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Houses, Shops and Inns
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Requirements
USSEP
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Description
Travelling around Skyrim, you might have noticed how not only the inns
but also the “farmhouse” type houses are basically copies of each other,
and most lack cooking pots and have a grand total of 3 potatoes and 2
leeks as food. I decided to fix this, mostly by adding food and the means
to cook it, but I also added beds where needed (or corrected them, making
spouses sleep in the same bed and not with their kids, and such).
As a rule, changes in houses are limited to adding food, personal objects
decoration, idle markers and wares (to merchants), as well as assigning
ownerships to beds and upgrading/downgrading the furniture (if necessary),
or replacing it for culturally appropriate one, etc. Clutter, excess wine
and other stuff may have been removed to accommodate new foods, drinks
and household items (and to improve the looks of the place). Almost all
civilized inhabited places have now a cooking pot, some also have ovens
and butter churns. In a few places, the changes are more extensive; for
example, the Inner Sanctum of the Temple of Dibella in Markarth now has a
new area where the priestesses eat and sleep, and Viola Giordano has a
giant pottery oven in her home because lack of obvious means to earn one’s
living was also an issue with some citizens.
Some of the changes to beds meant that I had to modify the sleep packages
of NPCs to point to the correct furniture. The NPC records haven’t been
touched, only their sleep packages (Dreyla Alor’s in Raven Rock, Hamal’s,
Anwen’s, Orla’s and Senna’s in the Temple of Dibella, Dinya’s in the
Temple of Mara, Jofthor’s in Ivarstead). Of course, many NPCs never sleep
(innkeepers, carriage drivers…) and I haven’t changed that, but they
still have beds for flavour.
In addition to regular NPC homes, I have also modified inns, player homes
and guild headquarters, as well as a few other places. There are 5
options to choose from: All-In-One, No Inns, No Player Homes, No Guilds
and Only NPC Houses (no inns, no player homes and no guilds).
Inns
All the inns have been redone, but without straying much from vanilla
(I only used assets already in the game so nothing looks out of place).
In some inns the rentable bed has been moved from the vanilla position,
but the innkeepers will find them anyway. The inns also have an added
bath (sometimes in a separate cell or the already existing basement),
with a script that will make all NPCs (but not the player) strip when
entering and redress when leaving the area. I don’t use any “bathing”
mods, so I don’t know if users of these mods can use my added baths. I
put them there mostly for the looks, even Nords must clean themselves
someday, right?
Player homes
The 5 player homes and Severin Manor in Raven Rock have been modified
as well. I haven’t added extra beds for the kids or displays or anything,
these homes have received a similar treatment to the NPC houses. Some
homes have had more changes than others, for example in Vlindrel Hall and
Honeyside the different rooms are in other places of the house, and
buying the kids bedroom upgrade doesn’t mean losing the alchemy lab/
enchanting table. I have also added a smithy in Proudspire Manor’s
basement floor.
Guild headquarters
I also worked on Jorrvaskr, the Ragged Flagon, the Dawnstar Sanctuary and
Sky Haven Temple. I have added another room for members of the Circle
(you) in the Jorrvaskr Living Quarters, the key to this room is inside
the Underforge. A spacious kitchen and Tilma’s bedroom have also been
added. The Ragged Flagon and the Cistern now look much better when
completing the Thieves Guild questline, and the Guildmaster has a small
room of his own that you can eventually claim. I have modified some AI
packages so that the thieves in the Cistern can visit the Flagon and
merchants and the thieves in the Flagon (Vex and Delvin) can go to the
Cistern, and Galathil the creepy surgeon can now get up and walk a bit.
Also, Mercer should go to his room at night instead of frowning at his
desk. The Dawnstar Sanctuary has also received some improvements. The
most important ones are a blacksmithing area by the round room with the
training dummies, and that the torture room has been moved to a previously
blocked room where the coffins are (I found the groaning and moaning of
the prisoners extremely annoying, and they were also too close to the
living area); the room where the prisoners where is now turned into a
sort of study, with bookcases and a map. I have modified the packages of
Babette, Nazir, Cicero and the Initiates to allow them to move around
the Sanctuary, visiting different areas or training with the dummies. I
have also modified the Initiates to give them weapons (the female has an
ebony bow and the male has an ebony sword). Finally, Sky Haven Temple has
received an upgrade. Once the Blades settle in, the rubble will disappear
and I have added a smithing area, an alchemy nook, an enchanting corner
and a study room (the little room with the katanas). I haven’t touched
the patio outside, but I have made some changes in the Karthspire
forsworn camp: after clearing it out, new Forsworn will move in but they
shouldn’t be hostile to the player (they have an understanding with
Delphine).
Bonus
A few extra details:
• You have a bed at the Bard’s College if you join, it’s next to the
beds of the other students.
• The Dragonborn also has a bed in High Hrothgar, where I have also
added a Greybeard apprentice that meditates on the Voice, sweeps
the place and chops firewood. He doesn’t speak, like his elders
(except Arngeir). Inside your small bedroom there is a rug that
can be activated to meditate (meditating takes a while to have
any effects).
• A similar rug can be found at the Vilemyr Inn, but the meditation
there isn’t as relaxing as in High Hrothgar.
• When you complete certain favour for Lisbet at Arnleif and Sons
Trading Company (in Markarth), it actually shows.
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Requirements and compatibility
This mod requires USSEP.
Any mods that change the areas affected will conflict, obviously. Changes
to the DB Initiates and the modified packages will also need a patch.
Anyone is welcome to make patches.
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Installation and uninstallation
Install the plug-in you want with the mod manager of your choice (MO2 or
Vortex). I recommend using it on a new game, specially if using an option
that includes the inns; some of the rentable beds have been moved, and
because the innkeeper script points to them, their position gets baked
into your save.

Uninstalling mods with plug-ins and scripts mid-save is never recommended
and will eventually rot your save, so you have been warned.
This mod contains 5 scripts: one for enabling Arnleif and Sons Trading
Company’s extra wares, another to use the Greybeard meditation rug,
another for the Ancient Tablet in Vilemyr Inn, and 2 to get NPCs to
undress in baths (and redress when leaving).
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Issues
• Lights flicker in the Ragged Flagon. I know. It’s because the whole
room is a single piece, so when too many lights hit it, some of
them go out; it’s a vanilla issue.
• I have created new writing chairs (like the one Adonato has in
Candlehearth Hall), NPCs can use them with no problem but the
player gets stuck after exiting them, just jump and it’s solved.
• The alchemy lab in Dawnstar Sanctuary is actually 2 alchemy labs,
a normal one that NPCs ignore on their sandbox and an invisible,
child-sized one that Babette can use. If I let her use the
regular-sized one she clipped with it, so now she can happily
prepare poisons but she can also do it while you are, clipping
horribly with your PC. Use the alchemy bench when she is not
there.
Please report any issues you might find and I see if I can fix them.
Feedback on the schedule changes would be very appreciated (do the
thieves visit the Flagon? Do the DB initiates train with the dummies?).
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Credits
Thanks to the Unofficial Patch Project Team for USSEP
Thanks to Bethesda for Skyrim and the Creation Kit
Thanks to “Ac3s” for sharing the tutorial on how to make NPCs undress/
redress, and to “subtanker” for making it. Also thanks to people on
internet forums that shared scripting advice
Thanks to the Creation Kit Wiki
Thanks to all the wonderful mods here that have inspired me to create
my own

Mods seen in screenshots: Vanilla Hair Variety Plus, Inconsequential NPCs
(Screenshots are from LE)
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Locations affected
Dawnstar
• Beitild’s House
• Brina’s House
• Dawnstar Barracks
• Fruki’s House
• Irgnir’s House
• Leigelf’s House
• Rustleif’s House
• Silus Vesuius’ House
• The Mortar and Pestle
• The White Hall
• Windpeak Inn (Removed in No Inns version)
Falkreath
• Corpselight Farm
• Dead Man’s Drink (Removed in No Inns version)
• Dengeir’s House
• Falkreath Barracks
• Grave Concoctions
• Gray Pine Goods
• Hall of the Dead
• Jarl’s Longhouse
• Lod’s House
Markarth
• Abandoned House
• Arnleif and Sons Trading Company
• Cidhna Mine
• Endon’s House
• Guard Tower
• Hall of the Dead
• Nepos’ House
• Ogmund’s House
• Shrine of Talos
• Silver-Blood Inn (Removed in No Inns version)
• Smelter Overseer’s House
• Temple of Dibella
• Temple of Dibella Inner Sanctum
• The Hag’s Cure
• The Treasury House
• The Warrens
• Vlindrel Hall (Removed in No Player Homes version)
Markarth – Outside
• Left Hand Mine, Daighre’s House
• Left Hand Mine, Miner’s Barracks
• Left Hand Mine, Skaggi’s House
• Markarth Stables
• Salvius’ Farm
Morthal
• Alva’s House
• Alva’s Cellar
• Falion’s House
• Guardhouse
• Highmoon Hall
• Jorgen and Lami’s House
• Moorside Inn (Removed in No Inns version)
• Thaumaturgist’s Hut
• Thonnir’s House
Raven Rock (Solstheim)
• Abandoned Building
• Alor House
• Caerellius House
• Glover Mallory’s House
• Ienth Farm
• Morvayn Manor
• Morvayn Manor Chambers
• Raven Rock Mine
• Severin Manor (Removed in No Player Homes version)
• Temple
• The Bulwark
• The Retching Netch (Removed in No Inns version)
Riften
• Aerin’s House
• Beggar’s Row
• Black-Briar Manor
• Black-Briar Meadery
• Bolli’s House
• Elgrim’s Elixirs
• Haelga’s Bunkhouse
• Hall of the Dead
• Honeyside (Removed in No Player Homes version)
• Honorhall Orphanage
• Marise Aravel’s House
• Pawned Prawn
• Riften Jail (Sibbi’s cell)
• Riftweald Manor
• Romlyn Dreth’s House
• Snow-Shod Manor
• Temple of Mara
• The Bee and the Barb (Removed in No Inns version)
• The Ragged Flagon (Removed in No Guilds version)
• The Ragged Flagon Cistern (Removed in No Guilds version)
• The Scorched Hammer
• Valindor’s House
Riften – Outside
• Goldenglow Estate
• Goldenglow Estate Second Floor
• Merryfair Farm
• Riften Stables
• Riften Warehouse
• Snow-Shod Farm
Skaal Village (Solstheim)
• Baldor Iron-Shaper’s House
• Deor Woodcutter’s House
• Edla’s House
• Greathall
• Morwen’s House
• Oslaf’s House
• Shaman’s Hut
• Wulf Wild-Blood’s House
Solitude
• Addvar’s House
• Angeline’s Aromatics
• Bard’s College
• Bits and Pieces
• Bryling’s House
• Erikur’s House
• Evette San’s House
• Fletcher
• Hall of the Dead
• Jala’s House
• Proudspire Manor (Removed in No Player Homes version)
• Radiant Raiment
• Solitude Blacksmith
• Temple of the Divines
• The Winking Skeever (Removed in No Inns version)
• Vittoria Vici’s House
Solitude – Outside
• Katla’s Farm
• Solitude Lighthouse
• Solitude Sawmill
• Solitude Stables
Whiterun
• Amren’s House
• Arcadia’s Cauldron
• Belethor’s General Goods
• Breezehome (Removed in No Player Homes version)
• Carlotta Valentia’s House
• Gate Guard Barracks
• Hall of the Dead
• Heimskr’s House
• House of Clan Battle-Born
• House Gray-Mane
• Jorrvaskr (Removed in No Guilds version)
• Jorrvaskr Living Quarters (Removed in No Guilds version)
• Main Guard Barracks
• Olava the Feeble’s House
• Severio Pelagia’s House
• Temple of Kynareth
• The Bannered Mare (Removed in No Inns version)
• The Drunken Huntsman
• Uthgerd’s House
• Warmaiden’s
• Ysolda’s House
Whiterun – Outside
• Battle-Born Farm
• Chillfurrow Farm
• Honningbrew Meadery
• Honningbrew Boilery
• Pelagia Farm
• Whiterun Stables
Windhelm
• Aretino Residence
• Atheron Residence
• Belyn Hlaalu’s House
• Blacksmith Quarters
• Brunwulf Free-Winter’s House
• Calixto’s House of Curiosities
• Candlehearth Hall (Removed in No Inns version)
• Hall of the Dead
• Hjerim (Removed in No Player Homes version)
• House of Clan Cruel-Sea
• House of Clan Shatter-Shield
• New Gnisis Cornerclub (Removed in No Inns version)
• Niranye’s House
• Niranye’s Basement
• Sadri’s Used Wares
• Temple of Talos
• The White Phial
• Viola Giordano’s House
Windhelm – Outside
• Argonian Assemblage
• Brandy-Mug Farm
• Clan Shatter-Shield Office
• East Empire Company Office
• Hlaalu Farm
• Hollyfrost Farm
• Windhelm Stables
• Windhelm Warehouse
Winterhold
• Birna’s Oddments
• Jarl’s Longhouse
• Kraldar’s House
• The Frozen Hearth (Removed in No Inns version)
• The Frozen Hearth Basement (Removed in No Inns version)
Anga’s Mill
• Aeri’s House
• Anga’s Mill Common House
Dragon Bridge
• Dragon Bridge Lumber Camp
• Four Shields Tavern (Removed in No Inns version)
• Horgeir’s House
• Lylvieve Family’s House
Dushnikh Yal
• Burguk’s Longhouse
• Dushnikh Mine
Ivarstead
• Fellstar Farm
• Klimmek’s House
• Vilemyr Inn (Removed in No Inns version)
Karthwasten
• Enmon’s House
• Karthwasten Hall
• Miner’s Barracks
Mixwater Mill
• Gilfre’s House
• Worker’s House
Mor Khazgur
• Larak’s Longhouse
• Mor Khazgur Mine
Narzulbur
• Gloombound Mine
• Mauhulakh’s Longhouse
Riverwood
• Alvor and Sigrid’s House
• Faendal’s House
• Hod and Gerdur’s House
• Riverwood Trader
• Sleeping Giant Inn (Removed in No Inns version)
• Sven and Hilde’s House
Rorikstead
• Cowflop Farmhouse
• Frostfruit Inn (Removed in No Inns version)
• Lemkil’s Farmhouse
• Rorik’s Manor
Shor’s Stone
• Filnjar’s House
• Odfel’s House
• Sylja’s House
Tel Mithryn (Solstheim)
• Tel Mithryn Apothecary
• Tel Mithryn Kitchen
• Tel Mithryn Steward’s House
Other places
• Angi’s Camp
• Anise’s Cabin (exterior and basement)
• Black-Briar Lodge
• Braidwood Inn (Kynesgrove) (Removed in No Inns version)
• Darkfall Cave (where Gelebor is)
• Dawnstar Sanctuary (Removed in No Guilds version)
• Dayspring Canyon (Dawnguard worldspace, where the refugees live)
• Drelas’ Cottage
• Eldergleam Sanctuary
• Froki’s Shack
• Frostmoon Crag (Solstheim)
• Half-Moon Mill
• Hall of the Vigilant
• Heartwood Mill
• High Hrothgar (added a new NPC as well)
• Largashbur
• Loreius Farm
• Lund’s Hut
• Meeko’s Shack
• Miner’s House (Soljund’s Sinkhole)
• Nightgate Inn (and the basement) (Removed in No Inns version)
• Old Hroldan Inn (Removed in No Inns version)
• Pavo’s House (Kolskegrr Mine)
• Ramshackle Trading Post (Solstheim, added hidden basement)
• Sarethi Farm
• Septimus Signus’ Outpost
• Sky Haven Temple and the Karthspire (Removed in No Guilds version)
• Silt Strider Camp (Solstheim)
• Sorli’s House (Stonehills)
• Thirsk Mead Hall (Solstheim)
• Verner and Annekke’s House (Darkwater Crossing)
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Changelog:
• Converted to Skyrim Special Edition
• Added “disallow absorption” to the meditation effect and the
undress spell
• Added ownership to Thirsk Mead Hall’s bathroom
• Reworked how the upgrade of Arnleif and Sons Trading Company works:
now instead on an instant upgrade as soon as you walk in, a few
days will have to pass (like how the game handles the Windhelm
East Empire Office)
• Corrected the Thieves Guild packages so they won’t try to get
trough the secret door to the Cistern before Brynjolf opens it
• Set Riftweald Manor (Mercer Frey’s house), Calixto’s House of
Curiosities and Nepos’ House to “No Reset”.
• Made some more changes to a few houses: Hjerim now has a big
fireplace because Windhelm is freezing cold, some rooms in
Goldenglow have been rearranged to make more sense, the “bank”
section of the Clan Shatter-Shield Office has been walled off to
deter thievery, the Winking Skeever has more beds as it’s “the
only inn in Solitude”, Aquilius Aeresius has now his own room in
Vittoria Vici’s house, and some other changes to a few locations
• Added new locations: Sky Haven Temple and the Karthspire (I didn’t
touch the patio), the Hall of the Vigilant
• Added some dogs to the Jarl’s Longhouse in Falkreath and the
Markarth Stables