This is more of a late-game player home as it provides many convenience features and shortcuts that shouldn't necessarily be available to fledgling characters, but the choice is yours. Doors are locked so that you don't access areas before you should, but things (like Blackreach) are still accessible - don't fall into Blackreach until you're able to go there in the main quest, although it shouldn't break any quest.
The Sword-in-Stone display is now purely a fancy weapon display as enchantment recharging requires SKSE was always a bit flaky so I haven't reimplemented it. The weapon now floats in the air as it looks better if you choose to display a non-sword weapon, like a bow.
Read the FYI (for your information) in the Description before asking something, or your post may go unanswered. Some key points: + If you're rude to the Refuge Spirit when you first meet her, you won't see her again, and it's irreversible! + The master bedroom is accessed through the hall of mannequins (some people just can't seem to find it). + Activate the chandeliers in the bedroom to turn them on. Look for runes to toggle on/off other lights and features. + THE LOCATION OF THE DOOR RUNES ARE SHOWN IN AN IMAGE IN THE DESC! + I think the runes, which are decals, won't show up if you play on the lowest graphic setting. + Yes there are some doors that are inaccessible: I have ideas for expansion that I'll work on at my leisure. + There is a minor issue with the Linked Crafting: at first all the recipes may appear greyed out - this is caused by having a lot of crafting materials in the chests: it takes time for it all to be transferred to your inventory, so it's not there in time for the initial check to see what you can forge. You can still forge whatever you want though, provided you have the required materials (the displayed number of each material you have is correct), and the greyed-out items will correct themselves after you forge the first item (as it will make the check again).
Oldrim version here. XBONE: Not yet, but maybe once Hearthfire is integrated.
Thanks for your support guys, it's much appreciated! Enjoy! :)
Aemer's Refuge 2.84 update This update is a whole bunch of small QoL and aesthetic edits I've made over the years since the last official update. See the Changelog for more detail. New Runes: - on the archway into the hall of mannequins - toggles the columns in the hall of statues for a more open feel. (see image) - one by each bookshelf in the master bedroom - toggles illusory books to fill the shelves if, like me, you don't feel like filling them every playthrough. The books have no collision and won't affect anything you have already placed on the shelves. (see image)
Recommended mods: - a mod that lets the player use special markers, there are several in the Refuge that the player could use - Azurite Mists - makes the view from the upper terrace even more fantastic (see image)
Compatibility: - some mesh replacer mods may change the size/shape of something so that it looks bad in the Refuge. Eg: GIRTH - the tree looks great but the lanterns won't hang on the branches properly and there is a ground hole behind the tree. - some retexture mods can look very out of place in the Refuge - Eg: there's a mod that changed all icy caves to pure ice - it created large seams in the cavern walls because half of my meshes are custom and weren't covered by the mod. Another ex: the pool tiles were made using the vanilla tile texture, if a retexture changes the size of the tiles there may be odd seams.
Help? - I use ENB and Water for ENB - in my game the water in the Refuge is practically transparent, which fits indoor pool water I suppose, but I wouldn't mind if it were a bit more visible.. Eg: there is water in the shallow pools of the hall of statues (like in the Whiterun temple), but I can't even see it! Any ENB guru know what I could tweak? - If anything looks off in the update, please don't hesitate to let me know!
Anyone here who has an idea what type of mod could be causing invisible walls like in the screenshot?
I am running stuff like
Lux
Enhanced Rocks and Mountains
A bunch of texture packs
Since there are some remains of the wall visible I would assume its not a problem with textures but I am unsure what it could be.
UPDATE I found the problem. It was IceRock01.dds from Parallax Caves 4k-2k. I would guess that the main problem with that texture is, that it is partly transparent.
"I would guess that the main problem with that texture is, that it is partly transparent." - Indeed! I'll remove the alpha property from those meshes, I don't recall if they served a purpose.. I'll release an update soon. Thank you for bringing it to my attention!
So many interiors of home mods are all cookie-cutter and bland, but this mod is extravagant and creative. as well as the dissapearing/reapearing walls and doors for portals, thats a dope ass idea! this mod def needs an update for all the bs bethesda did to skyrim since, but it still works pretty good as is!
Man ive been trying to find this mod for years, Then i saw your name and i was like... I know that modder then i saw a mod... and i was like... Is that.... NO WAY.... Man for soo long I've been hunting for the sword that came with this mod. And boom i find it like 8 years after i lost it or more...
This has been my most favorite player home since I first discovered it long ago in Oldrim. I then went the LotD route but eventually came back to this. However I do find myself wanting a *slightly* more scaled down, or at least modular, version of this mod, to remove the various (small) world edits it does with the portals and whatnot and to make it a tad more lightweight. There's just nothing quite as cool as that artifact vault and functioning elevator out there anywhere! Hope you come back to Aemer's Refuge some day, LeanWolf!
Hi LeanWolf. An xbox user (who is having trouble signing into their nexus account) wanted to know if the skyrim xbox mod reddit community could find a porter to port to your house mod as is (no changes since this is a personal project to you.) I do see that you had mentioned an xbox version at one point, but I don't think I see a version yet on consoles.
Would we xbox users have permission to port as long as you are credited and the mod remains unchanged?
Fledgling Dragonborn buys Breezehome, thinking that's all he purchased. A minute or so later, he trips a rune and realizes he also bought a big ole dwemer mansion. Best 5000 septims ever spent.
I keep trying other homes, but none compare. This is my default staple home now. Works flawlessly even after 3 years.
If you ever feel like updating, I would recommend adding a seperate kitchen with seperate storage for cooking ingredients, things like bandages and medicine for Wounds users.
577 comments
The Sword-in-Stone display is now purely a fancy weapon display as enchantment recharging
requires SKSEwas always a bit flaky so I haven't reimplemented it. The weapon now floats in the air as it looks better if you choose to display a non-sword weapon, like a bow.Read the FYI (for your information) in the Description before asking something, or your post may go unanswered.
Some key points:
+ If you're rude to the Refuge Spirit when you first meet her, you won't see her again, and it's irreversible!
+ The master bedroom is accessed through the hall of mannequins (some people just can't seem to find it).
+ Activate the chandeliers in the bedroom to turn them on. Look for runes to toggle on/off other lights and features.
+ THE LOCATION OF THE DOOR RUNES ARE SHOWN IN AN IMAGE IN THE DESC!
+ I think the runes, which are decals, won't show up if you play on the lowest graphic setting.
+ Yes there are some doors that are inaccessible: I have ideas for expansion that I'll work on at my leisure.
+ There is a minor issue with the Linked Crafting: at first all the recipes may appear greyed out - this is caused by having a lot of crafting materials in the chests: it takes time for it all to be transferred to your inventory, so it's not there in time for the initial check to see what you can forge. You can still forge whatever you want though, provided you have the required materials (the displayed number of each material you have is correct), and the greyed-out items will correct themselves after you forge the first item (as it will make the check again).
Oldrim version here.
XBONE: Not yet, but maybe once Hearthfire is integrated.
Thanks for your support guys, it's much appreciated! Enjoy! :)
Aemer's Refuge - FormList updates (FLM)
Let me know if there's any other mods you'd like supported and I'd be happy to look into adding them as well.
This update is a whole bunch of small QoL and aesthetic edits I've made over the years since the last official update.
See the Changelog for more detail.
New Runes:
- on the archway into the hall of mannequins - toggles the columns in the hall of statues for a more open feel. (see image)
- one by each bookshelf in the master bedroom - toggles illusory books to fill the shelves if, like me, you don't feel like filling them every playthrough. The books have no collision and won't affect anything you have already placed on the shelves. (see image)
Recommended mods:
- a mod that lets the player use special markers, there are several in the Refuge that the player could use
- Azurite Mists - makes the view from the upper terrace even more fantastic (see image)
Compatibility:
- some mesh replacer mods may change the size/shape of something so that it looks bad in the Refuge. Eg: GIRTH - the tree looks great but the lanterns won't hang on the branches properly and there is a ground hole behind the tree.
- some retexture mods can look very out of place in the Refuge - Eg: there's a mod that changed all icy caves to pure ice - it created large seams in the cavern walls because half of my meshes are custom and weren't covered by the mod. Another ex: the pool tiles were made using the vanilla tile texture, if a retexture changes the size of the tiles there may be odd seams.
Help?
- I use ENB and Water for ENB - in my game the water in the Refuge is practically transparent, which fits indoor pool water I suppose, but I wouldn't mind if it were a bit more visible.. Eg: there is water in the shallow pools of the hall of statues (like in the Whiterun temple), but I can't even see it! Any ENB guru know what I could tweak?
- If anything looks off in the update, please don't hesitate to let me know!
I am running stuff like
Since there are some remains of the wall visible
I would assume its not a problem with texturesbut I am unsure what it could be.UPDATE
I found the problem.
It was IceRock01.dds from Parallax Caves 4k-2k.
I would guess that the main problem with that texture is, that it is partly transparent.
Edit: Update is up!
Man ive been trying to find this mod for years, Then i saw your name and i was like... I know that modder then i saw a mod... and i was like... Is that.... NO WAY.... Man for soo long I've been hunting for the sword that came with this mod. And boom i find it like 8 years after i lost it or more...
Just wanted to ask, where is the secret vault entrance?
Would we xbox users have permission to port as long as you are credited and the mod remains unchanged?
Thank you for your mods and your time!!
If you ever feel like updating, I would recommend adding a seperate kitchen with seperate storage for cooking ingredients, things like bandages and medicine for Wounds users.
Nevertheless, Thank you!