Skyrim Special Edition
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Saieden-Fe4therstone-FuryoftheStars

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Fe4therstone

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  1. Fe4therstone
    Fe4therstone
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    Update 14.06.2020 - new version has some idle markers so that your followers can use. They still can wander off though (I mean, the trapdoor isnt' locked ^^); if you use NFF and want them to follow you around the attic, I suggest choosing a short sandbox radius so they keep close.
  2. MangoCobra
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    Question: Will the bard you can hire use these beds instead of my bed?
  3. Raithchan
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    In case anyone wanted to know, this mod does clip with the mod Additions to Lakeview Heljarchen and Windstad SE, though they are still usable together. To fix it just don't build the noble arcane weapons display.
  4. QuandaleDingle3
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    LET'S GOOO IT HAS AN SSE EDITION!
  5. shadowman2777
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    Thank you for making this, its lovely.
  6. recuringwolfe
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    Dunno whats happened to mine. The old lights are still in place. I marked them for delete, which got rid of the physical object, but the light node is still there making it super bright. Its so bright its quite nasty cause the light sources are doubled up. 
  7. TheRealGeneral
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    since this is a port can anyone confirm this is form 44? ty
  8. Meruline
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    I really like this mod, and I think I would use it even if I didn't need the beds. Since the images didn't show those, I downloaded it only expecting a quiet little hideout to be alone and think about life. :) The beds were a bit of a suprise.

    A quick question: When I install Improve Hearthfire Lighting, the three chandeliers that you added with the attics remain unaffected (they cast no shadows like the original chandeliers do when I use that mod). I wonder if this is caused by this mod (i.e. that you used a different kind of chandeliers/light source) or by the other mod (i.e. that the other modder directly modded the individual chandeliers and so did not affect any new ones added)?
    1. Fe4therstone
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      Hi, I only ported and slightly edited this mod and I don't know the other you mentioned. Mods that edit lightning often change individual lights one by one so I suspect it's that, but I can't tell for sure. Thanks for the pics!
    2. Meruline
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      Ah, right - my bad! But that would make sense. If they edit every single light, anything new would not be affected.

      This is a great mod, I always thought that the Hearthfire homes needed a place just like it, to get some peace and quiet. :)
  9. FuryoftheStars
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    Making an AIO  (EDIT: This mod now contains an AIO, so no one has to go through this.  I'm going to leave it, though, as it may be useful for other mods.)

    For those that want an AIO of these three mods, it's actually fairly straight forward to create one. In looking into this, I found that the 3 individual mods have a lot of dirty/unnecessary edits to navmeshes in the BYOH homes (renumbering of vertices and triangles) and even some navmesh errors with the Lakeview one (overlapping triangles and the attic navmesh even connects to another navmesh elsewhere in the house).  Cleaning these up prior to running a merge seems to allow the AIO to work without anything further needed.  Alternatively, if you don’t care about the individual mods, you can merge first, then fix the issues (still all the same stuff needs to be done, it’s just you’re working with 1 file now instead of 3; it'll go faster as you'll need to wait on the CK to load less often).
     
    I’m going to write out a guide below to go through the process of cleaning up and fixing the 3 original mods, and then merge them into an AIO (I know it looks daunting, but trust me, it’s not that bad.  I’m a little… verbose. ).  If you really don’t care about the 3 individual mods, you can merge them first, then go through the steps below.  Just adjust the steps accordingly.
     
    Tools used were zEdit (for the merge) and the CK, but I also used xEdit (aka SSEEdit).  Technically, you could use zEdit for the steps I used xEdit for, but as I haven’t been able to fully figure out that functionality of it yet, I just used xEdit (loading in xEdit, there are right-click options to “Select None”, then you can use the filter at the top to show only the mods wanted, making it easier to select them, and then xEdit will also automatically load their masters without you having to go back and select those, too).  If you know the correct way to use zEdit for the steps where I use xEdit, feel free to use the tool you’re most comfortable with.
     
    For the sake of not making a long post even longer (too late!), I’m not going to go so far as to detail out how to install and setup each of these tools.  There are guides out there (like a tutorial for zEdit I’ll link later).

    Here we go.

    Spoiler:  
    Show
    Clean up the dirty edits and fix the navmesh issues in Lakeview for the 3 separate mods (38 steps)
     
    1.)   Load up only the 3 individual attic mods in xEdit (note that if you load more than what I’m specifying (plus their required masters), it will change the first 2 digits of the IDs in the rest of the instructions).
    2.)   For the Heljarchen mod, navigate through the tree as follows: Cell -> Block 8 -> Sub-block 5 -> 02016A56 -> Temporary
    3.)   Find and delete the entry 02016A5D Navigation Mesh.  This will cleanup the unnecessary edits there.
    4.)   For the Windstad mod, navigate through the tree as follows: Cell -> Block 3 -> Sub-block 8 -> 02011CB3 -> Temporary
    5.)   Find and delete the entry 02011CC8 Navigation Mesh.  This will cleanup the unnecessary edits there.
    6.)   For the Lakeview mod, navigate through the tree as follows: Cell -> Block 8 -> Sub-block 6 -> 02002FEC -> Temporary
    7.)   Find and delete ONLY the entry 02003085 Navigation Mesh. This will cleanup some unnecessary edits there, to include overlapping triangles (for those interested in checking these out themselves, if you load this mod up in the CK and look at the BYOHHouse1Falkreath cell, you’ll find them near the door on the second level of the east (right) tower).
        a.)    DO NOT touch the 020111A7 Navigation Mesh entry, yet.  The attic navmesh is accidentally linked to this one, so deleting it now will delete the navmesh from the attic, too.
    8.)   Close xEdit and click OK so it’ll save your changes.
    9.)   Load up the CK and open the Lakeview mod. (For the steps in the CK, I’ll be a little bit more detailed regarding cell viewing and navmesh editing.)
    10.) In the Cell View window, with World Space set for “Interiors”, find BYOHHouse1Falkreath, right-click it, and select “View”.  Wait for the cell to load in the Render window.
    11.) Open the NavMesh Mode toolbar (there’s a button on the main toolbar, or you can press CTRL+E)
    12.) On the NavMesh Mode toolbar, either find and click on the button that looks like a red triangle with a red ? over it (so yes, it’s difficult to see), or press CRTL+F.
    13.) In the new window, click “Check NavMesh”.
    14.) Answer NO when it returns saying it found 2 problem triangles (would’ve been 4 except we already corrected 2 of em with step 7) and wants to know if you want to delete them now.  One of the triangles will fix itself once the other one has been deleted and deleting it now will actually leave a hole in the navmesh.
    15.) Use the “Next Warning” button to cycle through them.  The one we want is going to have a Navmesh Form ID of 020111a7 and a Triangle Index of 36.  (You won’t be able to see it from the top-down view.  It stretches from the attic navmesh down through the back/north end of the house into one of the north wing rooms.  For those unfamiliar, holding shift allows you to spin the camera (spin in place or around a focal point depends on if you have something selected, which apparently selecting via this dialog window doesn’t count as), while holding MMB will pan the camera.  Zoom in/out with the mouse wheel.  But I digress, as you don’t need to be able to see it to delete it.)
    16.) Click “Delete Warning Triangle”.  (If interested, you can now click “Check NavMesh” again and it should come back “No warnings found.”)
    17.) Back at the NavMesh Mode toolbar, to make it easier to select triangles, click the second and third buttons to unhighlight them (or press V and G (separately)).
    18.) Click on one of the navmesh triangles in the attic.
    19.) On the NavMesh Mode toolbar, click the Flood Fill button (about mid-way, looks like a few triangles that are filled in) or press F.
    20.) Up in the main menu (where File, Edit, View, etc are), click on the NavMesh menu.
    21.) Select “Move Selection to Separate NavMesh”.
    22.) Now, on the NavMesh Mode toolbar, click the check mark button (or press CTRL+F1) to finalize the navmeshes here.
    23.) Close the Navmesh Mode toolbar and click the Save button on the main toolbar. We’re done in Lakeview now.
    24.) Now, I’ve heard of some issues with loading a mod, then unloading and loading a different one without closing the CK in-between and have even seen it crash, so I’m going to instruct you here to close the CK and reopen it.
    25.) Load up the Windstad mod.
    26.) In the Cell View window, find BYOHHouse2Hjaalmarch -> right-click -> View
    27.) Open the Navmesh Mode toolbar and repeat steps 22 & 23.
    28.) Once again, close and reopen the CK, this time loading up the Heljarchen mod and repeat step 26 (looking for BYOHHouse3Pale), followed by once again steps 22 & 23.
    29.) Close the CK and don’t reopen.
    30.) Open up xEdit, once again only loading these 3 mods.
    31.) In the Lakeview mod, navigate through the tree as follows: Cell -> Block 8 -> Sub-block 6 -> 02002FEC -> Temporary
    32.) Delete the following entries (the finalization process copies all navmeshes to the mod, regardless if we’ve touched them or not.  As such, all of these (except for the last one because it was the one attached to the attic, but is safe to delete now) are ITMs):
        a.)    020111A2 Navigation Mesh
        b.)    020111A3 Navigation Mesh
        c.)    020111A4 Navigation Mesh
        d.)    020111A5 Navigation Mesh
        e.)    020111A6 Navigation Mesh
        f.)     020111A7 Navigation Mesh
    33) DO NOT touch 02003085 Navigation Mesh this time.  It is now correct with a new door vertex assigned (for the attic).
        a.)    You’ll also see a new Navmesh entry in here (in xEdit it’ll be a white background with black text (essentially, not
    highlighted).  This is your fixed attic navmesh.
    34.) For the Heljarchen mod, navigate through the tree as follows: Cell -> Block 8 -> Sub-block 5 -> 02016A56 -> Temporary
    35.) And delete the following entries:
        a.)    02016A57 Navigation Mesh
        b.)    02016A58 Navigation Mesh
        c.)    02016A59 Navigation Mesh
        d.)    02016A5A Navigation Mesh
        e.)    02016A5B Navigation Mesh
        f.)     02016A5C Navigation Mesh
    36.) And then the Windstad mod, navigate through the tree as follows: Cell -> Block 3 -> Sub-block 8 -> 02011CB3 -> Temporary
    37.) And delete this group of entries:
        a.)    02011CC2 Navigation Mesh
        b.)    02011CC3 Navigation Mesh
        c.)    02011CC4 Navigation Mesh
        d.)    02011CC5 Navigation Mesh
        e.)    02011CC6 Navigation mesh
        f.)     02011CC7 Navigation Mesh
    38.) Close xEdit and click OK to let it save the 3 mods.
     
    Congratulations, you now have 3 fixed, clean, and fully functional mods.   We’re all done, right?
     
    What’s that?  Oh, yeah… we still gotta merge em.
     
    Create your merged AIO
     
    For that, refer to this youtube video: https://www.youtube.com/watch?v=oQ1mdOGosdc.  Until this project, I had never used zEdit before, and after watching that tutorial (plus one he links to in the video about install and initial setup of zEdit), I was able to create the merge in just a couple of minutes.  That’ll save me from having to repeat generic instructions that are already out there and save some words… oh, wait.
     
    But hey, once you’re done with that, you’re done!  Mine loaded up and worked right from the start.


    (EDIT: Added spoiler tags (now that I know how) so the post wasn't quite as long.)
    1. Fe4therstone
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      That sound great! I was hesitant to merge because the AIO version in LE had entirely deleted the navmeshes from the attics.
    2. FuryoftheStars
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      Yeah, I wonder if it was just the tool used/available at the time?  Or, if whoever reported it had only checked Lakeview, it could have been a result of the navmesh being connected to one of the vanilla navmeshes there.

      Either way, I know when I used zEdit to merge the 3 prior to cleaning them up, while the navmeshes were still there, they weren’t working (your follower wouldn’t follow you up).  After cleaning them up and running a second merge, I was actually a little surprised to see it working with nothing further needed.  I’ll admit I haven’t done a full test to be sure it’s all working under all conditions, but considering my own test situation, I don’t see why it wouldn’t be (and now that I’ve jinxed myself...).
    3. Fe4therstone
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      I heard old merging tools had more issues with navmesh, although I don't know enough about it to be sure. As for reporting, I think when I checked all three attics had similar issues, IIRC.
  10. xXArleanaXx
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    Love it! No issues with navmesh, trap door or lights etc. I installed it after I had already built my home so I simply disabled the lights that were coming through the floor, the mounted horker head does not cause any trouble so far, will leave it there for now. There are a few flickering floor boards but not too bad, easy to ignore.

    Thank you for the addition!
  11. Tyrannosawyer
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    Any way we could get a merged file of all three, Fe4therstone? Great mod!
    1. Fe4therstone
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      When the Oldrim ones got merged the navmesh disappeared so I am a bit very cautious about trying again. :)