Skyrim Special Edition

About this mod

Epic hitman's home just outside Morthal. Poison arrow crafting, custom armour, unique dagger, a few special scripted features, indoor garden, most crafting, room for a follower.

Requirements
Permissions and credits
Translations
  • Spanish
  • Polish
  • Italian
Donations


I am willing to bet a few septims that not every assassin likes to live in a moldy dungeon full of gore and blood. Some of us have class! We like the comforts of a well-kept home with all mod cons! So here's my attempt at making the perfect assassin's hideout. I put many of my favourite features into it, and it's been one of the most requested SSE ports. Enjoy!





Creator: Elianora
Leianne - scripts
CaptainUltima - SSE port

:: REQUIREMENTS ::

• Skyrim SE up to date

:: UNIQUE FEATURES ::

• Disenchanting font 
• Retractable follower bed 
• Altar of Sithis 
• Poison arrow crafting
• Unique dagger displays
• Mirror for changing appearance
• Functional bath supports buffs
• Custom armour (+ race support)
• Unique dagger
• Follower doggo
• Support for one or two adotable children or a follower room
• Optional vampire coffin

:: COMMON FEATURES ::

• Almost all vanilla crafting except spiders and staves
• Bed gives Well Rested Bonus
• Lots of custom storage
• Secret exit above the bed
• Navmeshed and TES5Edit cleaned

:: WHAT'S NEW FOR SSE ::
- Added a smelting pot in the smithing room
- The place didn't have a named poison storage. I made one above the alchemy workbench.
- Minor adjustments to light radiuses
- General minor adjustments to items and their positions.. and fixes on things that bothered me
- Improved interior map (in case you want one :D) 


:: GENERAL DLC INFO ::

This version of the hideout comes with an optional vampire coffin, a room for maximum 2 adoptable children,
a plantable garden outside the shack and a follower Death Hound called Norok. 


There are three buttons inside the hideout, that allow you to change features on or off. The first button is on the wall next to the bedroom wall. 
You can hide the children's room with that, and it adds a wall and two mannequins. If you at some point decide to adopt kid(s), just empty the mannequins and press the button again. This house is meant for an assassin and his/her apprentice, but if you insist on having 2 kids, use the button next to the chandelier in the kids room. It will activate BUNKBED MODE 9000X which means you will have 2 kid beds. If you don't touch the button you will just have one child bed. Third button is in the master bedroom, next to the doorway. Use that if your PC is a vampire and you want to use a coffin instead of the double bed. I hope we all agree that the house is way too small to have coffins for both a spouse and your char, so I only put one in there.
All the buttons work on and off multiple times so switch around as you like BUT BY THE GODS DO NOT DISABLE THE MANNEQUINS WHILE THEY HAVE ANYTHING ON THEM!!!

When you have only one kid bed it will say "Beds: 2" when you use the Bless Home spell from Multiple Adoptions mod, when you infact have just one. One of the beds is hidden for the adoption functionality to work. When you use the button for the bunk beds, you will obviously have 2 :D

You can then tell your kids or kids you're intending to adopt about your "Nice New House" (nice might be an exaggeration but...)
If you have spouse, this will also move them there. Pets should work, so should sandboxing. Pls report back.

Norok will follow you once you "activate" him inside the house. If he doesn't, open up console and type set playeranimalcount to 0 


:: OTHER GENERAL INFO ::

The house is just outside Morthal. Check the image section and videos if you're unsure. The shack above the refuge is sort of just a distraction. It's supposed to look like a rundown hunter's cottage so no one suspects it hides a master assassin's home. You can use the bed and the cooking pit in the shack but why would you when you have a comfy place hidden just under them.

How to get the house:
The house once belonged to a master assassin, but he was finally caught, and hung just outside Morthal, in the swamps. You can find his restless soul wandering near the hangman's tree (around Kjenstag ruins and the Imperial Camp at the east of the swamp). He should be kind of tough, like lvl 30. The guards have posted warnings around Morthal for normal folk to steer clear of the place. Once you have defeated the angry spectral hitman, you can loot his remains for the hideout key and his unique armour. The hideout itself is just outside Morthal, I've left map pictures in the images section to direct you there. 

How to make arrows:
You need to loot the crate under the alchemy lab and read the book. It will teach you the arrow crafting skill. For crafting poisoned arrows
you need Hunter's Arrows, craftable at the forge under Elven. After you have crafted hunter's arrows and collected the ingredients you can make arrows at the font next to the alchemy lab.

Other stuff: 

Recommended you stand back a bit from the mirror when using it so that camera has room to move

The small display cases are "inaccessible" on purpose, they use custom display for some daggers. The angle which you activate them is a bit finicky for some reason, trust me, I tried everything I could think of to make them better :D

There's a memento wall above the mannequins where you can leave little stuff you maybe take from your victims.

If you don't like the way I set up the named storage, use Jaxonz Renamer to change things around to your liking.
If you want to change things around, try Jazonz Positioner, it's a wonderful utility for customising your home. 

:: KNOWN ISSUES / CONFLICTS ::

NOT COMPATIBLE WITH OTHER MODS OF MINE THAT HAVE ARROW CRAFTING
I make mods for myself. I don't install 15 house mods into one playthrough. I use one house mod at the time and I move the arrow crafting to the mod I use.
The arrow crafting will conflict with any of my other mods that use that feature.


• THIS MOD EDITS THE ANIMAL COMPANION DIALOGUE DUE TO NOROK'S NEEDING SOME CHANGES TO IT.
>> LOAD THIS 
BEFORE ANY FOLLOWER FRAMEWORK MODS TO AVOID BAD CONFLICTS <<


• Anything that edits cell -8, 16 can cause clipping
• Morthal overhauls may conflict with the note I added to the town, it shouldn't be anything major or game breaking.

• Grass mods or mods that edit the landscape may need a patch. I use Verdant so I added a patch for that. It's up to the community to make any other patches.


:: CREDITS AND PERMISSIONS ::

See Perms tab

:: THANKS ::

JadenDew for the name and testing help
Leianne for invaluable help with scripting the features.
This mod wouldn't be half as awesome without you!
CaptainUltima for helping with the SSE port, you da real MVP.
Everyone who makes modder's resource or allows others to use their assets in mods
ubuntufreakdragon for helping me solve pretty much all my arrow and mesh/texture issues during the BETA
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