Skyrim Special Edition

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Yourself133

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yourself133

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64 comments

  1. Reyajh
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    Hey, this MOD is awesome! As soon as I saw it I knew I had to try it and you didn't let me down. No, I haven't even touched the quest yet but, I just wanted to make one suggestion, or wish really, but I certainly understand if you're not able to. *Potential Spoiler Warning* When I first went up and was ready to leave I thought I was stuck cause I couldn't find a way down and so, after gazing over the side by the waterfall I decided what the hell.., hola, wow dude, that was an amazing jump! If you're familiar with the 'Leaps of Faith' MOD, I just thought it would be soo cool to have the animation like that MOD has to go with that jump :)) *End Spoiler* Anyway, just a thought. Really appreciate the MOD. It's likely got a permanent spot in my LO for now on!! -Thanks! 
    1. yourself133
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      Thank you. I'm not familiar with how to integrate other mods with mine just yet, but that sounds awesome. It makes me happy that you enjoy it so much!
  2. smilingchaos
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    sorry, but I can't find the latter which is used for the star the mission, even I saw the spoiler...
    by the way, your MOD is a good MOD, the interior decoration is amazing!!!
    1. yourself133
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      I'm sorry you can't find the letter. Try typing help brave into the console and "Book: (XXXXXXX) 'Brave Soul'" should appear. then type player.additem itemCode 1 where the beginning 2 characters are the load order of my mod. It should start the quest. Thank you for the kind words I really appreciate it.
  3. Tetrol88
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    Not a complaint - just wondering why the mannequins are mod specific and not vanilla or hearthfire ones. I have mods that adjust those ones, but these have a Base ID from this mod itself. 

    and....
    Any reason there is an edit to Cell 16A08 - Evette San's House in Solitude? There are no items added, all it does in change the lighting, which is overwritten by my lighting mod anyway. Ditto Cell 16A0b Bryling's House in Solitude

    going on - Cell 95C44 - the Hall of Valor in Sovngarde - has 2 leeks and some baked potatoes added.
    1. yourself133
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      I have no clue how those were edited/added to those random cells. This is my first mod and I've ran into a lot of bugs just learning the creation kit. I'll look into fixing them. Thank you for pointing it out. Regarding the mannequins they fought with me a lot. I had so much trouble between them not being in the correct location, pseudo alive, resetting after the default cell reset time etc. I just used redundancy to keep them from resetting by editing a new mannequin. I don't believe it's a problem now if you'd like me to change them back to default mannequins.

      Only problem being anyone with the mod downloaded that also have items equipped on the mannequins will probably delete what they have.

      I believe I removed all the issues you stated. Let me know if anything else is wrong.
    2. Tetrol88
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      np - excellent job, I personally dislike the CK as odd things seem to happen. 
      I just made a quick patch replacing them with vanilla mannequins that in turn got modified by my mod list - I use a mod that makes mannequins appear as any NPC (vanilla or mod added follower) you want to add to a levelled list - I have about 20 in the list so they can appear as any of them at random.

      The Zerofrost armour collection makes getting to the house a bit of fun - 4 lvl 30 - 40 werewolves are placed on the island guarding two chests full of mod armour.
    3. yourself133
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      Idk how you patched the mannequins, but if it was just find+replace you might need to change the encounter zone on them to keep them from despawning. It's been awhile since I figured out all those fixes so I don't remember the encounter zone on the Hub.

      That sounds cool. There has been a lot of coincidences like that with my mod. Thank you for taking the time to download and help improve my mod I appreciate it.
  4. bloodritual1974
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    wish it wasnt over the lady stone , i have tel naltha under there, or maybe a patch could fix it
  5. Hansen27
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    Are there Any custom displays for the various artifacts? 
    1. yourself133
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      Not currently sorry.
  6. nekphantom11
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    Can I get a hint on how to release Tarim’s soul?
    1. yourself133
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      What part did you need help on? I have a hint on the front page. I had a friend experience a bug with starting the quest, but couldn't reproduce it.
    2. nekphantom11
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      I’m in the room with the large floating soul gem but nothing I do seem to have any affect on it. Shooting arrows seems to make it resonate. Any tip without giving way the answer may point me in the right direction. Thanks!
    3. yourself133
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      If you have the quest selected it will show an arrow where to go on the compass
    4. nekphantom11
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      Thanks!
    5. yourself133
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      Np, I hope you enjoy the mod!
  7. Kreiyu
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    love it so far. one thing i noticed though. the statues of Dibela by the baths are not static items and can be pick up into my inventory. not a huge issue but trying to place them back by my self is a pain lol. great mod though. love floating islands and all the weapon plaques and mannequins are awesome.
    1. yourself133
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      I imagine it would be next to impossible with it clipping into the floor lol. I didn't even realize it was an actual object to be picked up. It looked like it was in the static meshes category. Thanks for pointing it out. I pushed out an update that fixed this. Let me know if this causes any issues. Much appreciated.
  8. mateo6969
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    how can i go in your house ???? i can't go in
    1. yourself133
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      There should be a portal directly below the island to teleport you up. If you're looking for the inside there should be another portal to enter on the island.
    2. mateo6969
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      yes but the portal doesn't work
    3. mateo6969
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      yes but the portal doesn't work
    4. yourself133
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      Walk into the portal. It's scripted to take you to the top. Its not technically a "door".

      I think you need skyrim script extender to work

    5. mateo6969
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      sorry but the portal doens't work , i have desinstalled the mod and reinstall , and nothing happened
    6. mateo6969
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      i have skyrim script extender
    7. yourself133
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      I'm having a friend test things currently.

      I might have to compile the scripts or something in the creation kit to be able to share them. The scripts must live only on my computer.
    8. BretonWitch
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      I don't know how scripts work, but they appear to be missing or something. I'm having the same problem, running around and through the obvious activator on the island to no effect. Looking forward to the fixed version, it looks cool!
    9. yourself133
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      Thank you! I updated the mod it should work now.
    10. mateo6969
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      thanks !!!!! it works now !!!!!!!
    11. yourself133
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      Thank you for downloading hope you enjoy it! =)
    12. massiveactive
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      Somehow the problem persist for me, I am successfully teleported to the floating island, but unable to open the "gate" on the island towards interior (pressing E doesnt work)
    13. yourself133
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      It's not a script. It's a normal door so I'm unsure why that would happen. I'll double check to see if it's pointed to the right direction

      Edit: I walked through the door fine. It's pointed to the right location. I'm unsure why it wouldn't work.

      Maybe I'm thinking of another door. When you're on could step me through where it's going wrong? I'll keep an eye on the posts from here on.

      Also I'd appreciate if anyone else having this issue say so. It would help if multiple people are having this issue.

    14. massiveactive
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      Thank you for your reply, here is my case:
      1. I reached the portal on the ground near Lady's stone, successfully teleported to the floating island
      2. I approached the the door in purple light, system correctly exhibit the message of "Pressing E to Paradise"
      3. I pressed E for several times, nothing happens
      Such case did not happen before, I understand it is a normal gate, however does it involve some kind of script, which might cause the delayed or unable to respond on some heavily scripted game? (indeed I am running a game with multiple demanding mods, e.g. wet and cold, legacy of dragonborn, but everything is fine except this case)
      I hope this information may be helpful.
      P.S. I like your concept very much
    15. yourself133
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      The odd thing is it's actually a door. There is no script attached to it. I just added the door as a marker (It's invisible but still usable).
      If you don't mind try just disabling most mods and follow these steps.
      1.) Main Menu, press the console key
      2.) Enter "cow tamriel -8 -15" without quotes (This will make a new save without any mods/progress)
      3.) Use the portal below the island and try the gate this way.

      I tried uninstalling my mod and removing all my scripts and I downloaded a fresh copy. It was still working.
      If this doesn't work try typing in the command "coc paradisehubf" without the quotes.

      If you're updating from the previous version it might be a conflict. I made some pretty heavy changes. https://www.reddit.com/r/skyrimmods/comments/2ufzlt/is_there_any_way_to_force_refresh_cells/
      would help refresh the cells and link them up maybe.
    16. massiveactive
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      Console command is good, but still cant enter or exit via gates
    17. yourself133
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      Did you read my last message? Did you update from a previous version of my mod?
    18. hjmhyl
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      It is a awesome mod, but I have the exact same issue as massiveactive using 1.1.1, "successfully teleported to the floating island, but unable to open the "gate" on the island towards interior (pressing E doesnt work)", command "coc paradisehubf" can take me inside, but can't get in through the door. I use a fresh download 1.1.1.
    19. yourself133
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      The only thing I can think of that would cause it would be a mod or you have used a previous version and updated to v1.1.1. I've only heard of it happening twice and my friend that I've had test multiple versions never had the issue. Does it not work on a brand new save? 

      That aside I'm currently working on a new update. I just need to balance a merchant that I added. Maybe it will fix your problem. I could also tinker with the door. Currently I have the door as a marker which just makes the door invisible because the purple mist isn't a door. I could make a script that would activate the door and just hide it inside the island so it wouldn't be a marker anymore.
    20. yourself133
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      I added that failsafe so hopefully the portal should work.
  9. GiulerPowerGamer
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    great mod dude :) I love it. I just found a few things. The Bard had the brownface Issue and you could put more Trees and plants in the Garden ;) I just love floating islands like the on in pandora from the movie Avatar. Keep it up Bro

    Edit: It also changed the names of my safefiles to german :D Gut das ich in Deutschland lebe xD
    1. yourself133
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      Thanks I appreciate it! I know it's a little late, but I finally got around to fixing the bard bug along with fixing the mannequins removing gear. I've been playing Skyrim again for ideas to add/improve stuff. I'll get around to working on the mod soon.
  10. BRENNGAZZ
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    Firstly, a little advice on how to make the modpage more user-friendly. To attract more people to the mod you might want to have the first or second image on the page as the location on skyrim's map as i know a lot of people can be picky on where they want their base, just saying "Above the lady stone" isn't worth as much as a visual prompt.
    Next you should describe the actual internal features of the place. Does it have an actual forge or just an anvil? Does it have neither? What about atronach crafting stations? What about spider summoning station? Scroll crafting station? Staff crafting? You see what i mean? One shouldn't have to sift through all your uploaded pictures to try and work out what this mod does and does not include. Just saying it has "Most" crafting stations doesn't help and laying them out in dot points makes them easier to locate and read which means for minimal effort, more people may view and in turn download the mod.

    As for the mod itself, making it companion-compatible with bedrooms would be pretty cool but what i really want out of a mod is the ability to have my kids live there. Making it compatible with hearthfire children is difficult, i am aware but it would be awesome.Also if you could add in compatibility for the mod "Hearthfire Multiple Adoptions and Custom Home Support" it would just make it all the better, after all, who doesn't want to live in paradise with their 6 kids and wife?
    1. AgentTheory
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      I agree, especially with the part about Hearthfire Multiple Adoptions compatible. You did some excellent work with this and the home is far more impressive than the description suggests.
    2. yourself133
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      I appreciate the advice and I'll keep working on the mod. I personally know next to nothing about Skyrim mods. I mainly play vanilla Skyrim besides some qol mods here and there. I created this mod because I wanted to create my own home. I felt most of the other player house mods didn't fit what I wanted. To be honest I was clueless when throwing together the mod page. I did it right before something consumed a lot of my time. My last pass was focused on polish and a tiny expansion (Storage room). Maybe my next pass will be companion/kids area. People keep asking for this, but I'm not entirely sure where I'd fit it currently. Should I rework the bedroom to where it's just the players and make another access point in there for companion/kids room? I don't want to add room on room on room until it becomes a maze. Also, I'm not sure what exactly people are asking/looking for. What are the essentials for these rooms if anything?

      Thank you for taking the time to try and improve my mod I really do appreciate it.