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.
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.
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!
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?
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
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
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.
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.
Both Whiterun entrances are fine with JKs Whiterun.
Both Solitude entrances are fine with Solitude Docks.
Both Markarth entrances are fine with ... uh, didn't have any mods there.
The EXTERIOR entrance in Windhelm is built-over by Windhelm Exterior. The interior works so I am going to keep it. (Probably would turn into a problem if I was running Snowy AF.)
i know this is a little old but for anyone who comes looking per JKs skyrim "Hidden Hideouts of Skyrim City Edition SE - Partially Compatible. Clipping in Windhelm city entrance"
So I LOVE having tons of player homes/ hideouts scattered around skyrim & wanted to know if anyone uses any of these other homes/ mods that Might conflict with this mod, if I have any suspicions I'll leave out other mods to maximize compatibility with this mod. Here are the player homes I'm using & going to use:
*****UPDATE***** Beginner shack = Compatible Blackthorn: didn't use = unknown Eli's Breezehome = Compatible Frostvale estates: didn't use = unknown Lakeview manor: didn't use = unknown Rayerk's End: may be compatible but it's Not with the scarlet a buildable ship SE, so I didn't use Silverstead: didn't use = unknown Sjel Blad Castle: Compatible Skyrim sewers: didn't bother testing *****************************************************
42 comments
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!
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.
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
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.
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.
Both Whiterun entrances are fine with JKs Whiterun.
Both Solitude entrances are fine with Solitude Docks.
Both Markarth entrances are fine with ... uh, didn't have any mods there.
The EXTERIOR entrance in Windhelm is built-over by Windhelm Exterior. The interior works so I am going to keep it. (Probably would turn into a problem if I was running Snowy AF.)
https://www.nexusmods.com/skyrimspecialedition/mods/6137
per JKs skyrim
"Hidden Hideouts of Skyrim City Edition SE - Partially Compatible. Clipping in Windhelm city entrance"
*****UPDATE*****
Beginner shack = Compatible
Blackthorn: didn't use = unknown
Eli's Breezehome = Compatible
Frostvale estates: didn't use = unknown
Lakeview manor: didn't use = unknown
Rayerk's End: may be compatible but it's Not with the scarlet a buildable ship SE, so I didn't use
Silverstead: didn't use = unknown
Sjel Blad Castle: Compatible
Skyrim sewers: didn't bother testing
*****************************************************
-Beginner shack/ riverwood Vouksi: https://www.nexusmods.com/skyrimspecialedition/mods/6238
-Blackthorn: a buildable town in the rift: https://www.nexusmods.com/skyrimspecialedition/mods/2242
-Eli's Breezehome: https://www.nexusmods.com/skyrimspecialedition/mods/2829
-Frostvale Estates: https://www.nexusmods.com/skyrimspecialedition/mods/2265
-Lakeview Manor Extended: https://www.nexusmods.com/skyrimspecialedition/mods/6363
-Rayerk's End: https://www.nexusmods.com/skyrimspecialedition/mods/8285
-Silverstead SE: https://www.nexusmods.com/skyrimspecialedition/mods/2397
-Sjel Blad Castle https://www.nexusmods.com/skyrimspecialedition/mods/2620
-The Scarlet: a buildable Ship SE: https://www.nexusmods.com/skyrimspecialedition/mods/2434
-Skyrim Sewers 4: https://www.nexusmods.com/skyrimspecialedition/mods/9320
^ may uninstall, seems suspect for conflict