unsuspecting civilians in the dead of the night.
    1. JaffaRebellion
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      It's pretty ideal for my vigilante character too. Good stuff.
  10. beebophuckleberry
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    There is a skeleton named Lambi in the street outside Riverwood. Inventory is empty. Help?
  11. KingWarden
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    I can't find any hideouts.
  12. deleted42202115
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    Markarth:
    For me the Markarth garbage pit rope handle will fall to the ground then re-appear and continue to do this. I believe it is because I use More Accurate Collisions and it changes the mesh of objects. If you remove the handle from the files you remove the teleport location for entering the pit from inside Markarth. You can exchange this teleport info for the same teleport info used by the outer Markarth pit entrance. Both inside and outside Markarth will teleport you to the same spot inside the pit. You will not be able to climb the rope but that seems fair and realistic and you can keep More Accurate Collisions so you can shoot arrows at people from behind a locked gate and such.