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- Elianora's Breezehome Overhaul (EBO)
Elianora's Breezehome Overhaul (EBO)
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Version3.2
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Last updated
Original upload
Created by
Elianora and KhrysinxsUploaded by
ElianoraVirus scan
Tags for this mod
- Companion/Follower Friendly
- Lore-Friendly
- Replacer
- Fair and balanced
- English
- Models/Meshes
- Textures
- Utilities for Players
- Total Conversion
- Lighting
- Items - Furniture
- Locations - Buildings
- Locations - Player-Owned
- Items - Ingredients
- Skyrim Script Extender (SKSE)
- Overhaul
- Crafting
- Quality of Life
- Stay Home. Make Mods.
Activity logs
This page was last updated on 10 May 2025, 4:32AM
- Changelogs
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Version 3.3
- Elianora M/C + Khrysinxs M/C Update (Unreleased WIP)
========================================================================================== - BASE MOD - EDITS
> Added Navmesh to the tower top for NPCs - PATCH - EDITS
> All Gameplay SREX/OCS patches
> > updated to support the added tower top Navmesh
> > Forwarded Eli_Breezehome.esp's selected Emittance on the ADDON Sprinkler reference so the sprinkler appears visually the same in SREX/OCS patches as it does for base mod - RESERVE
- Elianora M/C + Khrysinxs M/C Update (Unreleased WIP)
-
Version 3.2
- Khrysinxs M/C Update
========================================================================================== - BASE MOD - EDITS
> Added Associated Spell "WellRested "Well Rested" [SPEL:000FB984]" to the MasterBed Base
> Added "BYOHVampireCoffinScript" filled out to support "Vampiric Blood Rested" treatment to the MasterBed Base
> > The new coffin has extended mod feature support for vampires but the script was added to the MasterBed incase the vampire Player wants to sleep with spouse while being blood rested
> Simplified the EBO_LightSwitchScript code removing If=PlayerREF statements in favor of adding "KNAM - Interaction KEYW = PlayerREF" to the BreezehomeLightControlTriggerBox BaseID
> Added flag "Random Anim Start" to all EBO Light Baseforms - BASE MOD - FIXES
> Added "SpouseBedKeyword [KYWD:000F17E7]" to the MasterBed Base
> Adjusted the Plant behind door in Lydia's room so its potential of clipping through door is far less probable. Depending on the mesh replacer from xx mod, it could continue if it does huge shape edits
> Adjusted 3 wall ferns in the home from clipping out divider walls and robe hanger post by hot-tub from clipping into the sauna room wall
> Homes main Rug and rolled up variant: Made a missing normalmap, fully reworked UV from scratch and significantly reduced the segmentation of overall shapes in the model
> > These two models really were in need of redoing. They look way, way better now - BASE MOD - THE FINAL DESIGN "CELLAR" ADDITION COMPLETION
> New cellar you can access from back of the home and also integrated into the Property Seal teleport power
> The cellar was built to occupy the only area in the home (at basement level) undisturbed by another design from a structural/blueprint POV which is under the kitchen
> COMES WITH:
> > More container storage (will never be integrated/supported by the auto systems plugin though)
> > fully Navmeshed but its a small area so you might just want to take max one follower at a time
> > A Prop work bench. Lots of clutter to look like a true back-home cellar
> > some useable and completely unusable wall weapon plaques. The ones unusable mean that space is reserved for whatever down the road. Just ignore those
> > A secret room adding 4 new mannequins, two full weapon racks. The coolest, fully functional custom vertical vampire coffin made to provide a fully immersive vampire sleeping experience
> > > Coffin will natively advance skill combined with "Sacrosanct" mod installed. Molag's Will support if use the provided NEW addon patch
> > a secret dugout to a void in the earth in the secret room (either made by previous owners or you can pretend you, the player made it at some point after purchase. Just use your imagination
> > fully automated dugout climb-out translation system for player and follower
> > Unique displays for: Ancient Vampire Arm, Hands, Head, Leg and Ribcage, Bloodstone Chalice, Finn's Lute, Glenmoril Witch Head, Habd's Remains, Karstaag's Skull, Kolbjorn Skull, Mystic Tuning Gloves, Pantea's Flute, Pelagius' Hip Bone, Rjorn's Drum, Saerek's and Torsten's Skull Key and Torygg's War Horn
> I hope you enjoy the addition. I put a lot of soul into this cellar creation. It is the final structural expansion completing the home - ADDONS/PATCHES: PRE-EXISTANT (Where applicable):
> Updated for the new Cellar - ADDONS: NEW
> Eli's Breezehome [ADDON - Molag's Will]
> > Integrates functionalities of Molag's Will Perk System into Eli's Breezehome vertical coffin
- Khrysinxs M/C Update
-
Version 3.1
- Khrysinxs M/C Update
==========================================================================================
> FOR THE EXTRA EDITS THIS VERSION RECIEVED, CHECK ALSO VERSION: 2.9.1 CHANGELOG - BASE MOD - NEW
> New Displays (all in the Armoury) for:
> > Eduj, Ghostblade, Grimsever and Okin - PATCH - NEW
> Whiterun Capital Expansion
> Whiterun Capital Expansion + SREX-AIO
> Open Capital Expansion
> Holds The City Overhaul Complete
> Holds The City Overhaul Whiterun
> Spaghetti's Cities AIO
> Spaghetti's Cities AIO + NavCuts
> Spaghetti's Cities AIO + SREX AIO
> Spaghetti's Cities WR
> Spaghetti's Cities WR + NavCuts
> Spaghetti's Cities WR + OCS
> Spaghetti's Cities WR + SREX AIO
> The Way Of The Nords'
> The Way Of The Nords' Light
CHECKED OTHER MODS RESULTING IN "NO PATCH IS NECESSARY"
> Kato's Whiterun
> Warbird's Whiterun Metropolis
> Whiterun Valley - Hold Expansion (Both Interior and Exterior Versions) - EVERYTHING ELSE MDOIFIED:
> All the other changes done to 3.1 are listed under changelog Version 2.9.1
- Khrysinxs M/C Update
-
Version 3.0
- Khrysinxs M/C Update
==========================================================================================
"BEGINNING UPDATE" FOR EBO 3.0 SERIES
> This Build will continue future development
> READ the new Locked Sticky Post called "FILE DOWNLOAD CONTENTS" to get a better idea about the Downloads page files - MAJOR MOD CHANGES AFFECTING ALL FOMOD FILES:
> The Basement Designs are now in there own dedicated Cell
BASE MOD - FIXES:
> Removed all the residue that save bakes from the Exterior Addition update as well as other things
> Made about a dozen+ Persistent References Temporary. They should have never been Persistent - EVERYTHING ELSE:
> Received all the edits (where applicable) from Build 2.9. READ ON THAT BELOW
- Khrysinxs M/C Update
-
Version 2.11
- Elianora M/C + Khrysinxs M/C Update (Unreleased WIP)
========================================================================================== - BASE MOD - EDITS
> Added Navmesh to the tower top for NPCs - PATCH - EDITS
> All Gameplay SREX/OCS patches
> > updated to support the added tower top Navmesh
> > Forwarded Eli_Breezehome.esp's selected Emittance on the ADDON Sprinkler reference so the sprinkler appears visually the same in SREX/OCS patches as it does for base mod - RESERVE
- Elianora M/C + Khrysinxs M/C Update (Unreleased WIP)
-
Version 2.10
- Khrysinxs M/C Update
========================================================================================== - BASE MOD - EDITS
> Added Associated Spell "WellRested "Well Rested" [SPEL:000FB984]" to the MasterBed Base
> Added "BYOHVampireCoffinScript" filled out to support "Vampiric Blood Rested" treatment to the MasterBed Base
> > However, this edit will not promote mod "Sacrosanct" skill advancing. The Bed needs a custom vampirecoffin Keyword for that.
> > That Keyword cannot be added or sleeping in the bed plays the animation for lying down to a horizontal coffin
> Simplified the EBO_LightSwitchScript code removing If=PlayerREF statements in favor of adding "KNAM - Interaction KEYW = PlayerREF" to the BreezehomeLightControlTriggerBox BaseID
> Added flag "Random Anim Start" to all EBO Light Baseforms
BASE MOD - FIXES
> Added "SpouseBedKeyword [KYWD:000F17E7]" to the MasterBed Base
> Adjusted the Plant behind door in Lydia's room so its potential of clipping through door is far less probable. Depending on the mesh replacer from xx mod, it could continue if it does huge shape edits
> Adjusted 3 wall ferns in the home from clipping out divider walls and robe hanger post by hot-tub from clipping into the sauna room wall
> Homes main Rug and rolled up variant: Made a missing normalmap, fully reworked UV from scratch and significantly reduced the segmentation of overall shapes in the model
> > These two models really were in need of redoing. They look way, way better now
> Lots of minor edits to upkeep this builds data consistency (where applicable) with the latest 3X builds data
- Khrysinxs M/C Update
-
Version 2.9.1
- Khrysinxs M/C Update
========================================================================================== - BASE MOD - FIXES
> Some Armory Basement NAVM edits to relieve the CK from crying the Mannequin NAVM islands overlap the primary NAVM on that floor
> removed a ton of duplicate vertices overall from all models the mod provides
> a few other corrections done to a few models. There isn't much to them that needs betterment
> Fixed all the Shingle tips on the BreezehomeFULL.Nifs
> Put the smoking metal pipes outside of home from the garden side to the back corner that aligns to where they are positioned from the basement forge
> eFPS *NO LONGER* needs a patch which I was planning to incorporate this update
> > The troublesome PlaneMarker placed inside BreezehomeFULL.nif model that eFPS modifies is now a modified override in the Eli_Breezehome.esp
> > Eli_Breezehome.esp will ALWAYS overwrite Occ_Skyrim_Tamriel.esp (bc eFPS is an ESM-Flagged plugin) so our edits will always win. Case closed. No need for an extra plugin patch to resolve this
> The Frontdoor is now using a custom pathed WRWallTotem01.nif packed in the BSA
> > The model was reworked so the ends of the horizontal wood beam do not clip out of the diagonal wood beams of the house roof sides
> > This model packed as base is from the next, unreleased USSEP update (as I'm the lead-hand modeler/meshes fixer), it is free of flaw - BASE MOD - FIXES (WHICH MAY ONLY WORK EFFECTIVELY AS THEY SHOULD FROM FRESH SLATE SAVE)
> Removed BreezehomeLCTN from UtilCell giving it its own NEW dedicated LCTN not child of any other LCTN
> All the PlanterDudes are: "XLCN - Persist LCTN" tagged to this new independent LCTN and listed as Persist LCTN REFRs in said LCTN sub-data
> > There is absolutely no way PlanterNPCs can escape that cell now and if they do, I am at a complete lose of anymore "Whys" this happens
> > However, I don't know if it can still occur despite this change on an already older EBO save. It will be 100% effective from a fresh one
> Adjusted positions of 6 armoury display objects in light of pillars projecting out from an earlier in time op conducted - BASE MOD - EDITS
> Added 3 new non-interactable RefLocType BYOH_ChildChests to BreezehomeCell, Removed the UtilCell ones
> hid the BreezehomeINTLightHitShield and TowerTopINT from the local map
> removed two SittingOnLedge FURNs outside of home on neighboring property stone wall.
> > They are off breezehome property thus out of Mod scope and will cause possible interference with other mod combinations
> The Property Seal spell and certificate now use ALL pre-packaged textures
> > This is a precautionary measure to prevent CTD interacting with it because certain users have setups with broken vanilla pathed textures the Seal targets for its FX - PATCH - EDITS
USSEP + OCS Patch
> Modified the PlaneMarker placed inside BreezehomeFULL.nif model to have the same settings as our Eli_Breezehome.esp carried one in the WhiterunWRLD space
- Khrysinxs M/C Update
-
Version 2.9
- Khrysinxs M/C Update
==========================================================================================
"LAST UPDATE" FOR EBO 2.0 SERIES
> There could be the odd update but not adding new content. Just fixes/tweaks if necessary
> READ the new Locked Sticky Post called "FILE DOWNLOAD CONTENTS" to get a better idea about the Downloads page files - BASE MOD - FIXES:
> Reduced the overall amount of shapes in the two armory tower models a lot to help against Lux ShadowSceneNode CTDs (less calculatory strain on Culling)
> The 6 disabled PlanterNPCs in UtilCell have been lifted up from being -30K onto their respective Navmesh. I think these are the butt-holes reported that keep escaping the cell
>> They should have been left on the Navmesh floor for saves that did have the 6 soils before the exterior reborn update (v2.7)
>> They can still be enabled so it is plausible the NPCs could fall through the planet and pop in at 0,0,0 Tamriel (which is around Whiterun)
> MrPDean_Dresser model Havoc setting edits (someone claimed it helped a matter they were facing. My instincts suggest their true issue was save related)
> Small oven chimney (apart of the exterior home model). Gave it a more smoothened look and altered its 3d shape quiet a bit
> General cleanup and modeling checks - BASE MOD - ADDITION:
> New option in the FOMod to install a more segmented: Meshes/Elianora/Breezehome/BreezehomeFULL.nif (The full outside home model)
> New Unique Object Displays for: Locket of Saint Jiub & Saint Jiub's Opus - ADDONS - FIXES:
ELFX-FX:
> Moved pre-existing smokes in armory for the hangingcandleHorns/ added new smokes for the 2 newer hangingcandleHorns
ADDONS - NEW:
Eli's Breezehome [ADDON - Basement Mannequin 2Plus]
> Swaps the two Sauna Room Static stands for two extra Mannequins
> > The Mannies are branded into the RelationInjectionQUST so to prevent Dismissed Followers ever becoming hostile towards them (like all the others)
- Khrysinxs M/C Update
-
Version 2.8.2
- Khrysinxs M/C Update
========================================================================================== - FOMOD OPTIONS
> Removed the segmented/in-active NIF_RESERVED option in the FOMOD... Those meshes should really never need use and if they did, are far too partitoned then they really ought to be in the instance, a mesh was misbehaving from too much lighting to turn on. Overkill. They are gone. The hell with em'
> The 2nd step-page of the FOMod "ADDONS" has been cleaned thus more user-friendly as a step-page for selecting your choices - BASE MOD - OPTIMIZATIONS - MESHES
> Finished off making my custom light-shield model around the home conforming to, and custom for, the architectural design. This promotes the below.
> Removed all the Mods loose partitioned models which were originally made to fight light flicker and shapes were double-side flagged to not let spotlights penetrate thru walls or other stuff which would cause lights beaming thru far more then just windows.... This custom light-shield (one Reference) model does all the work for the main home allowing me to never ever worry about architectural models being double-sided or not again. ALSO, because of the 2.8 update changing the lighting scheme of shadow casters in home so its all sun-lighting on main floor removing three glow bulbs from the Rhombus windows despite that, It makes the overall lighting amount less severe on the overall meshes up there so Bye bye to all the loose partitioned models (PERF+) and many custom ones in the BSA have been cut down on shapes as well (PERF+). Plus for optimization and less culling calc. work on Processors i.e Less fan work and not so much hymning from constant culling calc. work
> Despite removing all the partitioned architectural models, there is no absolute "written in stone" guarantee you WONT experience the rare case of a mesh flickering... I tested the new "Use Those Blankets" addon which meant I had to marry, get 4 followers, complete Innocence Lost quest to adopt 4 kids and study the addon and AI of all home occupant's. You can say I spent a chunky amount of time in-game. . In all that time of testing, I had one WRroof model flicker close to the candle beside the Masterbed ONCE. Going outside the home to Whiterun, saving followed by a reload and re-entering cell, it was never seen again.... That was all I saw and living with that (which may have been just a one-off) is a very decent price to pay for better PERF in-exchange for less, multi-shaped partitioned models
> Optimized the physical write order of the triangles to minimize Shader Invocations. Every single mesh (PERF+) - BASE MOD - EDITS/FIXES
> The Beds in the home have been geometrically corrected despite being broken from handling processes in my hands early on. They are also LESS segmented then originally when I just overdid it
> Added more polys to the Round Plaque wooden framing (two REFRs in the Armoury). They were way to Mario64. Definitely not the definition of circular
> Removed a few orphaned assets and Baseforms. Checked all page provided plugins to make sure nothing references them.. They will never be used... Just petty cleaning
> Added Navmesh to the UtilityCell for all the PlanterNPC's and Disenchanting Font NPC. They were escaping their cell to the closest Navmesh area apart of the cells tagged Location - BASE MOD - ADDITIONS
> Display spot for the Dragonstone
> This enables on its own AFTER the completion of the MQ103 "Bleak Falls Barrow" [QUST:000D0800]
> It will enable mounted to the wall where you forge. That empty wall (that could use something anyhow) just under the ceiling piping - NEW ADDONS
> Eli's Breeezehome [ADDON - Use Those Blankets]
NEW PATCH
> Eli's Breezehome [PATCH - VRIK Wash Basin Fix]
> > This is a band-aid fix (not the cure for the source issue) for VRIK. Problems behind the WerewolfCeremony Keyword cause fCharacterHeightOffset to NaN
> > The keyword is removed. The real problem is somewhere in how VRIK handles the IDLE animation behind that Keyword
- Khrysinxs M/C Update
-
Version 2.8.1
- Khrysinxs M/C Update - HOTFIX UPDATE
==========================================================================================
IF YOU HAVE INSTALLED 2.8, MAKE SURE YOU UPDATE TO THIS BUILD
========================================================================================== - BASE MOD - GROUND GARDEN OLD SOILS (Primary reason for this update):
> The 6 original soils before the re-design DO NOT update my new positions for them. Saves hold onto their original placements. Ouch
> I cannot completely remove the OLD soils/PlanterDudes FormIDs from the mod. They exist in old saves (script crap) so save data expects them to exist in the mod or save data corruption could materialize later
> Despite this, these FormIDs still exist but are: Initially Disabled -30k, Enable Parent to Player with Opp flag. Out of gameplay area including PlanterDudes in the UtilCell
> In place of these OLD Soils/PlanterDudes are NEW soils (NEW FormIDs) and connected PlanterDudes (NEW FormIDs)
NOTE: IF there are still floating save baked remnants of OLD soils by the new ground garden, YOU WILL NEED TO:
Enter the console > select them > type Disable > followed by enter
> I have done all I can on a technical level to address this matter safely - EXTRA FIXES THAT WHERE CAUGHT RIGHT AFTER LAST UPDATE
> 23 models have had there Collison/Havok modifier settings adjusted
> They were not setup right and I am 1000% this will fix the FlowerBaskets. They are STATIC layer Collison and should have had a Mass of 0 (immovable) but were set to 10 like CLUTTER
> They never moved on me before so I guess a STATIC layer that does not have a mass of 0 (which it should have), it can move later into saves. I never played so I did not know or see it materialize
> Those baskets along with 20+ other models have had Collison fixing. My check tools disclaim everything is as it should be now - BASE MOD - LAST EDIT
> Moved the children's shield to lean up with beam and not the chest
- Khrysinxs M/C Update - HOTFIX UPDATE
-
Version 2.8
- Khrysinxs M/C Update
========================================================================================== - BASE MOD - FIXES/EDITS
> Re-positioned a knapsack behind Lydia's door to not clip in door when open
> Re-positioned children's wooden sword STATIC from leaning up against the chest to the beam on wall
>> This sword up against the vanilla chest model was fine. A report to me suggests they had a chest model replacer that altered the geo dramatically (blown up) that the sword clipped-in
>> That is not Breezehome mods issue. If Authors overhaul models drastically, ofc stuff could clip in if enlarged or if made smaller, stuff that should edge up would not anymore
> The roll-up/out carpet in Armory will roll-up automatically now if it was rolled out when going to tower from basement trapdoor
> The tower model inside the interior when looking out the roof cracks above the dresser has been redone to better reflect the new outside tower - BASE MOD - LIGHTING
> The cell is no longer an inheritant of LGTM's Ambient color. Ambient color was notched up by a hair
> Modified lighting approach now using all windows and roof cracks of the main home to project sunlight that dynamically adjusts by time of day
> A huge custom designed model masks the Interior Home design from outside around it to block light except windows/cracks where it should pass thru
> All the glass windows Metal framing will block shadows to give a rhombus shadow cast
> All the glass windows Emittance value has been doubled to be brighter reacting to sunlight thus, brighter by day and quieter by night
> In order to achieve sunlight spotlight shadow casters working for all windows and roof cracks, all chandeliers upstairs are now Non-shadow bulbs - BASE MOD - BRAND NEW EXTERIOR ADDITIONS
- Credits to Anubis/CALEB2 for help with the Telescopic Ladder and Water Sprinkler
> The entire exterior Home model has been completely updated, overhauled and has also received many UV fixes and geometrically speaking, reborn
> New exterior chimney addition to the main model placed to reflect where the fireplace resides on the interior
> The Exterior tower is now a garden on top with a small balcony
> This tower area is exclusively for just the Player to:
>> escape the chaos of the home of children/followers to retreat to their zen garden tower top
>> Relax and reflect on the missions they need to do or absorb/process the ones they just conquered
> The lighting up there turns on at night and off by day... (fast wait 48 hrs or so the listening code syncs into the game time hours correctly)
> When it rains out, there are some features of the tower that enable and when its not raining, they disable
>> To get to the tower top from inside the home, enter the armory and look to your right on the wall beam for a pull chain
> The exterior area where there was two planters has had a complete makeover
> New LOD models are included with the mod that reflect the new exterior re-design... - AUTO SYSTEMS - EDITS
> Nothing this update - ADDONS - EDITS
> Cell settings from the base mod forwarded as modified override cell settings in the ADDONS - ADDONS - NEW
> Tower Top Soil Sprinkler
>> This is a tower top addon model that is custom built to tower design. A water sprinkler prop for your garden (to toggle on/off)... Just for role-playing purposes - PATCHES - LIGHTING
> All lighting patches were re-reviewed and some with subtle changes - PATCHES - LIGHTING - NEW
> Breezehome BETA Cell Settings
>> This plugin reverts the interior cell settings back to how they were from the Origianl Breezehome 1.6... You can read more on this in the FOMOD
> Window Shadows Ultimate - PATCHES - GAMEPLAY - EDITS
> All these patches have been updated for the exterior changes of the base mod - ALL REMAINING PLUGINS - EDITS
> Cell settings from the base mod forwarded as modified overrides where applicable
- Khrysinxs M/C Update
-
Version 2.7
- Khrysinxs M/C Update
==========================================================================================
DESCRIPTION PAGE
> "EBO VERSION UPDATING INFORMATION TRACKER" is updated in light of this build
FIXES PRE-FACE
> Always remember that many fixes including Persistant, FURN edits might not take effect properly in a save already having the home installed
> That is just the nature of some objects. However, the fix edits done wont harm instances like this. You might just not reap the reward
> Stuff classified under these types of things playout how they truly should from a fresh slate. Thats just the game, save data and the engine made in Todd's image xD - FIX - MAINFILE - All Beds+LayMarkers (FURN) + Mannequins+TheirMarkerHeaders (_NPC/STAT)
> All these objects have had a slight rotation of 0.0100 on the X,Y,Z
> We have already tested and SAW it fixes the followers in basement Bunk stuck issue. It is a fact it was the FURNs z-float math on the objects z ROT
> Despite this edit working so well for the Follower Bunk stuck issue, all beds have been done so it might help the kids too or other adult sleep-time behavior oddities
> The Mannies, for whatever reason, lost this ROT edits I know I did do and looked at several times in past just to make sure it is there.. Do I have ghosts or am I loosing it?. Now its been restored and I am double checking again right before rollout - FIX - MAINFILE - BasementExtension - CandleHornChandelier02
> New custom model with shortened candlehornss providing more space to walk under for taller actors - FIX - MAINFILE - DragonPriestBusts
> Reverted the entire Dragons Priest setup to an earlier point in time (v2.1 and below) i.e, Elis original staging except using the current code
> This was done bc I (khrysinxs) in 2.2 (the big display expansion) took Elis setup in favor for a bust system whom had internal mask animations
> I did not think of it till later until a post. Custom Priest mask models wont display this way on the busts due to the the bust internal anim mask model
> Reverted and due to this, updating conditions are in the "EBO UPDATING TRACKER" for updating that ARE IMPORTANT - FIX - MAINFILE - LIGHTING
> The entire above ground area of inside the home has a smarter Lighting system
> No toggling of any kind can be seen
> What was above ground toggle system of one trig volume is now 3 total with a new disable float TimerDelay to the code also. Its quiet effective.
> I also have sus the sauna level now has fixed lighting despite the upper levels setup change
>> When in the sauna room, three shadow-caster on the above ground level were not setup to turn off when going below
>> That means 3 above were on and 2 in sauna room = 5 (1 over the max amount of SC's allowed). I remember seeing the forge SC off sometimes and now, I am pretty sure, this was behind it
>> Now the whole upper home lighting is disabled when going below into either the sauna or extension room - FIX - MAINFILE - MODELS
> Did a ton of batch "Apply Transforms" to all the custom Eli models
> Updated bounds, Faced Normals, updated tangents and the oddball ones, smoothed Normals
> Also merged shapes that were the same specifically to the flower basket models below:
> Elianora\Modder's Resources\Lilith\Lilith_MixedFlowerBasket.nif & Lilith_PurpleFlowerBasket.nif
> > were reported to haave been disappearing in later playthroughs
> > tbh, that is rather strange but maybe, just maybe, the edits I did may prevent that occurring again IF its a mod stemming issue at the heart of those basket models
> Updated WallPlaque weapon snap Nodes 100% to USSEPs most current Node positions and having all the extra Nodes. 99% sure it was but did anyways again - EDIT - MAINFILE - BreezehomeUtilCell
> UtilCell. like the real Breezehome cell has been tagged with "BreeezehomeWhiterunLocation" (LCTN)
> This is so special objects thrown in there not intended for the Player/NPCs to access log into the LTCN
> Three more BYOH_ChildChests have been thrown into the UtilCell and despite the edit mentioned above, HMA will detect them as being in the home - EDIT - MAINFILE + AUTOSYSTEMS (UPDATED FOR IT) - ALL CONTAINERS ARE NOW IN THE MAIN HOME
> Per bug report "Some Containers don't act like Containers" (you can read on it there). This isn't a bug but just an expected behavior due to how things where setup
> I decided to make the necessary changes so the inside of home is where all the containers are and not 18 in the Utility cell with activators in the home linked to them
> This edit I made is more for QuickLoot users in that all the containers now are in the home. Its more of a consistency QoL for QuickLoot and how things behave
> The Containers that were in the UTIL cell were Persistent and setup to AutoSystems
> Despite this change, there are instructions in the ""EBO UPDATING TRACKER for updating that ARE IMPORTANT - ADDITION - MAINFILE - Culinary Arts Resources unit
> Above the bar mead barrel connected and suspending from the shelf above, is a new unit called "Culinary Arts Resources"
> This is a custom crafted model and is a container for cooking notes, recipes and related stuff - ADDITION - MAINFILE - GrayFoxBust
> To the opposite side of the bed as the JeweledCrown would sit, there is a new pedestal for the Bust of Gray Fox
ADDITION - MAINFILE - Other Weapons Displays
> New displays for WEAP: Blades Sword, Bolar's Oathblade, Red Eagle's Bane and The Pale Blade (in the Armoury) - ADDITION - MAINFILE - UndressSystem
What is a BipedSlot first of all? https://ck.uesp.net/wiki/Biped_Object
> OLD MENU:
>> Deactive (OFF)
>> Activate (ON)
>> Exit without action
NEW MENU: (CREDITS: JonathanOstrus for assistance)
>> Deactive (OFF)
>> Activate (ON) w/o BipedSlot 31/41 Removal (on by default first time entering home)
>> Activate (ON) w/ BipedSlot 31/41 Removal
>> Exit without action - EDIT - AutoSystems - AUTOSORT
Added into the Autosort System:
> EBO_CONT_CookingRecipesStorage "Culinary Arts Resources" [CONT:xx00AC6C]
>> A few books floating around Skyrim related to Cooking
>> All "Gourmet.esp" https://www.nexusmods.com/skyrimspecialedition/mods/96876 BaseType BOOK objects will auto-sort to this container
EBO_CONT_DLC2ExpSpiderCraftingChestStorage "Imbuing Chamber Crafting Chest" [CONT:xx014CC3]
>> All Dragonborn.esm MISC Spider Pods, Spider Crafting Recipes and the Spider Experiments book will autosort here - EDIT - AutoSystems - EBO_AUTOSORT_SortingQuestScript
> Code patched to remove "Unenchanted non-child weapons" log spam.
> It's Po3 saying "hey there's a chance you didn't mean to do this so here's a log message so you have a chance to catch this bug"
> We have always intended what we did so we patched the code to basically say "Yes po3. This is intended. Please do not msg about it anymore" - EDIT - PATCHES - RS and RS+ELE plugins
> reviewed and updated
EDIT - PATCHES - Lux plugin
> This received quiet a bit of updating including:
>> above ground bulb adjustments into the newer volume toggle system
>> 2 new bulbs (One at oven and one for upper chandelier in Armory Tower)
>> The overall lighting above ground has been brightened a bit for the darker areas I caught and thought were too dark
>>> This mostly in the Armory (new bulb also), Elder Scrolls corner and the Crafting Station room
>>> Sauna and bath area were brightened by a hair as well - FIX - AutoSystems - AUTOLOOT/ORD Logic Handling Conflicts
MAJOR CREDITS TO:
> BellCube https://next.nexusmods.com/profile/BellCube?gameId=1704 - Code Guru
> ADanniMPA https://next.nexusmods.com/profile/ADanniMPA?gameId=1704 - Testing Madlad
> EnaiSiaion https://next.nexusmods.com/profile/EnaiSiaion?gameId=1704 - ORD Creator/Granting perms to modify 3 ORD scripts
WHAT FOR:
> After 10 Test Package iterations (weeks of work), our Autoloot/ORD conflicts are history.
> Fixed an animation glitch that caused the player to be kicked out after entering station Animation Events, related to the following Ordinator perks:
> - Advanced Workshop
> - Fuel the Inferno
> - Advanced Lab
> - Gem Dust
> - Arcane Nexus
> Fixed an item duplication bug that occurred in certain stations due to conflicts with the following ORD perks:
> - Preserver
> - Recycle Material
> MAKE SURE THE "LOOSE" ORD SCRIPTS THAT INSTALL WITH AUTOSYSTEMS WIN ALL CONFLICTS
- Khrysinxs M/C Update
-
Version 2.6
- Khrysinxs M/C Update
========================================================================================== - BUILD: 2.6 - AUTO SYSTEMS UPDATE
> "EBO VERSION UPDATING INFORMATION TRACKER" is updated in light of this build
> Updated the code so to make handling of ore/ingots better and Fish.esm Rods will be sent to the Staves Barrel
> Few other custom item sort destination adjustments for better placement
> Updated the DEV SortIT tool with much more objects sent to Sort chest for test-run purposes
> Just for clarification, users are welcome to use the Auto Systems SortIt() Dev tool provided in the FOMod
> It exists for development and users too. Just don't save with it obviously in a real playthrough
> If the mass object stock from the tool sorts incorrectly, then users know they are setup incorrectly for Auto System usage
> Also updated the recommended requirements of Auto Systems in FOMod and Desc. Page regarding USSEP
PATCHES (New):
> Eli's Breezehome [PATCH - Skyrim Family Life Pregnancy SSE]
- Khrysinxs M/C Update
-
Version 2.5
- Khrysinxs M/C Update
========================================================================================== - BUILD: 2.5 - AUTO SYSTEMS UPDATE
> "EBO VERSION UPDATING INFORMATION TRACKER" is updated in light of this build
> Turns out, the PapyrusUtil functions we used in our 2.4 update were only available in PapUtil later builds so users on older game versions were having problems with Auto-loot
> Utilized new functions in place for PapyrusUtility functions that were NOT available in older PapUtil versions before version 4.0
> These new functions replacing PapUtil ones will further give performance on top of the Loot system for returning objects
> Papyrus Utility is NO LONGER a requirement
> HOWEVER, Auto-Systems requires po3 Extender Ver 5.8+, Uploaded On: 04 Aug 2024, 6:34AM (plus its prerequisites)
> Will NOT WORK with any older PE build except 5.8+... The function is newly added and older builds DO NOT HAVE IT
- Khrysinxs M/C Update
-
Version 2.4
- Khrysinxs M/C Update
========================================================================================== - DESCRIPTION PAGE
> "EBO VERSION UPDATING INFORMATION TRACKER" is updated in light of this build
> Updated Auto Systems Drop-down in the "OPTIONAL ADDONS" section
>> It is a must to read/understand this info if you wish to use this Addon. Not understanding how it works defeats the purpose of installing it - MAIN-FILE: Background Checks
> So I decided to install Breezehome in every possible way users are told "NOT TO" (based on Desc. Page "INSTALLATION/USAGE - BUILD 2.3 and Below")
> Low and behold, I replicated all the issues so many of the posts in the Post section detail
> > "Bookcase collision blocking tower doorway", "Lydia's/Children's Room Wall/Beams rendering issues aka popping in and out", "Children's Room objects missing", "Dining Room Table offset from its intended position", more++...
> As soon as I replicated all the issues, everything made perfect sense WHY we advise instructions as we do and why the issues materialize despite not listening
> Good news is I did something about it and it required installing the mod following the opposite of what the Desc Page instructions say
> Sad news is now I know just how many users either "Do not listen" or "Do not know how to read". Gods have mercy on your modding souls LOL - MAIN-FILE: New Changes
> Fixed all the issues that materialized from installing the mod opposite of the correct way (based on Desc. Page "INSTALLATION/USAGE - BUILD 2.3 and Below")
> bulk-load of internal record edits in order to promote a far friendlier El's Breezehome for installation
> There is no way (without writing a technical novel) to doc out all the edits done to promote this. Just know it was done
> This mod can be installed anyway desired now. Mid-save with home purchased/un-purchased, upgraded/non-upgraded, whatever (doesn't matter)
> General Mesh SNIFF zaps (as it updates in dev daily) and added additional display nodes from USSEP plaques for weapons on wall
MAIN-FILE: : New Features
White Phial:
> The White Phial is now a unique Item to place on display. Located on the Arcane Bench in-front of the Soulgem chest
> The display has a special Phial script in support of all Phial states. When its Damaged/Empty and all leveled/ingestible full variants
New Containers (mainly for the Auto-Systems addition addon):
> Boots model in master bedroom beside the "Armour Chest" is a container now called "Footwear"
> Basement Sauna room Barrel (Trap-door ladder right-side) is now a container called "Miscellaneous Supplies Barrel"
> The ColdStorage containers (2 References) in kitchen were both made from the same Base. Now each has its own base
>> One is named "Cold Storage Left" and other is "Cold Storage Right" - OPTIONAL ADDONS: Auto Systems Completion
>> Major, major credit/thank you to BellCubeDev for seeing this entire system through with me and for being the brain behind the coding
Auto-Loot Crafting: Updated
> The Auto-Loot Crafting system has been fully updated to use new SKSE/Po3 functions
> On activate, the annoying "Do you which to Autoloot?" message prompt is gone in favor of a "Autoloot in operation" Debug notification
> This system has been fully reconstructed with the additional new functions promoting lightening speed compared to what it was
>> 4000+ object weight in Player inventory upon station exit returns the objects to home containers instantaneously
Auto-Sort Storage: NEW and completed
> All description info is on Description page in Auto Systems ADDON dropdown
> Option includes a txt file more in detail of what kinds of objects go into which containers
- Khrysinxs M/C Update
-
Version 2.3
- Khrysinxs M/C Update
========================================================================================== - DESCRIPTION PAGE
> "EBO VERSION UPDATING INFORMATION TRACKER" is updated in light of this build
> Updated with NEW Auto Systems Drop-down in the "OPTIONAL ADDONS" section
- It is a must to read/understand this info if you wish to use this Addon. Not understanding how it works defeats the purpose of installing it - MAIN-FILE: PERFORMANCE INCREASE
MODEL COLLISIONS:
> Every single model provided has had there collisions revised and now use ConvexHull rather then MOPPCompressedHull
> ConvexHull collisions are exceedingly lightweight over MOPP
> Other then just changing the hull type per collision, all the geometry is simplified for an overall way less tri amount count then before
> In regards to the Collision updates, both the loose files that install with main option and every .nif_RESERVED model is updated also
> Front-door entryway facing living-room is, was and always will be the heaviest fps spot in home. The most is rendered at once from that spot. I gained about 5-8 FPS on my setup
MAIN-FILE: NEW BIGGER FEATURES
FIX TO PREVENT POSSIBLE ISSUE:
> New scripted Quest implemented to never allow Followers in the "DismissedFollowerFaction" become hostile towards the MannequinREFs in Breezehome
- Instances where aggressive natured followers i.e "Jenassa and others" sand-boxing in the "DismissedFollowerFaction" become aggressive to Mannys can happen
- Once the aggression turns hostile (which is inevitable) it becomes a war-zone as all the other followers join in to defend the follower that began the war with a Manny
- Hilarious to observe but once the fight begins, you can wait a month of time, re-enter cell and the battle is still ongoing. It wont stop. Reloading an old save wont prevent it from re-occurring
- If you have never had this happen to you, that's good but now it never should in here
NEW POWER:
> Called "Breezehome: Property Ownership Seal Power"
> Located as a legal certificate at first INSIDE the "Safe" container in the Master Bedroom. Learn the power from the crest/seal that comes attached to the certificate
> This power gives the owner some teleportation benefits plus a Markspot and Recall option. Active recruited followers will teleport with the Player also
MAIN-FILE: QoL FIXES & ADDITIONS
> The Safe in master bedroom prompt "Jewelry" is now "Valuables"
> Right-side of smelter has a new Firewood container
> Above the Staff enchanter on wall shelf has a new "Heart stones" container
> The Alchemy Lab prompt is now fixed and much more cross-hair friendly
> The Trap door ladders (lower to main floor) have altered collisions for improved cross-hair/prompt detection
> The sauna room now has invisible collision steps with wood stairs material from floor to top of sauna benches.
- This is to help nPCs use more of the markers on the top which I never saw them use. It was likely due to collision material inconsistencies from bottom to top
> The auto Undress/redress system code has been updated to dizietemblesssma's latest code provided from "Player and NPC undressing - example scripts for modders"
> Their is a new button on beam in basement (left side of hot-tub) to Enable/Disable the undress/redress system at any time the user wishes to
- It is advised to ONLY switch states when the dressing zones are clear of NPCs inside it EX. Janassa is taking a naked steam > switch the state > she wont get dressed when exiting - OPTIONAL ADDONS: NEW
Eli's Breezehome [ADDON - Auto Systems]
> Brand new Addon that supports a very nice Auto-loot Crafting system
> The "Breezehome: Property Ownership Seal Power" also receives a new menu within it to enable/disable Auto-loot system if desired
> This ADDON will be where AutoSorting will be added in future if it gets completed. AUTOSORT STORAGE IS NOT CREATED YET
> Read the new "DETAILS/FEATURES OF AUTO SYSTEMS" spoiler in "OPTIONAL ADDONS" section on Description Page if you plan to use this
- Khrysinxs M/C Update
-
Version 2.2
- Khrysinxs M/C Update
========================================================================================== - THE DESCRIPTION PAGE:
> The description page received a makeover in light of the latest build 2.2
> The Media section has been updated with new images in light of this updates expansion
> Users of builds prior to v2.2, all their install information is detailed inside their FOMOD installer
> There is a new area on Description Page under Section "INSTALLATION/USAGE" called "EBO Version Updating Information Tracker". Check it out for updating info - MAIN-FILES
> There is ONLY ONE Main-file now that has the Base-game as master
DISPLAY SCRIPT CHANGES
> Dating back all the way to 2016, the Treasure display scripts have been:
- deleting the refID of the item removed from the player inventory when activate enabling the display object
- Upon activate disabling the display object, a new refID object was put into the player inventory
> The Unique object may still be required to finish quests but once its deleted from the Display, its gone. This is BAD
> Despite this discovery, every single display script has been refactored with new coding logic
> Now the OriginalID the Player activate enables to display will be safely preserved and returned to Player upon activate disabling the display
> The great news is all code related stuff in home is set right. The bad news is previous script data is save baked
> This update will likely be the only update (due to the coding overhaul) that will require:
- (A) A New save
- (B) A save where NO previous Eli's Breezehome build is/was installed and the user follows the general installation steps appropriately
> All the scripts have had their filename Prefix changed to prevent the event of conflict with other ELi scripts named the same
- A fool-proofing measure taken into account incase other scripts are out there (named the same) and the coding is different
NEW ADDITIONS
> The entire Armoury has been expanded to display additional unique objects
> Spread out around the home also has lots of random spots where display items are to be put
> There is also objects that will be enabled upon quest completion
- Upon "Thieves Guild Radiant Guild Trophy Enabler" quest progress, golden objects will populate in home when they do in the Cistern
- Upon "No Stone Unturned" quest completion, a "Barenziah's Crown" will display in the master bedroom
- Upon "Unfathomable Depths" quest completion, The Corrupt Lexicon pedestal will activate permanently
- Upon "Discerning the Transmundane" quest completion, Player can place the Ruined Lexicon to its pedestal permanently. Need it in your inventory first
> A brand new basement extension. Tower basement (bunker) connected to a guestroom (for followers QTY: 04) and a door to enter the Building/Sauna area
> A new armoury bunker which supports additional CC unique content (Optional plugin for that)
- The CC Patch is an AIO for tons of CC master-files to the patch. We are not doing individual CC mods. Its all or nothing
> The Tower Basement will only be occupied by:
- Four mannequins, a rug, chandelier w/ candles (plus there bulbs), a few pedestals, All base-game power-stones 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 - The Outside of Home (New approach):
> Eli's Breezehome Build v2.2 removed all CITY OVERHAUL patches i.e JKs Skyrim, Dawn of Skyrim, Skyrim Sewers, etc...
> Eli's Breezehome NO LONGER edits any city navmesh which was the predominate and cursed reason so many patches existed before
> Basically, in a nutshell: No City Navmesh is handled/carried/edited period from the base mod or any patches
> The outside of the home is now all AI controlled by use of CK Primitive NAVCUTs and a few 3d-Model NIF Data NAVCUTS
> Also tweaked the outside chimney a bit and slightly moved the entire tower structure forward so NPCs access the back porch easily from Vanilla or other mods handling that navmesh
> This makes Eli's Breezehome far more compatible then ever before as-long as no other mod is directly overhauling the Breezehome
> FOR FUTURE REFERNCE, If NPC AI seems questionable or broken regarding this home in the city, its caused by another 3rd party mod - PATCHES - Previous Builds VS NOW
> All the City Overhaul patches are GONE i.e JK's Skyrim, Dawn of Skyrim, Skyrim Sewers and the rest.... They are not needed anymore
> Eli's Breezehome should be compatible with any city modification mods SO LONG AS:
- (a) They are not editing or adding content directly to Eli's Breezehome exterior area
- (b) They are not harming/breaking navmesh outside of the home
- (c) They are not touching the Interior Door. The interior navmesh is custom. The door teleport marker targets a special number triangle on the inside.
If another mod edits the interior door, it will not point to the correct interior navmesh triangle anymore which will affect followers and HMA framework aka proper inside<>outside AI pathing
- (A,B,C summed up)..... Best generic advice is to just put Eli_Breezehome.esp as high in priority as you can. This is just always the safest advice - NEW ADDONS:
> Eli_Breezehome [ADDON - CC Armoury Expansion]
- this expansion fills the Tower Basement or bunker with tons of displays for additional CC content - NEW PATCHES
> Eli_Breezehome [PATCH - SR Exterior Cities AIO]
> Eli_Breezehome [PATCH - SR Exterior Cities Whiterun]
> Eli_Breezehome [PATCH - USSEP + Open Cities Skyrim]
> Eli_Breezehome [PATCH - USSEP + SR Exterior Cities AIO]
> Eli_Breezehome [PATCH - USSEP + SR Exterior Cities Whiterun]
> Eli_Breezehome [PATCH - USSEP]
PRE-EXISTING PATCHES (WHICH REMAIN) AND ALL ADDONS:
> Are all updated to the New "Eli_Breezehome.esp" - UPDATING:
> UNFORTUNATLY (as stated above), this build will likely be the only build that requires EITHER:
- (A) A New save
- (B) A save where NO previous Eli's Breezehome build is installed and the user has not purchased Breezehome yet
> Fixing up code is never a walk in the park for the Author (especially if its already released) nor the people
> It is what it is in this case and its a one time deal. Its done. its right. On with our lives
- Khrysinxs M/C Update
-
Version 2.1
- Khrysinxs M/C Update
========================================================================================== - FIXES:
> Bug Report - Aquarium Addon patch not being installed. Fixed the FOMOD
> Bug Report - Smelting pot missing keyword
> - Added WBDT - Workbench Data Uses Skill "Smithing"
> - This edit added to Smelter makes "Ars Metallica - Smithing Enhancement" - https://www.nexusmods.com/skyrimspecialedition/mods/321 REDUNDANT
TWEAKS:
> Added "DLC1LD_CraftingForgeAetherium [KYWD:02005756]" Keyword to the AllForge Anvil
UPDATING:
> 100% Safe from Breezehome 2.0
- Khrysinxs M/C Update
-
Version 2.0
- Khrysinxs M/C Update
========================================================================================== - Elianora's Breezehome Overhaul 2.0.2024 Rebirth
ASSET - MESHES (BSA):
> All models fixed one-by-one and converted to SE NIF Format
> All Mesh Collisions have been modified if needed and many where completely redone from scratch
> All previous collisions that were legit but CLUTTER layer type are now STATIC layered per Eli's home usage
> All assets previously fixed from The "Optimization Page" are placeholder in the BSAs
ASSET - TEXTURES (BSA):
> All textures where converted to BC7_UNORM with Mipmaps
ASSET - MESHES (SCRIPTS):
> All "Optimization Page" Scripts are placeholder in the BSA
MODULES:
> All unique display items in home have DisableHavokonLoadScript with HavokonHit=False and "Don't Havok Settle" Flag
FOMOD:
> Full "Optimization Page" FOMod migrated to Masterfile page and fully reworked
> Its a smarter FOMOd, has some auto selection intelligence and wont open some pages depending on the Masterfiles chosen
FINAL SAY:
> The entirety of the Optimizations Page is now completely apart of the Breezehome Masterfile
> Elianora's Breezehome Overhaul 2024 Rebirth
> Will be managed by Creator: Elianora and Co-Creator: Khrysinxs
PATCHES:
> Eli's Breezehome [PATCH - Sorcerer Staff Scroll Overhaul] patch
> Added a custom modeled wall Scroll Enchanter to Eli's home just left of the Staff Enchanter - UPDATING:
> Users playing from a mid-game save using later builds from:
> Elianora's Breezehome Opt Pkgs & Patches https://www.nexusmods.com/skyrimspecialedition/mods/48931
> CAN SAFELY UPDATE TO NEW ELIANORA'S BREEZEHOME OVERHAUL v2.0
> MAKE SURE to save OUTSIDE THE HOME "Rule of Thumb" PRIOR to any update (unless other explicit instructions are given on a per-update-basis)
> Users playing from a mid-game save using:
> Elianora's Breezehome Overhaul BETA https://www.nexusmods.com/skyrimspecialedition/mods/2829
> ABSOLUTELY CANNOT UPDATE TO NEW ELIANORA'S BREEZEHOME OVERHAUL v2.0+ - SPECIAL KEY NOTES "NOT TO BE OVERLOOKED". READ FOR YOUR OWN GOOD !!!
Elianora's Breezehome Overhaul v2.0+:
> HAS its OWN Lux Patch in the FOMOD and is the ONLY Lux patch FOR IT
> BE CAREFUL with GGUNITs Lux installer. It will auto-select its "Lux - Eli's Breezehome Patch" ACTIVE
> GGs "Lux - Eli's Breezehome Patch" will CRASH Elianora's Breezehome Overhaul v2.0+
Elianora's Breezehome Overhaul BETA v1.6 (old-files Now):
> GGUNITs "Lux - Eli's Breezehome Patch" is ONLY designed for this Breezehome BETA version 1.6 (old-files)
> Never mix the Elianora's Breezehome Overhaul v2.0+ Lux patch with Breezehome BETA or crash
- Khrysinxs M/C Update
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Version 1.6
- Elianora M/C Update
========================================================================================== - A display case had moved upstairs. Wild edit. Fix'd
- Elianora M/C Update
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Version 1.5
- Elianora M/C Update
========================================================================================== - - New activators for Ebony Blade
- Fixes 2 navmesh errors in Breezehome
- Elianora M/C Update
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Version 1.4
- Elianora M/C Update
========================================================================================== - Fixes invisible wall in Whiterun
- Elianora M/C Update
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Version 1.2
- Elianora M/C Update
========================================================================================== -
:: Change log for 1.2 ::
- Added storage for
--- Poisons
--- Potions
--- Two new ingredient baskets
--- Alchemy etc. recipes (the bookshelf on the left side of the alchemy lab)
- Fixed satchel at alchemy station being hard to activate
- Fixed bookshelf storage activation
- Rebuild navmesh
- Moved some items around in the basement
- Removed lantern lights outside since they were glitcing for some users
- Rebuild the mask display to be independent from the game's own mask activators
- Added new scripts for Nightingale Bow, Sword, Miraak items, and Ebony Blade so the displays now work with all item tiers
- Added steps out of the bath tub
- Fixed a few typos such as Ysgramor's ShielF -> Ysgramor's ShielD
- Changed fabric on custom weapon plaques so they don't look like shit with Noble Skyrim HD
- Fixed lighting at the basement where the mirror for face editing was (light sources were accidentally set to "initially disabled")
- Added an extra mannequin to the basement
- Adjusted the height of the triggers for dagger display slots so they should be easier to activate
- Fixed a few linked refs to collision planes so the armoury should be accessible now for everyone regardless of buying the children's room
- Added 6 Hearthfires planting spots outside
- Elianora M/C Update
-
Version 1.1
- Elianora M/C Update
========================================================================================== - - Adds moar of dem ferns
- Renames the trapdoors in and out of the basement to be something more logical
- Fixes armchairs (animation was borked)
- Elianora M/C Update
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- Author's activity
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May 2025
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10 May 2025, 4:30AM | Action by: KhrysINXS
Changelog added
'Change log added for version 2.11'
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10 May 2025, 4:30AM | Action by: KhrysINXS
Changelog added
'Change log added for version 3.3'
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09 May 2025, 4:30AM | Action by: KhrysINXS
Mod edited
'TOPICS OF VARYING FREQUENCY'
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09 May 2025, 4:24AM | Action by: KhrysINXS
Mod edited
'ADDON - AUTO SYSTEMS INFO'
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06 May 2025, 11:01PM | Action by: KhrysINXS
Mod edited
'FILE DOWNLOAD CONTENTS'
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05 May 2025, 12:41AM | Action by: KhrysINXS
Mod edited
'FILE DOWNLOAD CONTENTS'
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05 May 2025, 12:40AM | Action by: KhrysINXS
Mod edited
'EBO VERSION UPDATING INFO TRACKER'
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04 May 2025, 8:48PM | Action by: KhrysINXS
Mod edited
'UNIQUE OBJECT DISPLAY PLETHORA'
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04 May 2025, 8:38PM | Action by: KhrysINXS
Mod edited
'EBO VERSION UPDATING INFO TRACKER'
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04 May 2025, 5:13AM | Action by: KhrysINXS
Attribute change
'Name changed to \'Elianora\'s Breezehome Overhaul (EBO)\'.'
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04 May 2025, 5:13AM | Action by: KhrysINXS
Attribute change
'Name changed to \'Elianora\'s Breezehome Overhaul (EBO)\'.
Description changed.'
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04 May 2025, 5:13AM | Action by: KhrysINXS
Attribute change
'Name changed to \'Elianora\'s Breezehome Overhaul (EBO)\'.
Description changed.'
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04 May 2025, 5:13AM | Action by: KhrysINXS
Attribute change
'Name changed to \'Elianora\'s Breezehome Overhaul (EBO)\'.
Description changed.'
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04 May 2025, 5:12AM | Action by: KhrysINXS
Attribute change
'Name changed to \'Elianora\'s Breezehome Overhaul (EBO)\'.
Description changed.'
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04 May 2025, 5:12AM | Action by: KhrysINXS
Attribute change
'Name changed to \'Elianora\'s Breezehome Overhaul (EBO)\'.
Description changed.'
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04 May 2025, 5:09AM | Action by: KhrysINXS
Attribute change
'file visible to the public'
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04 May 2025, 5:07AM | Action by: KhrysINXS
Attribute change
'Name changed to \'Elianora\'s Breezehome Overhaul (EBO)\'.
Description changed.'
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04 May 2025, 5:07AM | Action by: KhrysINXS
Attribute change
'Name changed to \'Elianora\'s Breezehome Overhaul (EBO)\'.
Description changed.'
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04 May 2025, 5:05AM | Action by: KhrysINXS
Mod edited
'EBO VERSION UPDATING INFO TRACKER'
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04 May 2025, 5:03AM | Action by: KhrysINXS
File added
'Elianora\'s Breezehome Overhaul (EBO-2X) [version 2.10]'
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- Mod page activity
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May 2025
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16 May 2025, 3:57PM | Action by: itchywalrus30
Tracked
Elianora's Breezehome Overhaul (EBO)
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Tracked
Elianora's Breezehome Overhaul (EBO)
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Endorsed
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15 May 2025, 3:02AM | Action by: sunnyshey
Untracked
'Elianora\'s Breezehome Overhaul (EBO)'
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15 May 2025, 1:00AM | Action by: mendee
Untracked
'Elianora\'s Breezehome Overhaul (EBO)'
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15 May 2025, 12:14AM | Action by: LavenderRxses
Endorsed
'Elianora\'s Breezehome Overhaul (EBO)'
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14 May 2025, 11:51PM | Action by: Kyror0
Tracked
'Elianora\'s Breezehome Overhaul (EBO)'
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