About this mod

Mod overhauls the iconic Whiterun player home to be worthy of the thane of Whiterun.
This is not Breezehome TNF - Elianora's Flavour. It is a completely new mod, made especially for SSE and it is glorious af.

Requirements
Permissions and credits
Translations
  • Turkish
  • Spanish
  • Russian
  • Portuguese
  • Polish
  • Mandarin
  • Italian
  • Hungarian
  • German
Changelogs
Donations


DISPLAY ALL YOUR HEROIC CAREER'S LOOT IN A GLORIOUS ARMOURY!
LOCK THE DOORS WHEN YOU LEAVE HOME!
ENJOY STEAMY SAUNA AND BATHS BETWEEN ADVENTURES!

THE BREEZEHOME LIKE YOU'VE NEVER SEEN IT BEFORE!!




[000] TABLE OF CONTENTS

  • [000] TABLE OF CONTENTS
  • [001] GENERAL PAGE INFO
  • [002] MAJOR FEATURES
  • [003] REQUIREMENTS
  • [004] INSTALLATION/USAGE
    • This section also has a sub-section called "EBO VERSION UPDATING INFORMATION TRACKER"
      • It provides users upkept info for all builds whether it is safe or not to update to higher builds from older builds (with conditions) on old saves
  • [005] LOAD ORDER ADVICE
  • [006] COMPATIBILITY NOTES
  • [007] OPTIONAL ADDONS
  • [008] OPTIONAL PATCHES
  • [009] TECHNICAL AID SECTION
    • This is the first place you should check if undesired issues are materializing in the Breezehome
    • If you use "Hearthfire Multiple Adoption (HMA)", choosing wrong dialogue prompt options can happen easy. Info in here on that should be read 
  • [010] FREQUENTLY ASKED QUESTIONS (FAQ)
  • [011] FOR HAPPY CAMPERS ;-)
  • [012] ENDING


[001] GENERAL PAGE INFO
PAGE BASICS:
  • All fix history done to and prior of the 2024 "Elianora's Breezehome Overhaul" rebirth from the "Optimization Page" is in a dedicated readme/changelog text you can install from the FOMOD. The installed text is named "BY TALOS DO NOT READ THIS EVER.txt". It contains EVERYTHING
  • Breezehome BETA (aka v1.6) will be left in the 'Old Files' publicly accessible incase of users unwilling to move on from it. However, it is fully unsupported, no longer maintained and not to mix with anything from the 2024 Elianora's Breezehome Overhaul FOMOD v2.0+. We have absolutely no interest in hearing about problems associated to it. Being its a choice to use it, know how to fix issues yourself and take it elsewhere for troubleshooting advisement
  • Never be hesitant to request stuff in the Posts Section. Regarding patches; depending on the nature/complexity of proposed patch will determine how quickly it can be done (if it is worth doing so)


[002] MAJOR FEATURES

FEATURES: (from beta original)
  • All crafting stations
  • Display for all daedric weapons, unique shields, staves, dragonpriest masks, dragonclaws etc.
    • The Ebony Blade display has 2 different activators
      • The top is for the sword if you didn't kill a friend with it
      • The bottom activator is for the "Real Ebony Blade" which you turn the sword into when you betray a friendly
        • Use whichever version of the blade you have
  • Tons of unique and custom labeled storage
  • Lockable doors (Lock Lydia in her room!!)
  • Bath tub and sauna
  • Tons of custom and unique storage
  • Mirror to change your appearance (Recommended to save before using)
ADDITIONS: (v2.0 2024+)
  • Shrines of the Divines 
  • Wash Basin with an attached player interactable Marker in-front of Racemenu Mirror
  • Bunk beds (2x) replacing the children single beds adhering to Eli's original bedding color scheme (4 Children Total)
  • Dinner table seats 4 NPCs now staged for children all to go to at their AI packaged times
  • Dinner table now has a "Serve Table/Clean Table" toggle to present a table filled with food that has subtle steam coming from it
  • Two new containers in Children's room "Wooden Swords/Shield" (Default has 4 of each) and "Dolls and Clutter" (default has 4 dolls)...
    Gift give to children so the boys use the practice dummies and girls use the invisible doll-play idle markers dispersed around home and exterior
  • Enhanced Disenchanting Font and new Player/NPC auto undress/redress mechanics for Bath tub and Sauna
    • Enhanced Disenchanting Font:
    • Player/NPC auto undress/redress mechanics for Bath tub and Sauna:
  • Tons of new Furniture Markers and Idles the Player and NPCs can engage with (inside and the outside close surroundings of home) 
  • DLC2ImbuingChamber and Imbuing Chamber Materials Chest. Chest provides ingredients to make some homebrew and a provided guide book for it
  • Added one Magic effect (per station) above all crafting stations that suited their crafting mechanics.
  • Added in Sauna rocks a fxfirewithembers.nif just to be slightly viewable to give that sizzle sound and partial ember red effect promoting hotness.
  • FXAmbBeamDust for the Windows and Roofing Cracks - were originally there and disabled. Repositioned them and re-enabled them
  • Reserve
OPTIMIZATIONS-IN-BRIEF: (v2.0 2024+)
  • Lighting Adjustments
  • Model Collision Edits 
  • Removes ITM's 
  • Removes Hearthfires.esm Deleted NAVM override
  • NAVM Re-Work  
  • Errors on Disenchanting Font
  • RaceMenu Mirror re-scripted
  • Occlusion Plane Marker optimization taken rather then Roombounding (RB). RB promoted bizarre ShadowSceneNode CTDs combined ONLY with our Lux Patch
  • Most architectural models used in Cell Segmented to fight against the Engine Lighting Limitations
  • Many little subtleties 
  • Much more cover within Spoiler OPTIMIZATIONS (IN-DEPTH)
OPTIMIZATIONS-IN-DEPTH: (v2.0 2024+)
Spoiler:  
Show
Change Appearance Mirror:
  • ShowLimitedRaceMenu() Function had very limited use subject to cause crashes if used multiple times in a single game session
  • New Script not using the ShowLimitedRaceMenu() but using the Real RaceMenu() and coded to safekeep all the players current stats, level, progress, etc...
  • Change your Race, Sex and whatever floats your boat anytime you want freely without worry or crashes. Saving first is still recommended prior
Collisions Added:
  • Incorporated a few standalone collision markers as steps in the Sauna room to make movement up and down the sitting area to the top ledge very accessible. Gives the room more freedom of movement for being such a confined area
Exterior NAVM Edits (Redone):
  • Fixed all Whiterun NAVM from how Base Game and USSEP left it in preparation to be good for patches to continue from
  • Eli's Home exterior is obviously compensated into the NAVM equation
Interior NAVM Edits: (Redone):
  • Added kitchen area NAVM where none were originally preventing the use of the FURN markers therein by children and NPC's
  • NAVM Edits compensated where doors swing at corridors so NPC's wont crash into them while open
  • Re-did it which was overboard to be honest. If I get bored down the road, probably will happen again just for the sport of it
Lighting Renewal From Ground Up:
  • New Color Palettes up to 10 different new bulb types not including the window rays (window lighting is same colors but I had to decrease the sizes by quite a bit because those too also have influence on engine limitations). This particular home is being pressed right now to its limits regarding lighting implementation including the sizes of bulb radius's just before meshes have side effects due to the engine lighting limitations. I did the best I could given the circumstances.
  • Remade and Utilized to be under the Engine Lighting Limitations while maxed to have as much brightness as respectively possible
Model Edits:
  • Meshes\Elianora\Eli_DisplayCaseLgAngled01.nif (New Model)
    > Collision Type-Layer caused interference to Player HUD reading Activator Prompts. Fixed 
  • Meshes\Elianora\Eli_DragonboneArmourStandM.nif
    > Collision box around model was significantly reduced in size
  • Meshes\Elianora\Eli_FlatbBYOHTrophyBase.nif
    > Collision box protruded above base half a foot probable to cause Mannequin float 
  • Meshes\elianora\eli_soulgemchest.nif
    > Collision box around model was significantly reduced in size
  • Meshes\Elianora\Eli_StormcloakArmourStandm.nif
    > Collision box around model was significantly reduced in size
  • Meshes\Elianora\Eli_WRIntFreeWallStr01Low.nif (New Model)
    > Prompts to Place/Take Said weapon from wall plaque at stairs cant be read to take weapon. "Place" seemed ok but "Take" was borked from Wall collision. Fixed
  • Meshes\Elianora\Modder's Resources\Batmanna\Batmanna_SteelArmourStand.nif
    > Collision box around model was significantly reduced in size
  • Meshes\Elianora\Modder's Resources\Darkfox127\DF127_RugRed.nif
    > Segmented this model heavily from 2 BSTriShapes into 16 to alleviate flicker. Flicker-Proof 
  • Meshes\Elianora\Modder's Resources\MrPDean\MrPDean_NobleCupboard.nif
    > Re-did collision so the HUD prompt for "Open Dresser" in Master Bedroom wasn't so sketchy
  • Meshes\Elianora\Modder's Resources\RefurbMadness\RefurbMadness_HotTubSquare.nif
    > Custom Collision Edit for Butter smooth enter/exit bathtub for player/followers which has no unusual look attached to it. No more Player needing to jump out
  • Many More but I can't list them all
Other Inconsistency Corrections and Performance Gains:
  • Fixed 1 deleted NAVM.
  • Removed 1 Hearthfire deleted NAVM.
  • Removes 39 ITMs.
  • Fixes error on Disenchanting Font.
  • Forwarded USSEP changes to both versions
  • Locally "Inherited and Removed" script references on several stats whose bases did not own these scripts. CK logger fussed over it so that's fixed.
  • Cell data inconsistencies
  • Housecarl was Link Ref holder to CommonDoubleBed (Vanilla and disabled deep in void) with SpouseBedKeyword. Rigged wrong
    • Housecarl is now Link Ref holder to EliMasterBed with SpouseBedKeyword meaning if wed, she now sleeps with player in Master bed. Before she would not
  • Moved base game original Breezehome in the cell way into the void ensuring all was initially disabled and out of the way for workspace purposes.
  • Moved the Basement assembly Z-2400 Units in Cell lower so more breathing space for lighting setups from one assembly to the other was better
  • Occlusion Plane Marker optimization approach taken rather then Roombounding. Roombounding promoted bizarre CTDs combined explicitly with our Lux Patch
  • Qualified Bash Tags incorporated
Segmented Architectural Models (FOMOD Install Option):
  • Provided meshes down file-path "Meshes/Architecture" are heavily segmented models replacing base game ones highly immune to flicker by the Engine lighting limitation matter. Its a gamble really: Segmented models (more impact on performance/way less light flicker) VS. Models with less shapes (better on performance/very prone to flicker under varying circumstances)
  • All the SEG models down "meshes/architecture" will be installed in a file format no game, software can understand <-- "ModelName.NIF_RESERVED"
  • This gives user more control over which models they NEED (depending on there setup) opposed to being forced (by default) to use them all saving lots of FPS
  • Choose ONLY up to how many SEG models you need depending how lighting is having handle on your Breezehome (as it will have different influences per setup)
  • Identify in-game which base-game models (or 3rd-party mod replacer models) flicker by using More Informative Console
  • Exit game > remove the "_RESERVED" portion of that models file extension restoring it to a ".NIF". Click YES Windows prompt > refresh Mod Manager > Done
Subtle Adjustments/Tweaks:
  • Added Mesh To Hide Ground Mismatch outside Home. Outside of home mismatch of grass mound and side of path. Fixed.
  • Some floating beds and other randoms. Fixed
  • Weapon Wall Plaques - Activator/Orientation Fixed
  • Tilted the Main Home Upper Floor to Lower Floor Ladder Angle 4 Degrees - Snag or holdup top of Eli ladder upon running was consistent. Tactic to cheat native model collision flaw. Fixed

The List Can Keep Going:
  • The list keeps going based on prior spread-out updates and likely will continue from future ones. I am just going to cut it off here from further listing


[003] REQUIREMENTS



[004] INSTALLATION/USAGE


  • FOR BEST OUTCOME: INSTALL WITH A NEW SAVE
  • OR THE OTHER WAY: A SAVE WHERE YOU HAVE NOT BOUGHT OR ENTERED BREEZEHOME YET! PROBABLY WISE TO HAVE AVOIDED PROVENTUS AVENICCI TOO
    • Many of the objects within Skyrim's Vanilla purchasable home cells persist in a save game with old positions and what not. They get baked in
    • If you use this on an old save, Lydia might be confused with navmeshes, there might be floating weapon plaques or the old items may persist in the room


  • First - buy ONLY the house from Proventus Avenicci
  • Second - Go into the house
  • Third - Go back to Avenicci and buy ONLY the "Children's Room Upgrade" and NOTHING more!!
  • Fourth - Profit but ONLY upon managing to accomplish the first three extremely difficult conditions stated... I know its hard, been there :-)

SOME EXTRA TID-BITS:
  • To lock Breezehome door when you leave, just click the "Key To Breezehome" in your inventory. It will say you can't equip it, but also say the doors are locked. 
  • On the bar table you will find 2 more keys. One is for Lydia's room and the other one is for the armoury. Clicking them in your inventory will close and lock the door.
  • You won't have to worry about your kids playing with Staff of Magnus or taking the Blackbooks while you're gone
  • The Elder Scrolls are outside of the armoury though. I ran out of space in there...) 
  • As NPCs warp around markers wildly when you're not around, Lydia might not actually remember to stay in her room. It's beyond my control.


EBO VERSION UPDATING INFORMATION TRACKER
  • AN UPKEPT AREA DISCLOSING ALL "VERSION UPDATING INFORMATION" RELATIVE TO ALL EBO VERSIONS
    • We all know that it can get confusing with so many different Mod builds if its safe to update to xx Build from xy Build and vice versa
    • Within the SPOILER below lists all the builds each with their own specific updating conditions and what you can update to and what you can't, etc....
Spoiler:  
Show
EBO VERSION UPDATING INFORMATION TRACKER

RULE OF THUMB, ALWAYS:
  • If you are allowed to update to a later build from a previous build, ALWAYS save outside the home prior to updating to a newer build
    • UNLESS other specific conditions are stated below on a per version basis, this rule of thumb is the baseline always to be followed
BUILD DESCRIPTION CHANGES:
  • All changes you can find in the Pages built-in Changelog Dropdown or the Doc file included within the updated package
VERSION: 2.3 - New Features/Few Changes
Installing Mid-Save From: Eli's Breezehome v2.2 ONLY
  • This is SAFE
    • Refer to "DETAILS/FEATURES OF AUTO SYSTEMS" spoiler in "OPTIONAL ADDONS" section if you plan to install that addition from a 2.2 save
Installing Mid-Save From: Eli's Breezehome v2.1 and below
  • This is NOT SAFE
VERSION: 2.2 - A Massive Update
Installing Mid-Save From: Eli's Breezehome v2.1 and everything earlier
  • This is NOT SAFE. CANNOT update a save which previously had ANY older builds
  • Unfortunately, due to all the display scripts being completely recoded, CANNOT update because old code save bakes. Things won't work right
Installing Mid-Save From: NO previous Eli's Breezehome builds installed and have not done anything in-game yet regarding the home
  • Should be SAFE. Refer to the "INSTALLATION/USAGE" instructions ladder level of section
VERSION: 2.1 - Leftover Fixes and Tweaks
Installing Mid-Save From: Eli's Breezehome v2.0
  • This is SAFE
Installing Mid-Save From: Eli's Breezehome v1.6-BETA PLUS the last Optimization Package content (v1.6.9) build
  • This is SAFE
Installing Mid-Save From: Eli's Breezehome v1.6-BETA ONLY
  • This is NOT SAFE. CANNOT update to v2.0 unless you were using the Optimization Package with/overwriting v1.6-BETA
VERSION: 2.0 - The Major Migration
Migration: All the latest file content (v1.6.9) of the Optimization Pkg Page migrated over to Eli's Home page and implemented into home directly
Installing Mid-Save From: Eli's Breezehome v1.6-BETA PLUS the last Opt Pkg Page content (v1.6.9) build
  • This is SAFE
Installing Mid-Save From: Eli's Breezehome v1.6-BETA ONLY
  • This is NOT SAFE. CANNOT update to 2.0 unless you were using the Optimization Package with/overwriting v1.6-BETA
VERSION: 1.6.9 - Last build made on the Eli's Breezehome Optimization Packages and Patches page
Required: Eli's Breezehome v1.6-BETA
VERSION: 1.6-BETA
Description: Once upon a time, a beautiful Breezehome creation was born


[005] LOAD ORDER ADVICE

This list reflects ALL content provided on page into groups and also illustrates other mod kind categories and how to order things
I will try to keep this list as generic as possible and should be followed as a disciplinary reflex for this pages content

  • Base-Game
  • CC Content
  • USSEP
  • All other Pure ESM, ESL mods
  • City Overhauls
  • Anything else that edits the inner cities
  • Third-Party Patches relative to all the City changes
  • Open Cities Skyrim or SREX
  • OCS Patches/SREX Patches making the ladder City Overhaul mods Open Space compatible
  • Eli_Breezehome.esp
    • If LOOT disallows you to load Eli_Breezehome.esp AFTER Open Cities Skyrim.esp or SREX (if you use these), it should be ok. 
    • Put right above or as close as possible
  • Eli_Breezehome [ADDONS].esp
  • Eli_Breezehome [PATCH - All patches besides lighting].esp
  • Eli_Breezehome [PATCH - Lighting].esp
  • Very Late loaders
  • DynDOLOD
  • The Last ones I.e Occlusion.esp, etc....


[006] COMPATIBILITY NOTES
COMPATIBLE - FULL:COMPATIBLE - NO IDEA:COMPATIBLE - REDUNDANT || NON:
COMPATIBLE - FOR FOLLOWING: REFER TO "TECHNICAL AID SECTION" (DOWN PAGE)RECOMMENDED MODS FOR FUNCTION BETTERMENT
  • Another Mannequin Script Fix (AE/SE) - Painless Cure for all Base Game (+3DLCs) Mannequin Form Object References
  • NPC AI Process Position Fix - NG  - Will detect every waiting, sleeping, and fast travel event, and calculate the time difference updating NPC AI process positions
  • Multiple Floors Sandboxing - tweak will encourage NPCs to climb stairs around them and explore their surroundings more
  • Interior Vs Exterior Brightness Settings SSE  - Not so much a mod that betters any particular gameplay issue but I had to mention it. For years I have had this utility handy in my Load Order. Adds sliders for Interior and Exterior brightness calibration via SkyUi's MCM to hone lighting strengths easily to preferred amount. Has always worked for me. Some ENBs it does not work with so I read. Eli's home would fall under the Interior Dwelling Slider


[007] OPTIONAL ADDONS

This section adds content to the home that wouldn't fall under patches as they don't weave mods together despite incompatibilities
UNLESS explicitly stated otherwise in FOMOD or Description Page on any provided PATCH option details:
  • All ADDONS load BEFORE all provided patches (lower in load order priority)
  • ALL Lighting Patches load LAST (highest in load order priority)
    • Interior lighting patches have special edits added to the WhiterunBreezehome "Breezehome" [CELL:000165A8] Cell record
    • If they aren't winning; it really breaks lots of the enhancements the lighting mods provide EX> Imagespace, Lighting Template, etc....
PROVIDED ADDONS
HOME INTERIOR
  • Eli's Breezehome [ADDON - Aquarium (Fishing CC)]
  • Eli's Breezehome [ADDON - Auto Systems]
  • Eli's Breezehome [ADDON - CC Armoury Expansion]
  • Eli's Breezehome [ADDON - ELFX-FX]
  • Eli's Breezehome [ADDON - Fenix Disenchanting Font]
  • Eli's Breezehome [ADDON - Sorcerer Staff Scroll Overhaul]
DETAILS/FEATURES OF AUTO SYSTEMS
This Covers a Lot of info so Its Feature Spoiler is Right Here
Do not bother using this if you don't know how it works
Spoiler:  
Show
INSTALLATION/UNINSTALL
INSTALL
  • New-Save - Always Best
  • Mid-Save - Should be fine. NOTE: May need to remove container stock and put right back in for system awareness purposes. Maybe not though
UNINSTALL
  • NOPE. If you save with it, use it to the end
COMMONALITIES BOTH SYSTEMS SHARE
CONTAINER PROMPT NAME CHANGES: - to help users discern which containers are system involved (plus their system(s)) from those which are not
  • Containers involved with no systems will preserve their original prompt names i.e "Cold Storage"
  • Auto-Loot - Containers in the Auto-Loot system will have (AL) added to original prompt name i.e "Cold Storage (AL)"
  • Auto-Sort - Containers in the Auto-Sort system will have (AS) added to original prompt name i.e "Cold Storage (AS)" (NOT CREATED YET)
  • Auto-Loot/Auto-Sort (combined) - Containers in both systems will have (ALS) added to original prompt name i.e "Cold Storage (ALS)(NOT CREATED YET)
UNIQUE ITEM DISPLAYS:
  • Auto Systems will remain unassociated to the Unique Item Displays in the home. This stated is more relevant for Auto-Sort Storage, which is not created yet
  • THERE ARE A FEW LISTED REASONS BEHIND THIS:
    • All Display Scripts will likely need to be refactored (lot of work considering properties) which will also likely mean "A brand new save is required AGAIN :-("
    • It's a small home and feels more rewarding/intentional to place hard earned special items to their displays rather then auto-pilot doing everything for you
    • To much of anything takes away. For a small home, the convenience of auto everything would do just that

AUTO-LOOT CRAFTING SYSTEM
Spoiler:  
Show

LIMITATIONS
PAPYRUS RESOURCES STRESS AND STRAIN
  • The more content stored in xContainers rigged to said station, the more on papyrus to populate all that content into Player inventory for station purposes
    • That is just easy math and speaks for itself. The more of anything usually means the more on something else. In this case, populating object lists 
THE 65,535 ITEM AMOUNT COUNT LOOTING LIMITATION 
  • The system cannot handle Looting any one item object whose quantity exceeds 65534
    • For example; 60000 stored Leather collected over lengthily gameplay loots to Player Inventory and Home Container FINE
    • 66000 stored Leather collected over lengthily gameplay loots to Player Inventory but NOT return to the Home Container upon station animation event exit
      • 66000 exceeds the max allowed looting item amount 65534
  • In a nut shell; any one item whose quantity is over 65534, the Auto-Loot Crafting System can't manage. Here is another very interesting read on 65,535
A TRUE STORY BUT EXTREMELY RARE TO EVER OCCUR
  • The Auto-Loot Crafting System works by keywords affiliated with crafting. Each Workstation possesses its unique crafting keyword and the Auto-Loot Crafting Perk Intercepts them to function limited ONLY to within Breezehome (conditioned to work nowhere else in the game).. 
  • I dropped a weapon on floor (in another home this system was rigged to). Upon picking it up from the ground every-time; I was prompted: "Do you wish to Auto-Loot".... Confused until I looked into the weapon. It had one of the same crafting keywords attached to its BaseID that the system intercepts one of the stations owns. Upon that discovery; I looked into most other weapons and none possessed the Keywords the stations possess that the system looks out for to function. 
  • Lucky me picked the needle in a haystack of an item to drop which brought to light this realization... 
  • Writing this to add some clarity to reason behind the matter if ever such a rare instance happens to a lucky you; this would be why

TURNING THE SYSTEM ON/OFF
  • The Property Certificate you need to locate is in the Master bedroom "Safe" > Grab it and learn it's provided spell
  • Once you have learned the Spell, you will have a new power in your magic inventory called Breezehome: Property Ownership Seal
  • Cast the power and the option to turn the Auto-loot system ON/OFF is in there

HOW THE SYSTEM IS SETUP
  • This information is also provided and installed with this option Doc/Eli_Breezehome [ADDON - Auto  Systems (AutoLoot Crafting)].txt
THE AUTOLOOT CONTAINER/STATION SETUP SCHEMATIC

LEGEND:
  • I.   SKILL TYPE(S)
  • II.  STATION NAME(S)
  • III. KEYWORD(S) CHECKED FOR PER STATION KIND
  • IV. CONTAINER(S) LOOTED TO THAT STATION(S)
  • "NAME" (PLAYER PROMPT CONTAINER NAME)
SETUP 01:
  • I.   Alchemy
  • II.  Alchemy Table
  • III. WICraftingAlchemy [KYWD:0004F6E6]
  • IV. EBO_CONT_AlchemySatchel "Apothecary's Satchel" [CONT:xx003840]
  • IV. EBO_CONT_BoozeBasket "Drinks Basket" [CONT:xx04340F]
  • IV. EBO_CONT_ColdStorage "Cold Storage" [CONT:xx0B30F4]
  • IV. EBO_CONT_ColdStorage "Cold Storage" [CONT:xx0B30F4]
  • IV. EBO_CONT_FoodStorage "Food Stores" [CONT:xx01B208]
  • IV. EBO_CONT_IngredientsBasket1 "Ingredients Basket" [CONT:xx099BC1]
  • IV. EBO_CONT_IngredientsBasket2 "Ingredients Basket" [CONT:xx099BC3]
SETUP 02:
  • I.   Cooking (but provides skill type Alchemy)
  • II.  Oven
  • II.  Cooking Pot
  • III. BYOHCraftingOven [KYWD:030117F7], isCookingSpit [KYWD:00068ADA], isCraftingOven [KYWD:03002840] and isSmallCookingPot [KYWD:001010B2]
  • IV. EBO_CONT_AlchemySatchel "Apothecary's Satchel" [CONT:xx003840]
  • IV. EBO_CONT_BoozeBasket "Drinks Basket" [CONT:xx04340F]
  • IV. EBO_CONT_ColdStorage "Cold Storage" [CONT:xx0B30F4]
  • IV. EBO_CONT_ColdStorage "Cold Storage" [CONT:xx0B30F4]
  • IV. EBO_CONT_FoodStorage "Food Stores" [CONT:xx01B208]
  • IV. EBO_CONT_IngredientsBasket1 "Ingredients Basket" [CONT:xx099BC1]
  • IV. EBO_CONT_IngredientsBasket2 "Ingredients Basket" [CONT:xx099BC3]
SETUP 03:
  • I.   Enchanting
  • II.  Arcane Enchanter
  • II.  Staff Enchanter
  • III. WICraftingEnchanting [KYWD:0004F6DD]
  • IV. EBO_CONT_ArmourChest "Armour Chest" [CONT:xx0763F0]
  • IV. EBO_CONT_HeartStoneStorage "Heart Stone Storage" [CONT:xx038821]
  • IV. EBO_CONT_Safe "Valuables" [CONT:xx013842]
  • IV. EBO_CONT_Shards "Soul Gem Shards" [CONT:xx039081]
  • IV. EBO_CONT_Soulgems "Soul Gems" [CONT:xx002CBB]
  • IV. EBO_CONT_StaffMatChest "Staff Crafting Materials" [CONT:xx04D62B]
  • IV. EBO_CONT_StaffStorage "Staves" [CONT:xx0138D6]
  • IV. EBO_CONT_WeaponStorage "Weapons" [CONT:xx009595]
SETUP 04:
  • I.   Smithing
  • II.  Smelter
  • III. CraftingSmelter [KYWD:000A5CCE]
  • IV. EBO_CONT_DwemerBasket "Dwemer Artifacts Basket" [CONT:xx0763F4]
  • IV. EBO_CONT_Materials "Raw Materials" [CONT:xx0020E6]
  • IV. EBO_CONT_MiscCraftingStorage "Miscellaneous Supplies" [CONT:xx00E6A6]
SETUP 05:
  • I.   Smithing & Tempering
  • II.  Anvil
  • II.  Blacksmith Armor Workbench
  • II.  Blacksmith Sharpening Wheel
  • III. WICraftingSmithing [KYWD:0004F680] and WICraftingSmithingTempering [KYWD:0004F6FD]
  • IV. EBO_CONT_ArmourChest "Armour Chest" [CONT:xx0763F0]
  • IV. EBO_CONT_BoneStorage "Bones & Remains" [CONT:xx022938]
  • IV. EBO_CONT_DwemerBasket "Dwemer Artifacts Basket" [CONT:xx0763F4]
  • IV. EBO_CONT_FirewoodStorage "Firewood Storage" [CONT:xx038822]
  • IV. EBO_CONT_IngotStorage "Ingots" [CONT:xx00E6AF]
  • IV. EBO_CONT_IngredientsBasket1 "Ingredients Basket" [CONT:xx099BC1]
  • IV. EBO_CONT_IngredientsBasket2 "Ingredients Basket" [CONT:xx099BC3]
  • IV. EBO_CONT_LeatherStorage "Leathers & Linen" [CONT:xx00E6AA]
  • IV. EBO_CONT_Materials "Raw Materials" [CONT:xx0020E6]
  • IV. EBO_CONT_MiscCraftingStorage "Miscellaneous Supplies" [CONT:xx00E6A6]
  • IV. EBO_CONT_PeltsCrate "Pelts & Hides" [CONT:xx06BE94
  • IV. EBO_CONT_Safe "Valuables" [CONT:xx013842]
  • IV. EBO_CONT_SmithingKnapsack "Smithing Gear" [CONT:xx033F28]
  • IV. EBO_CONT_WeaponStorage "Weapons" [CONT:xx009595]
SETUP 06:
  • I.   Tanning
  • II.  Tanning Rack
  • III. isTanning [KYWD:000727A0]
  • IV. EBO_CONT_LeatherStorage "Leathers & Linen" [CONT:xx00E6AA]
  • IV. EBO_CONT_MiscCraftingStorage "Miscellaneous Supplies" [CONT:xx00E6A6]
  • IV. EBO_CONT_PeltsCrate "Pelts & Hides" [CONT:xx06BE94]


AUTO-SORT STORAGE SYSTEM (NOT CREATED YET)
Spoiler:  
Show

RESERVE
NOTHING HERE TO SEE
  • NOTHING GOES DEEPER
    • NOTHING EVEN FURTHER
THIS IS NOT MADE YET
  • AutoSort is it's own beast compared to AutoLoot pertaining to this home
  • Remaking the homes container setup to suite an already working (AS) system's expected container setup is not an option
  • It ends up being the other way around where the chosen system will need re-engineering to suite this homes existing setup
  • There is no ETA on its progress. It's in hopes to be made but it all depends

FEATURES OF EACH
Spoiler:  
Show
Eli's Breezehome [ADDON - Aquarium Addon (FishingCC)]
  • This ADDON (which is also a patch) is custom patching UWShocks "Eli's Breezehome - Aquariums Addon (FishingCC)" into our Dining Table toggle system
  • You can visit that page to get better idea of the aquariaum added features. All our ADDON does is take their creation and tweak it to work with a toggling system
  • GIF provided in SPOILER below of this toggling feature plus some USAGE TIPS
Spoiler:  
Show
Eli's Breezehome [ADDON - CC Armoury Expansion]
  • This Addon provides tons of CC unique item displays to the Tower basement where the four mannequins are
  • The four Breezehome Main-file mannequins that existed in this room "STILL REMAIN" using this Addon
WITHOUT THIS ADDON, The Tower Basement Will Only Be Occupied By::
  • Four mannequins, a rug, chandelier w/ candles (plus there bulbs), a few pedestals and some wall reach fern
  • Other then that, its pretty empty and this was also on purposes for the intent OF:
    • Modder's whom wish to use this tower basement space for their IDEA of how it should be for their own purposes
    • I myself (Khrysinxs) do not have plans to add to it in the Base Eli Mod. It was intended for CC armoury expansion via this ADDON
    • If an Author doesn't want to use this CC Addon and rather add to this area what they wish, that's what it's for
Eli's Breezehome [ADDON - Auto Systems]
  • This is all covered under its OWN dedicated SPOILER top level of page in section "OPTIONAL ADDONS"
Eli's Breezehome [ADDON - ELFX-FX]
  • Something I put together that brings into Eli's Home lots of effects from Enhanced Lights and FX without the need to install ELFX. With granted permission, this package carries some FX file-assets needed for custom home implementation as to have an Eli's Breezehome ELFX interior home on top of whatever else you use.
  • Since the subject of ELFX is mentioned here; ELFX Shadows will NOT be issued a patch as it is pointless. 
  • ELFX uses edited vanilla lighting where Eli's home uses custom new lighting like Lux. ELFX Shadows uses a script driven system and this has its own homebrew. No point making an ELFX or ELFX Shadows patch but the FX on the other hand are a nice addition when they can be used in her home along-side any lighting overhauls the user prefers
Eli's Breezehome [ADDON - Fenix Disenchanting Font]
  • Integrates FenixDisenchanter into Eli's Breezehome as placeholder of the original Disenchanting Font
HOW IT WORKS VS THE DEFAULT ONE:
  • Default Disenchanter:
    • It WON'T disenchant items that were pre-enchanted. Only items that were enchanted by the player!
  • Fenix Disenchanter
    • Disenchants MUCH MORE items. BOTH created by player and found in the world
    • It WILL disenchant pre-enchanted objects so long as they HAVE a targeted object in the Template sub-record
    • Many Armor/Weapon enchanted objects use sub-record "TNAM-Template Armor" (ARMO) and "CNAM-Template" (WEAP)
    • This sub-record targets the enchanted objects; raw, stripped down template base object
    • Fenix Disenchanter functions by way of returning the enchanted object back to its defined template base object
    • Objects that DON'T use the template sub-record WILL NOT disenchant (for it has no targeted template reference)
Eli's Breezehome [ADDON - Sorcerer Staff Scroll Overhaul]
  • Integrates functionalities of the Sorcerer mod into Eli's Breezehome Staff Enchanter
  • Adds a custom modeled wall Scroll Enchanter to Eli's home just left of the Staff Enchanter
Eli's Breezehome [ADDON - Reserve]
  • Reserve

LOAD ORDER AND REQUIREMENTS IN SEQUENCE
Spoiler:  
Show
Eli's Breezehome [ADDON - Aquarium Addon (FishingCC)]
Two Patch Options. Select At Most ONE. The option picked here MUST align to its correct patch option there
  • ccBGSSSE001-Fish.esm
  • Eli_Breezehome.esp (Main-file)
  • Eli Breezehome - Aquarium patch.esp - Pick either that pages ESP or ESP-FE version
  • Eli_Breezehome [ADDON - Aquarium Addon (FishingCC)].esp (This ADDON)
    • REMEMBER: In our FoMOD there are two patch options (both ESP-FE)
    • A ESP-FE Plugin for that pages ESP Addon and a ESP-FE Plugin for that pages ESP-FE Addon
    • Pick the right one ONCE aligning to the one you choose from other page or full broken
Eli's Breezehome [ADDON - CC Armoury Expansion]
CC LOAD ORDER SHOULDN'T MATTER
  • ccasvsse001-almsivi.esm  ||  Ghosts of the Tribunal CC
  • ccBGSSSE001-Fish.esm  ||  Fishing CC
  • ccbgssse004-ruinsedge.esl  ||  Ruin's Edge CC
  • ccbgssse005-goldbrand.esl  ||  Goldbrand CC
  • ccbgssse006-stendarshammer.esl  ||  Stendarr's Hammer CC
  • ccbgssse007-chrysamere.esl  ||  Chrysamere CC
  • ccbgssse019-staffofsheogorath.esl  ||  Staff of Sheogorath CC
  • ccmtysse001-knightsofthenine.esl  ||  Divine Crusader CC
  • ccbgssse018-shadowrend.esl  ||  hadowrend CC
  • ccbgssse045-hasedoki.esl  ||  Staff of Hasedoki CC
  • ccbgssse008-wraithguard.esl  ||  Sunder & Wraithguard CC
  • ccffbsse001-imperialdragon.esl  ||  Civil War Champions CC
  • ccbgssse016-umbra.esm  ||  Umbra CC
  • ccbgssse031-advcyrus.esm  ||  Dead Man's Dread CC
  • ccbgssse038-bowofshadows.esl  ||  Bow of Shadows CC
  • ccbgssse067-daedinv.esm  ||  The Cause CC
  • ccbgssse068-bloodfall.esl  ||  Headman's Cleaver CC
  • ccbgssse069-contest.esl  ||  The Contest CC
  • ccBGSSSE025-AdvDSGS.esm  ||  Saints & Seducers CC
  • ccbgssse013-dawnfang.esl  ||  Dawnfang & Duskfang CC
  • ccrmssse001-necrohouse.esl  ||  Gallows Hall CC
  • ccedhsse003-redguard.esl  ||  Redguard Elite Armaments CC
  • cckrtsse001_altar.esl  ||  Bittercup CC
  • Eli_Breezehome.esp (Main-file)
  • Eli_Breezehome [ADDON - CC Armoury Expansion].esp (This ADDON)
Eli's Breezehome [ADDON - Auto Systems]
Eli's Breezehome [ADDON - ELFX-FX]
Eli's Breezehome [ADDON - Fenix Disenchanting Font]
  • MODDERS RESOURCE: FenixDisenchanter
    • REQUIRES: Only "the Scripts" provided from this page
  • FenixDisenchanterNG: FenixDisenchanter.esp
    • REQUIRES: the "Plugin" and "DLL" from FenixDisenchanterNG Page
  • Eli_Breezehome.esp (Main-file)
  • Eli_Breezehome [ADDON - FenixDisenchantingFont].esp (This ADDON)
Eli's Breezehome [ADDON - Sorcerer Staff Scroll Overhaul]
Eli's Breezehome [ADDON - Reserve]
  • Reserve


[008] OPTIONAL PATCHES

This section so far provides Lighting, Gameplay/Bugfix and some Leftover/Miscellaneous Patches
UNLESS explicitly stated otherwise in FOMOD or Description Page on any provided PATCH option details:
  • All ADDONS load BEFORE all provided patches (lower in load order priority)
  • ALL Lighting Patches load LAST (highest in load order priority)
    • Interior lighting patches have special edits added to the WhiterunBreezehome "Breezehome" [CELL:000165A8] Cell record
    • If they aren't winning; it really breaks lots of the enhancements the lighting mods provide EX> Imagespace, Lighting Template, etc....
IMPORTANT NOTE ON: LUX (If you use it):
  • DO NOT mix Lux - Patch Hub's "Lux - Eli Breezehome Patch.esp" with Elianora's Breezehome Overhaul (v2.0+)
  • You will HARD CRASH entering the home so WATCH OUT. That patch is ONLY designed for Breezehome BETA (aka v1.6 "old-files")
  • We provide on this page (in the FOMOd installer) our own Lux Patch for Eli's Breezehome 2.0+ 
  • Also be mindful with Lux - Patch Hub's FOMOD installer that it will auto-select the crashing patch if the Eli_Breezehome.esp plugin is active
IMPORTANT NOTE ON: CITY OVERHAUL MODS
  • Eli_Breezehome.esp & ALL our patches (since version 2.2+) DO NOT touch any Whiterun City Navmesh AT ALL
  • This makes all page content far more compatible with all mod stack kinds overhauling the city in ever which way
  • There is no need for patching: JK's Skyrim, Dawn of Skyrim, Skyrim Sewers, EEKs Whiterun, Whiterun Has Walls, Immersive Citizens and many more
  • Everything should work SO LONG AS:
    • Third-party city altering mods DO NOT break the navmesh where Eli's Breezehome exterior resides
    • Third-party city altering mods DO NOT directly overhaul the outside of the Breezehome
    • Third-party mods (not only exclusive to City related mods) DO NOT edit as a winning override the interior front-door RefID. The interior Navmesh is custom and the inside door targets a special navmesh triangle for door teleporting. That needs forwarding if another mod handles the inside door 
PROVIDED PATCHES
HOME INTERIOR - LIGHTING (Only use ONE):
  • Eli's Breezehome [PATCH - Enhanced Lighting for ENB (ELE)]
  • Eli's Breezehome [PATCH - Lux]
  • Eli's Breezehome [PATCH - Relighting Skyrim]
  • Eli's Breezehome [PATCH - Relighting Skyrim + Enhanced Lighting for ENB (ELE)]
HOME EXTERIOR - GAMEPLAY/BUGFIX (Only use ONE):
  • Eli's Breezehome [PATCH - SR Exterior Cities AIO (SREX AIO)]
  • Eli's Breezehome [PATCH - SR Exterior Cities Whiterun (SREX WR)]
  • Eli's Breezehome [PATCH - Unofficial Skyrim Special Edition Patch (USSEP) + Open Cities Skyrim (OCS)]
  • Eli's Breezehome [PATCH - Unofficial Skyrim Special Edition Patch (USSEP) + SR Exterior Cities AIO (SREX AIO)
  • Eli's Breezehome [PATCH - Unofficial Skyrim Special Edition Patch (USSEP) + SR Exterior Cities Whiterun (SREX WR)]
  • Eli's Breezehome [PATCH - Unofficial Skyrim Special Edition Patch (USSEP)]
HOME EXTERIOR - LEFTOVER/MISC (Choose as needed):
  • Eli's Breezehome [PATCH - Dawn of Skyrim - Non-Collidable Clothesline Meshes]
  • Eli's Breezehome [PATCH - Halla A Whiterun Player Home]
LOAD ORDER AND REQUIREMENTS IN SEQUENCE
HOME INTERIOR - LIGHTING (Only use ONE)
Spoiler:  
Show
SINGULAR

Eli's Breezehome [PATCH - Enhanced Lights for ENB (ELE)]

Eli's Breezehome [PATCH - Lux]
IMPORTANT NOTE ON LUX (If you use it):
  • DO NOT mix Lux - Patch Hub's "Lux - Eli Breezehome Patch.esp" with Elianora's Breezehome Overhaul (v2.0+)
  • You will HARD CRASH entering the home so WATCH OUT. That patch is ONLY designed for Breezehome BETA (aka v1.6 "old-files")
  • We provide on this page (in the FOMOd installer) our own Lux Patch for Eli's Breezehome 2.0+ 
  • Also be mindful with Lux - Patch Hub's FOMOD installer that it will auto-select the crashing patch if the Eli_Breezehome.esp plugin is active
Eli's Breezehome [PATCH - Relighting Skyrim]
MULTIPLE

Eli's Breezehome [PATCH - Relighting Skyrim + Enhanced Lighting for ENB (ELE)]

LOAD ORDER AND REQUIREMENTS IN SEQUENCE
HOME EXTERIOR - GAMEPLAY/BUGFIX (Only use ONE)
Spoiler:  
Show
Eli's Breezehome [PATCH - SR Exterior Cities AIO (SREX AIO)]
Eli's Breezehome [PATCH - SR Exterior Cities Whiterun (SREX WR)]
Eli's Breezehome [PATCH - Unofficial Skyrim Special Edition Patch (USSEP) + Open Cities Skyrim (OCS)]
Eli's Breezehome [PATCH - Unofficial Skyrim Special Edition Patch (USSEP) + SR Exterior Cities AIO (SREX AIO)]
Eli's Breezehome [PATCH - Unofficial Skyrim Special Edition Patch (USSEP) + SR Exterior Cities Whiterun (SREX WR)]
Eli's Breezehome [PATCH - Unofficial Skyrim Special Edition Patch (USSEP)]

LOAD ORDER AND REQUIREMENTS IN SEQUENCE
HOME EXTERIOR - LEFTOVER/MISC (Choose as needed)
Spoiler:  
Show
Eli's Breezehome [PATCH - Dawn of Skyrim - Non-Collidable Hanging Cloth Meshes)]
  • Dawn of Skyrim.esp (v1.5+) or Blues Skyrim.esp (v1.4)
    • Make sure the meshes overwrite the DoS supplied variants to cure the clothesline curse
  • Eli_Breezehome.esp (Main-file)
    • Best to load "Eli_Breezehome.esp" AFTER
  • Provided meshes in this option with no plugin
Eli's Breezehome [PATCH - Halla A Whiterun Player Home]


[009] TECHNICAL AID SECTION

USING: "Embers XD" and "Lux" together
  • Embers and other fire related stuff enabled when it should not be EX. "under the center room coffee table". Refer to CLICKME
USING: "Enhanced Lights and FX (ELFX)" with or without "ELFX Shadows"
Spoiler:  
Show
EITHER/OR WILL BE REQUIRED BUT ONLY CHOOSING ONE
ELFX - NoBreezehome.esp
  • Be mindful of load order if using 
Load Order:
Visual Reference (if it helps)
Spoiler:  
Show
ELFX - NoPlayerHomes.esp
  • Be mindful of load order if using 
Load Order:
Visual Reference (if it helps)
Spoiler:  
Show

USING: "Halla - A Whiterun Player Home" and "Elianora's Breezehome Overhaul (v2.0+)" together
The Butchered Wall Models in Halla Issue (Problem/Solution)
Image Spoiler Example of the Issue
Spoiler:  
Show

USING: "Hearthfire Multiple Adoptions - Now With Custom Home Support for Kids and Spouse
Spoiler:  
Show
THERE ARE SOME KEY THINGS ABOUT HMA THAT HAVE TO BE UNDERSTOOD
SPOUSE
01) Choosing Proper Marriage Ceremony Closing Dialogue Prompt 
  • Picking wrong option influences rest of playthrough. Proper HMA home functionality is down its dialogue prompt option. Not the Vanilla one
  • I felt this was a must to mention. The natural reflex wants to pick "We could live in my house in Whiterun".... DON'T DO IT
  • Visual In-Game Reference (if it helps):
    Spoiler:  
    Show

CHILDREN
01) Choosing Proper Constance Michel Adoption Dialogue Prompt 
  • Picking wrong option influences rest of playthrough. Proper HMA home functionality is down its dialogue prompt option. Not the Vanilla one
  • I felt this was a must to mention. The natural reflex wants to pick "At my house in Whiterun".... DON'T DO IT
  • Visual In-Game Reference (if it helps):
    Spoiler:  
    Show

02) The 4th Adopted Kid Sleeping in Bed Issue:
  • Having tested countless times over and over just getting married and adopting 4 kids (fresh game, fresh start), there is always a hit or miss chance where the 4th kid will find their bed or they wont. 9 times out of ten; they won't
  • If they find there bed, this is great because they should consistently continue using that assigned bed
  • If they don't find their bed and just idle beside it, this will carry on for the remainder of your game
  • Its usually caused by the distance factor between the furniture markers they sleep on (tight space)
    • NOT TO WORRY AS THERE IS A FIX
      • Assuming after waiting an hour, two, three, a day, a week fixes nothing and they still remain idling when they should be in bed, lets move on then
      • Using More Informative Console > select the troublesome BYOHAdoptedChild > enter these TWO console commands stated below:
      • addfac 030183a8 0 and press enter <--- Hearthfires.esm [03] should occupy the 3rd mod index slot in your overall stack
      • addfac 030042b0 0 and press enter <--- Hearthfires.esm [03] should occupy the 3rd mod index slot in your overall stack
      • Visual In-Game Reference (if it helps):
        Spoiler:  
        Show
      • Now exit the console and I find exiting the cell and re-entering fixes them
      • After the console commands have been executed on the kid, they may still from time to time idle or be confused about the bed.
      • Just exit the home and re-enter from then on if the glitch still materializes from time to time. I think eventually, the game figures itself out and the AI transition syncs into place kind of like how a new home takes time to settle into the foundation its built upon
    • Still Not Working? 
    • Possible Reasons Could Be:
      • 01. A mod making the kids unkillable
      • 02. A mod conflict you will have to track down
      • 03. I'm sure there are more but that's all I have at the moment
  • If you don't want to deal with the NEED of having to go through this, then just adopt a maximum of three children
  • Personally, I don't find going through this step-work irritating as I have done it so much now, to me its like breathing air

USING: "Follower Framework Mods" EX:
Amazing Follower Tweaks (AFT), Extensible Follower Framework (EFF), Nether's Follower Framework (NFF), etc.... 
  • Upon lengthily testing by stalker13377, we have provided a Pastebin of info pertaining to how the Followers handled under said Follower Frameworks behave in conjunction to Eli's provided Undress/Redress Framework. Link is HERE:  Follower Frameworks Working With diz Undress/Redress Framework
  • This is very good info so user knows what to expect with followers (depending on Follower Framework used) and how they work with the Undress/Redress System
  • I have also provided the given link to diziet so they are aware and very interested to investigate why and how certain follower frameworks behave as such in relation to their framework. Perhaps in the future and depending on diziet's discoveries, the Undress/Redress Framework may be subject to advancement. We will see
USING: "Skyrim Project Optimization SE"
  • Make sure you ARE USING Optional Files "NO HOMES" Version or you will experience lots of behavioral issues inside overhauled Interior purchasable Homes
  • Symptoms of oddities from using the wrong version could be from things disappearing to models being discolored. A lot different things can happen when Occlusion Plane markers or Roombounds are clipping through gameplay zones and the models in the surrounding environment
USING: "Whatever After (Reserve)"
Spoiler:  
Show

  • Be mindful of load order if using
Load Order:
Visual Reference (if it helps)
Spoiler:  
Show



[010] FREQUENTLY ASKED QUESTIONS (FAQ)



[011] FOR HAPPY CAMPERS ;-)





[012] ENDING

Modding is like a second (dream) job for me, and takes up most of my free time (♥).
If you want to support my artistic endeavours, or thank me for something that has enriched your game, you can donate so I can buy more coffee to fuel my creative engine! 




You can also donate through Nexus, or join my Patreon.
Khrysinxs too has his donate through Nexus setup as well

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