I have stopped modding, so please don't make any request to change the mod, Take it as it is. No need to ask permission about anything related to this mod (except assets that require permission from other mods/assets I used), so feel free to modify, improve, etc., then share your creation for others to enjoy!
Love this house, was in a really good spot until I got another dungeon several weeks ago, and oldrim dwemer one called Nuvanja which I couldn't move and didn't want to nor would be easy to, and it looks really good there and fits the spot, but also has a really huge entrance so takes up a ton of space. And so once again I have a conflict, going to have to move the house. So I hunted for a new spot for it while multijumping through the air looking down at the landscape of Skyrim, it took a while, but I found one that I thought could work, the ground was mostly level and in a pretty good location that I don't have anything else. I moved the walkway piece first to gage approximately where the house would go and at what height, and which trees I'd have to disable. Went into SSEedit, got the original position, the new position, figured out the offset for the x,y,z, applied the offset numbers to everything that was going to move, after about a half hour it was done, manually did the same for the handful of persistents, and removed the old location cells, all landscaping and navmesh which can't be moved and vanilla stuff that was already there before the mod.
So I went to the new location, cell 9,11 between Blizzard Rest, the Weynon Stones, and Fort Dunstad, oops, house was mostly okay, but I forgot there were a lot of snow mounds and extra trees and stuff added, so now they are all floating. I went back into SSEedit, removed all of the snow mounds since this area was mostly flat, and most of the trees and other plants, keeping select ones that I thought would still look good here, also had to make adjustments to the house, more than a few times until it was perfect. Aside from moving the home, the biggest work was in the stable, added a stable flooring to that since there was a big gap under the walls and extended the beams that run along the bottom of the house to around the stable, had to make adjustments to x and y positions as well as angles and heights of everything in there, took multiple in and out of SSEedit and the game before I got it all as I wanted it. Renamed the house Winter Copse (a quick name alteration from the original), may keep that or change it (maybe Wintergreen Cabin?, that's not taken), not as important, just that the house was successfully moved, only thing not done on anything I ever move is navmesh but no matter, looks good, lacking in the cozy snow mounds tighter snow cove space, but is more open, nearer to settlements and cities, works for me, I keep the house and the dungeon, all good.
It must be the most cosy home i have ever seen. There are many well made homes, but this is small and has it all. It is like unbelievably immersive also...
This was my goto home for years. In these days of wabbajacks and instant load orders, I have forgotten about this gem. A testament to solid modding that it's still being downloaded. I think I will revisit this scripting masterpiece.
Great for vampire / recluse /mage - heavy armor 2h , who might later want to be king of skyrim , luls ( if my potato doesn't explode adding king of syrim mod )
Only downside is that you get it for free. I don't like player homes you can get "just like it". The shack looks fabulous tho!
I would add for example, a letter just outside the house, with written on it "If you find this letter, it means I haven't returned from [Name of a dangerous cave]. There is a group of bandits who kept robbing from me at night time. I found them to be settled in this cave. I'm going there to kill them and take back my loot. If you find this letter, I'm probably dead, and the bandits must already have the key. If you kill them, my house is yours."
→ and then let the player go kill the bandits in the nearby cave and obtain the key on the leader. Would be a good simple rewarding quest right?
Awesome Cozy House, one of my most favorite PChouse mod. Really deserves Endorse
Also i had a question about permission : i made a bathroom for Hjerim using your Bathroom assets as its best that fits for Hjerim design. Do you give permission to me to upload it for TNF Hjerim mod as patch since that mod's bath is located out of Hjerim Cell and this one i made is located inside the Cell instead?
This house has always been on my mod list, it was in the Legendary edition and now it is in the AE edition, it will always be on the mod list! All the best to you!
I know the hesitation - first upload date also the last patch update and that was nearly 7 years ago.
As of the latest SE/AE (1.640 something rn I think), download it anyway, its a perfect starter home right on that border.
I have Leaf's Rest too and while I love that mod for its own reasons I was legitimately torn to move my stuff from there. But it's so out of the way! But it's so small! Yeah but look at it. And I mean actually download it to look first, pics don't do justice.
If you got Alternate Start - Live another Life, i recommend trying a "I escaped the ambush" start (pick the option in the mod manager menu so it starts you closer to actual border and not halfway to Riften) and its a brisk walk to get into this house day one.
Very cozy feel and with miniaturized versions of everything you need. Swapable alchemist/enchanter bench. Anvil and smelter outside. You can toggle whether things like this and the fireplace require wood or are just indefinite. Nice secret nooks such as the weapons room and the meat locker. Decent auto-doors but if that causes you grief the mod has the ledger option to make them vanilla(manual) or to delete them entirely
If you have immersion concerns about how some houses for a player just look too vulnerable if they are small and out of a city border this is actually in a perfect little nook. It's "secured" by being hidden from view from that road crossing the border but not in a contrived sort of way,
It gets cramped after more than a few followers and it lacks conventional hearthfire adoption support but that makes sense and honestly any bigger would be pushing it. It's that right amount of a little-extra without being overboard for what is a glorified shack.
92 comments
No need to ask permission about anything related to this mod (except assets that require permission from other mods/assets I used), so feel free to modify, improve, etc., then share your creation for others to enjoy!
So I went to the new location, cell 9,11 between Blizzard Rest, the Weynon Stones, and Fort Dunstad, oops, house was mostly okay, but I forgot there were a lot of snow mounds and extra trees and stuff added, so now they are all floating. I went back into SSEedit, removed all of the snow mounds since this area was mostly flat, and most of the trees and other plants, keeping select ones that I thought would still look good here, also had to make adjustments to the house, more than a few times until it was perfect. Aside from moving the home, the biggest work was in the stable, added a stable flooring to that since there was a big gap under the walls and extended the beams that run along the bottom of the house to around the stable, had to make adjustments to x and y positions as well as angles and heights of everything in there, took multiple in and out of SSEedit and the game before I got it all as I wanted it. Renamed the house Winter Copse (a quick name alteration from the original), may keep that or change it (maybe Wintergreen Cabin?, that's not taken), not as important, just that the house was successfully moved, only thing not done on anything I ever move is navmesh but no matter, looks good, lacking in the cozy snow mounds tighter snow cove space, but is more open, nearer to settlements and cities, works for me, I keep the house and the dungeon, all good.
I would add for example, a letter just outside the house, with written on it "If you find this letter, it means I haven't returned from [Name of a dangerous cave]. There is a group of bandits who kept robbing from me at night time. I found them to be settled in this cave. I'm going there to kill them and take back my loot. If you find this letter, I'm probably dead, and the bandits must already have the key. If you kill them, my house is yours."
→ and then let the player go kill the bandits in the nearby cave and obtain the key on the leader. Would be a good simple rewarding quest right?
Endorsed !
Also i had a question about permission : i made a bathroom for Hjerim using your Bathroom assets as its best that fits for Hjerim design. Do you give permission to me to upload it for TNF Hjerim mod as patch since that mod's bath is located out of Hjerim Cell and this one i made is located inside the Cell instead?
As of the latest SE/AE (1.640 something rn I think), download it anyway, its a perfect starter home right on that border.
I have Leaf's Rest too and while I love that mod for its own reasons I was legitimately torn to move my stuff from there.
But it's so out of the way!
But it's so small!
Yeah but look at it. And I mean actually download it to look first, pics don't do justice.
If you got Alternate Start - Live another Life, i recommend trying a "I escaped the ambush" start (pick the option in the mod manager menu so it starts you closer to actual border and not halfway to Riften) and its a brisk walk to get into this house day one.
Very cozy feel and with miniaturized versions of everything you need. Swapable alchemist/enchanter bench. Anvil and smelter outside.
You can toggle whether things like this and the fireplace require wood or are just indefinite.
Nice secret nooks such as the weapons room and the meat locker.
Decent auto-doors but if that causes you grief the mod has the ledger option to make them vanilla(manual) or to delete them entirely
If you have immersion concerns about how some houses for a player just look too vulnerable if they are small and out of a city border this is actually in a perfect little nook. It's "secured" by being hidden from view from that road crossing the border but not in a contrived sort of way,
It gets cramped after more than a few followers and it lacks conventional hearthfire adoption support but that makes sense and
honestly any bigger would be pushing it. It's that right amount of a
little-extra without being overboard for what is a glorified shack.