Looks amazing and cozy but should really have Hearthfire planters for the alchemist playstyle. Please do consider it, as an alternative to the default stock garden :)
I really like this little cottage but in my recent play-through I realised that all containers EXCEPT the strongbox where I had put all my money and valuables were safe. The strongbox respawned and was empty when I returned from a trip to Bruma... So I have now loaded an earlier save, removed the strongbox via console and added a small safe in the shelf next to the arcane enchanter instead. (Via console - I like changing things around a bit anyway and from my experience, things I add via console won't respawn, safe or not.)
I just thought you'd like to know, in case the strongbox not being safe was an error on your part (guess it might be something in my extensive modlist that messes it up instead, although I'm not sure what would...)
I checked real quick and the strongbox does not have respawn checked; so it should be safe? Idk why it wouldn't be... the interior is 'owned' by PlayerFaction though; so I changed it to Player, idk if that would do anything, but I'll upload that. Everything else is the same, but maybe should take everything out of containers etc anyway before updating, in case.
I downloaded this player home a long time ago and have used it in several playthroughs, this was the first time that I brought followers with me, I knew they could sandbox in there, maybe using crafting stations or sitting by the table or something, I didn't expect to turn around and see Bjorn sitting on the chest. I don't know why but I was really suprised to see that and thought to myself "the author put an idle on that?", well just wanted to say thank you for this (and many other) nice mod!
A very nice mod! There's no bugs and nothing in the shack and around seem out of place. Compatible with Official Unique Flowers and Plants SSE out of the box as I didn't see any floating plants from that mod, so that's a bonus.
Belivable little story about previous owner, that's nice for immersion. And the inside of the shack seem cozy and nice too. Glad to find a hidden gem like this :)
I've got this mod on XB1, and spawned a "merchant" to live inside (she's now the "alchemist" in the letter). It's nice to see her walk around and perform all of the idle animations. I even clothed her in the enchanted clothes that came with the house. I added a "husband" for her inside and I'm going to add either a "servant" or guard outside too.
This is how I like to use these types of mods; by giving them to NPCs to add more character to the game.
Anyway I went to "Talking Stone Camp", which I believe is the nearest giant camp, mentioned in the letter, but I couldn't find the actual alchemist (not even their body). Could you add the body please? I plan to bring it back to the shack and clone/ressurect them to live outside, effectively "saving" them.
Anyway, thanks for the nice mod!
PS: - Adding the guard was a great idea, as a giant and two mammoths, plus a hunter/fugitive all decided to battle it out at the shack at the same time!
EDIT:- I think I found the alchemist from the Quaint Shack! He is a dark elf (in my game), dressed in black robes, lying dead on a rock. The rock is surrounded by water (and mudcrabs), near the bottom of a small waterfall, due east of "Talking Stone Camp"! Nice connection to existing lore!
I'm going to take the alchemist's body back to outside the shack and ressurect him to live his days there!
EDIT #2: - Sigh, it turns out that the Alchemist was set to "black mage", which is an "enemy". He tried to kill the hunter/guard next to him and so my wolf followers ripped him to shreds... I then replaced the guard with a hunter, as this seemed more "immersive" (a hunter, using the garden as a temp. camp while they roam the local area and share their meat and furs etc with the hut owner as payment. I also roleplay that the "Shaman's Hut", across the river houses another neighbour, which the hunter also visits).
Hello :) That's pretty cool, didn't think of that kind of thing. Console commands I use are along the lines of adding lockpicks or coinage, tcl, tgm; sometimes spawning in armor, or glasses. I do anything like spawning jenassa to see how my idles are on a different save though sometimes. Somehow, she's become my default, go-to mercenary I spawn to test it. (although I spawned like five seranas the other day to see how wigs would look on her to try to find the right hairstyle)
Sorry, I don't know much about adding stuff like that, npcs dead or alive(well except a couple chickens type thing lol), bit too much brainage for me. It's all just background sort of thing, for why the homes are empty. There is no dead alchemist woman npc. You sure have had some adventures! :P
Thanks! Yes, I like to add more life to Skyrim, so mods like yours enable that. Of course, my humble little XB1's fan is like a hurricane in my flat, and it CCTs like a muvva often, but it's worth it for the reward of making Skyrim a better place!
nice place but iv noticed your little houses mods have no music in side..... HOW BORING! will no endorse or advise people to download is there any chance to fix this.
None of them do, it's intentional-I don't like music in any of my interiors. But if you want to change that for yourself in the CK as a personal/private edit, you're more than welcome to. :)
I have it and have found one issue, books go on the shelves, upside down :)), if you get my meaning, the instead of say.... T its N H O E G D A R R A D G E O H N T
Small nothing ado really, but would love to see this over by say Deep Folk Crossing, why no-one puts a cabin out in that area is beyond me, tired of seeing cabins and houses all around the main centers, anyway, hope you think about it, cheers.
23 comments
I just thought you'd like to know, in case the strongbox not being safe was an error on your part (guess it might be something in my extensive modlist that messes it up instead, although I'm not sure what would...)
Thanks for a lovely home/mod though :)
Belivable little story about previous owner, that's nice for immersion. And the inside of the shack seem cozy and nice too. Glad to find a hidden gem like this :)
This is how I like to use these types of mods; by giving them to NPCs to add more character to the game.
Anyway I went to "Talking Stone Camp", which I believe is the nearest giant camp, mentioned in the letter, but I couldn't find the actual alchemist (not even their body). Could you add the body please? I plan to bring it back to the shack and clone/ressurect them to live outside, effectively "saving" them.
Anyway, thanks for the nice mod!
PS: - Adding the guard was a great idea, as a giant and two mammoths, plus a hunter/fugitive all decided to battle it out at the shack at the same time!
EDIT:- I think I found the alchemist from the Quaint Shack! He is a dark elf (in my game), dressed in black robes, lying dead on a rock. The rock is surrounded by water (and mudcrabs), near the bottom of a small waterfall, due east of "Talking Stone Camp"! Nice connection to existing lore!
I'm going to take the alchemist's body back to outside the shack and ressurect him to live his days there!
EDIT #2: - Sigh, it turns out that the Alchemist was set to "black mage", which is an "enemy". He tried to kill the hunter/guard next to him and so my wolf followers ripped him to shreds... I then replaced the guard with a hunter, as this seemed more "immersive" (a hunter, using the garden as a temp. camp while they roam the local area and share their meat and furs etc with the hut owner as payment. I also roleplay that the "Shaman's Hut", across the river houses another neighbour, which the hunter also visits).
That's pretty cool, didn't think of that kind of thing. Console commands I use are along the lines of adding lockpicks or coinage, tcl, tgm; sometimes spawning in armor, or glasses. I do anything like spawning jenassa to see how my idles are on a different save though sometimes. Somehow, she's become my default, go-to mercenary I spawn to test it.
(although I spawned like five seranas the other day to see how wigs would look on her to try to find the right hairstyle)
Sorry, I don't know much about adding stuff like that, npcs dead or alive(well except a couple chickens type thing lol), bit too much brainage for me. It's all just background sort of thing, for why the homes are empty. There is no dead alchemist woman npc.
You sure have had some adventures! :P
But if you want to change that for yourself in the CK as a personal/private edit, you're more than welcome to. :)
Only just spotted this one today because someone posted a translation.
T its N
H O
E G
D A
R R
A D
G E
O H
N T
Small nothing ado really, but would love to see this over by say Deep Folk Crossing, why no-one puts a cabin out in that area is beyond me, tired of seeing cabins and houses all around the main centers, anyway, hope you think about it, cheers.