Wild question, because I've been modding like a noob lately because I just don't have the time to go crazy any more, BUT is this uploaded on Steam Workshop and/or Bethesda?
This is what Hearthfire should have been. Just a little cozy place with a garden for growables and all possible crafting facilities (including a smelter! everyone forgets the smelter!) for the Dragonborn to stop and chill between dungeons.
Having the same problem with Inigo not wanting to chill there, but considering i've installed both mid playthrough I wholeheartedly accept that inconvenience in light of your amazing yet simple work.
Maybe the location data is baked into the save and not updating midgame? You could try to purge it in ReSaver: Filter for 000E66AB in a save made while away from the area and delete what comes up -- it might work.
Update: had the same issue in a new playthrough. Fired up xEdit to take a look and sure enough, the LocationTypeClearable flag was still set. Removed it and presto, Inigo now thanks me for my hospitality and will freely chill in the cottage. Funnily enough, he'd have no problem with staying in the cellar, but it feels kinda wrong abandoning your friends in the basement just because they think the rest of the house is haunted.
Taking a look at the dates, I noticed that you mentioned having removed the flag _after_ the file had been uploaded. Is it possible you applied the fix to your personal version, and forgot to upload it? Using Hearthfire version btw.
Oops! Well spotted and inferred (kudos to you) I had removed the flag in my game because of my Misty Skye's custom AI and soon forgot about it. Much later DandeFoley reported the Inigo issue, so I downloaded Inigo and identified the sandboxing requirements. Then I had a look to make the mods compatible, but obviously it seemed fine... no flag. Ergo, Inigo shouldn't have had issues because of that, and I tried to guess another plausible explanation :D
Ok I have a stupid question. Where is the house located? I can't find it anywhere on mod page here. No markers in game, I have also checked to make sure mod was installed and the esp was active.
Hi, I just installed the mod, it's great!!! I love the location, it's perfect for me. One question, are all containers safe? including barrels and sacks?
I never tested that, but I'm pretty sure that the entire location is now "no reset" and safe. I might have missed something, of course, but I don't think so.
so the mod works great for me, only that there is a small problem with Inigo. He doesn't want to relax inside the cottage. He just says that he couldn't relax here, like he would in hostile environments like dungeons...
I don't know, maybe it depends on the conditions that the Inigo mod (which I don't use) has to allow sandboxing. The keywords LocTypeDwelling [KYWD:000130DC], LocTypeHouse [KYWD:0001CB85], LocTypePlayerHouse [KYWD:000FC1A3] I set in this mod should be fine for anyone. Or maybe you have something overriding my DrelasCottageLocation "Drelas Cottage" [LCTN:000E66AB] location form.
Can I ask you how to set that keyword for LocTypePlayerHouse? Some mod I have installed has to be player home but there isn't set to and Gotobed sleepware doesn't work. I check the xedit but these mods has no location record to edit.
You open the house's Location form in xedit or CK (assuming it has one -- if not, as it seems to be your case, make a new one and assign it to the house cell) and add the keywords I mentioned above.
So, I downloaded this Inigo thing and had a look at it. The dude doesn't 'relax' in locations with the LocTypeClearable keyword (the one that makes the map marker show "cleared" when you kill the boss) because the sandbox package requires WaitingForPlayer = 2
The cottage has the keyword in vanilla; I removed it, but it's possibly registered in the save if you installed this mod in an ongoing game. It might be reset after some time, or it might need a new game start -- time will tell.
Thank you for the mod! Could you consider to make Anise's Cabin to become a player home, too? I think It'll be wonderful if I can get a home after clearing Bleak Falls Barrow. It's a good location which is near Riverwood and Standing Stones.
Someone has already had the honor and privilege of making that :) https://www.nexusmods.com/skyrimspecialedition/mods/11313
Not to mention https://www.nexusmods.com/skyrimspecialedition/mods/24240, https://www.nexusmods.com/skyrimspecialedition/mods/9278, https://www.nexusmods.com/skyrimspecialedition/mods/17891, https://www.nexusmods.com/skyrimspecialedition/mods/23415, https://www.nexusmods.com/skyrimspecialedition/mods/27812, https://www.nexusmods.com/skyrimspecialedition/mods/10012, https://www.nexusmods.com/skyrimspecialedition/mods/38575 ...... shall I go on? :D
That's the place where I get attacked just for entering right. The notification says can't wait when trespassing, the door was unlocked and I never heard "you need to leave"
It depends on how much money you have: The poor are crazy, the rich just eccentric. But seriously, I can't remember now -- I'll have a look next month when I'm back home.
I have noticed in xEdit and CK, for some reason, that the sharpening wheel and its corresponding navcut box are created in a new cell (new CELL FormID) which has the same name and same EDID of the original Cellar CELL.
I suspect a CK fluke but can you please have a look?
97 comments
Having the same problem with Inigo not wanting to chill there, but considering i've installed both mid playthrough I wholeheartedly accept that inconvenience in light of your amazing yet simple work.
Absolutely endorsed!
You could try to purge it in ReSaver: Filter for 000E66AB in a save made while away from the area and delete what comes up -- it might work.
Taking a look at the dates, I noticed that you mentioned having removed the flag _after_ the file had been uploaded. Is it possible you applied the fix to your personal version, and forgot to upload it? Using Hearthfire version btw.
Well spotted and inferred (kudos to you)
I had removed the flag in my game because of my Misty Skye's custom AI and soon forgot about it.
Much later DandeFoley reported the Inigo issue, so I downloaded Inigo and identified the sandboxing requirements.
Then I had a look to make the mods compatible, but obviously it seemed fine... no flag.
Ergo, Inigo shouldn't have had issues because of that, and I tried to guess another plausible explanation :D
On the other hand, asking the question instead of doing a quick and simple google search... :)
https://elderscrolls.fandom.com/wiki/Drelas%27_Cottage
I might have missed something, of course, but I don't think so.
so the mod works great for me, only that there is a small problem with Inigo. He doesn't want to relax inside the cottage. He just says that he couldn't relax here, like he would in hostile environments like dungeons...
Any idea how i could fix this?
Thanks.
The keywords LocTypeDwelling [KYWD:000130DC], LocTypeHouse [KYWD:0001CB85], LocTypePlayerHouse [KYWD:000FC1A3] I set in this mod should be fine for anyone.
Or maybe you have something overriding my DrelasCottageLocation "Drelas Cottage" [LCTN:000E66AB] location form.
Some mod I have installed has to be player home but there isn't set to and Gotobed sleepware doesn't work.
I check the xedit but these mods has no location record to edit.
anyway I try as your reply but not work. lol
also Thank you for your guide.
The dude doesn't 'relax' in locations with the LocTypeClearable keyword (the one that makes the map marker show "cleared" when you kill the boss) because the sandbox package requires WaitingForPlayer = 2
if InigoRef.GetActorVAlue("WaitingForPlayer") == 1
location currentLoc = InigoRef.GetCurrentLocation()
if leftBehind
if PlayerRef.GetDistance(InigoRef) < 6000
self.RegisterForSingleUpdateGameTime(1)
elseIf currentLoc.HasKeyword(LocTypeDraugrCrypt)
InigoDialogue.SetLeftBehindFlag("Draugr")
InigoRef.SetActorVAlue("WaitingForPlayer", 0)
elseIf currentLoc.HasKeyword(LocTypeClearable)
InigoDialogue.SetLeftBehindFlag("Hostile")
InigoRef.SetActorVAlue("WaitingForPlayer", 0)
else
objectreference LocalInnRef = InigoRadar.FindLocalInnTarget()
if LocalInnRef
InigoRef.MoveTo(LocalInnRef)
endIf
currentLoc = InigoRef.GetCurrentLocation()
if !currentLoc || !currentLoc.HasKeyword(LocTypeInn) || currentLoc == WindhelmLocation || WindhelmLocation.IsChild(currentLoc)
InigoDialogue.SetLeftBehindFlag("Other")
InigoRef.SetActorVAlue("WaitingForPlayer", -1)
else
InigoRef.SetActorVAlue("WaitingForPlayer", 2)
endIf
endIf
InigoRef.EvaluatePackage()
else
location playerLoc = PlayerRef.GetCurrentLocation()
if playerLoc.HasKeyword(LocTypeClearable) || playerLoc.HasKeyword(LocTypeDraugrCrypt)
self.RegisterForSingleUpdateGameTime(1)
else
leftBehind = true
if currentLoc.HasKeyword(LocTypeDraugrCrypt)
self.RegisterForSingleUpdateGameTime(2)
else
self.RegisterForSingleUpdateGameTime(6)
endIf
endIf
endIf
endIf
The cottage has the keyword in vanilla; I removed it, but it's possibly registered in the save if you installed this mod in an ongoing game.
It might be reset after some time, or it might need a new game start -- time will tell.
I'll check wether it resets the keyword.
Thanks anyway for taking the time and looking into it.
After I killed Drelas, all "steal" clutter in his house become "take" instead. Now I'm the new owener :D
Do there have anyway to increase the number of soil?
Their number seem less than the original stage. as like 5 leeks to 2 leeks.
I think It'll be wonderful if I can get a home after clearing Bleak Falls Barrow. It's a good location which is near Riverwood and Standing Stones.
https://www.nexusmods.com/skyrimspecialedition/mods/11313
Not to mention https://www.nexusmods.com/skyrimspecialedition/mods/24240, https://www.nexusmods.com/skyrimspecialedition/mods/9278, https://www.nexusmods.com/skyrimspecialedition/mods/17891, https://www.nexusmods.com/skyrimspecialedition/mods/23415, https://www.nexusmods.com/skyrimspecialedition/mods/27812, https://www.nexusmods.com/skyrimspecialedition/mods/10012, https://www.nexusmods.com/skyrimspecialedition/mods/38575 ...... shall I go on? :D
Sounds like a great mod
never understood why the beds stayed owned after he died etc
But seriously, I can't remember now -- I'll have a look next month when I'm back home.
Sharpening wheel added.
I have noticed in xEdit and CK, for some reason, that the sharpening wheel and its corresponding navcut box are created in a new cell (new CELL FormID) which has the same name and same EDID of the original Cellar CELL.
I suspect a CK fluke but can you please have a look?
Thanks!
I added them to my all-in-one personal version of the plugin and, when I copied them to the mod, they ended up in a new cell.