Seems that users of older versions of the game will need this mod Backported Extended ESL Support to be able to use newer plugins. I haven't tested it yet tho, because my SE game is AE now, but try the update with this mod (if you are using older version of the game) and let me know.
Backported Extended ESL Support IS REQUIRED FOR OLDER VERSIONS OF THE GAME LINK: https://www.nexusmods.com/skyrimspecialedition/mods/106441
ChangeLog v12
What's new?
Well, a lot! I can finally say the mod got to where I always dreamed it to be, thanks to the community and chatGPT hahaha The mod has been reestructured and now you can go through a little quest in order to aquire the property and know a little bit more about it's story. Depending on your actions towards the npcs, you can get better prices to get the deal done. If you don't want to purchase the place, you can just head to Hemme and talk to him like before.
For those that already play the mod, I have some new stuff too. I added custom dialogues, all of them voiced with the npcs voices, so you can actually feel like you are talking to them.
New features: - All textures had been changer to match the Rift's architecture. So you won't fell like you are in Whiterun instead of your own place. - A new guests house for the npcs you invite (now you can be proud of inviting them to your property haha) - You can ask the steward to change the furniture into a higher class furnishment - You can manually dismis npcs invited using the business ledger in the steward's room (now housecarl's room) - You can hire an alchemist to live at the property and sell stuff - Your steward will live at his own house
Bug Fixes: - Exterior Navmeshes causing trouble with npcs - Wedding feast not starting properly - Spouse changing clothes in the middle of the ceremony - Not a bug, but about hjertesten dialogue won't take priority anymore
Minor changes: - Now you can only invite Dynia Baylu, Briehl or Erandur to be priests in the chapel. This makes more sense because the chapel is dedicated to Mara. - Interior changes in the worker's houses
And I want to give a special thank you to my dear friend serkethetyt for giving new faces to Hemme and Kjartan and also for writing the story behind it. She's been helping me with this mod since it's birth and she deserves all credits <3
ChangeLog v12.2 - fixed the quest to purchase not completing even if you already purchased the place in the past. Just enter the Hall and the quest will complete - Fixed some problems in the chapel's garden - fixed some floating objects in the exterior - moved the light buttom in the tavern - fixed some random floating targets in the purchase quest ChangeLog v12.3 - Fixed not being able to adopt children. I changed some settings on V12.2 due to a bug on my end and endup creating a but the mod didn't have hahaha Now the adoption option is back
- Fixed the bard not playing inside the hall anymore. Again I messed with somthing that was wrong on my end and bugged for everyone lol - Fixed the alchemist not being able to sell stuff. Dismiss and hire them again for good measure - Fixed Kjartan's ending dialogue appearing at the Winking Skeever whe you did not do one of the quest's options. ChangeLog v12.4 - Fixed the bug that made Kjartan not complete the quest after you choose to help him - To prevent issues, I set having a steward hired as a condition to be able to hire other npcs. So if you want to hire any npc, be sure you have one steward. - Fixed the pathing to the external pool that caused npcs not to enter the space - Added more options of guests including NPCs with unique voices. They can only be invited as guests to the hall, not as workers. - Fixed the pronunciation of Hjertesten (my bad! I didn't knew I could actually use Danish pronunciation in xva synth, so I let the program read as I thought it was lol ~sorry for the mistake) - Fixed some duplicate dialogues for guests - The NPC's families are now essential. ChangeLog v12.5 - Fixed Npcs hired as Blacksmith, Tavern Keeper and Alchemist losing their vendor stats after dismissed from Hjertesten. If you have dismissed a vendor npc from these jobs and they stopped selling itens, you just need to go and talk to them. There will be a dialogue to Fix NPC's Vendor Stats. This will be needed only for npcs dismissed before this update or npcs dismissed using the business ledger. - Fixed the weapon displays and racks inside the hall and steward's home - Fixed some problems with the hidden cave - Fixed Briehl not being able to set the wedding - Fixed duplicated dialogue with the priest to set the wedding To know more about the update, check this amazing video from Skyrim Plus. Here he explains most of the mod's mechanics and backstory
V11.1 ChangeLog
WHAT'S NEW?
- Added dialogue to divorce the spouse in case you want to marry again or you want to marry at the property. You just need to drop your bond of matrimony ring and talk with your spouse. - Added dialogue to get married again in case your spouse died. Talk to the hired priest in order to get married at the chapel. This is needed in case you had married at the chapel before and your spouse died.YOU MUST DO THIS IF YOU WANT TO MARRY, BEFORE STARTING THE WEDDING QUEST AGAIN. - Changed how the throphy cave works. You may not notice any difference inside, but I believe this will fix the crashing near the cave some of you were experiencing. - Added dialogues to your children so they will attend to the feasts. This won't modify Hearthfires behavior. - Added dialogue to hire a carriage driver to take you to Hjertesten - Your kids will attend to your wedding
BUG FIXES
- Fixed not being able to hire some priests in game. Now any npc wearing priest robes can be hired; - Fixed the tavern keeper staying at the bedroom playing instruments instead of going to the taver. Dismiss her/him and hire again to aply the changes; - Fixed some furniture clipping inside the hall; - Fixed wedding feast not starting properly after wedding; - Fixed bard leaving the wedding feast/feasts to play at the tavern
V11 ChangeLog
IMPORTANT: BEFORE UPDATING DISMISS THE STEWARD'S ASSISTANT AND THE BARD OR MAKE SURE THEY'RE NOT INSIDE THEIR HOUSE WHEN YOU UPDATE.
NEW STUFF
- Added a tavern where the NPC's can hang out. You need to hire someone to take care of it. Eventually the bard will come and play there after 21pm - The blacksmith is now a vendor, just like the tavern keeper. You need to dismiss the blacksmith and hire again to get the vendor dialogue. - You can uninstall the mod by selling the property to the Jarl of Riften. That will make all the citzens in the settlement to move out and you can uninstall the mod. Notice you can not purchase the house back after that, so just sell it if you are going to uninstall the mod. - New room for bard and assistant inside the tavern
MINOR CHANGES
- moved the lights activator to the steward's bedroom, near his/her desk. - the assistant won't handle the lights and fire anymore. That was causing bugs with the steward's AI so I decided to change that
BUG FIXES
- Fixed one of the guards not being hired. Just try to hire a new guard and it will move to the position - Fixed family not leaving Hjertesten when you dismiss the blacksmith and farmer
V10 ChangeLog
V10.3 - Fixed Hemme leaving the property before you purchase Hjertesten - Guards in the gates will open the gate for you - Fixed Torben's grave - Fixed duplicated navmeshes
V10.2
- Fixed marrige starting even if the player is married already
V10.1
- Fixed missing textures for Hemme
V10
Addition of 3 houses for new NPCs that you can invite to live on the property.
Addition of a chapel where NPCs can attend and where the player can get married.
Improvements to the interior layout of the children's room and guest area to better align with the external layout.
You can raise tombs for lost followers in the garden near the chapel
NPCs:
You can hire an additional NPC to assist the steward with household chores.
You can invite a priest to oversee the chapel. (In my game, I chose Erandur for this role as he is an important NPC in my gameplay, but you can choose any priest you prefer.)
In addition to the guest you could already invite in the previous version, you can now invite 4 more NPCs to accompany you, regardless of your affinity with them.
During the wedding banquet, the NPCs will congratulate you and give you gifts. The wedding banquet will be automatically activated after the wedding.
Bug fixes: - hired npcs won't follow - fixed. I mean for real hahah
Here's a video showing what's new and how to get married
V9 ChangeLog
NEW FEATURES:
- All customizations on the hall cost a few gold.So better save your coin - You can adopt up to 6 kids now - Take enemies as prisoners and see them caged inside the hall. (up to one) - Larger throphy cave with a trap door to thehall. It's located under the left stair. Plenty new mannequins and custom spots for thieves guild treasures and other goodies as well. - The steward now manages the lights and meals inside the hall according to the time of the day. Sometimes you can find them all disabled because you slept or fast traveled/avanced time. You can wait till the steward get the lights and food set again (it won't take long) or activate them using invisible activators under the left table of the hall (for food), on the fire pit in the center (for fire) or looking at the left cupboard under stair and pressing the imperial buttom (for lights).
Spoiler:
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- New tree house available for purchase - talk to your steward (don't purchase if you are using with kaidan patch, tho because there will be conflicts) - New horse for purchase - Feasts now look like feasts! better table setting, guests and family packages, decoration, etc. - Hired Stablesman and Blacksmith now bring their actual family
Spoiler:
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currently tracked npcs: Blacksmith – ADRIANNE/ Ulfberth, ALVOR, BEIRAND, OENGUL, Rustleif. Stablesman – Grosta,Fastred (will bring brassianus and klimek), Camilla Valerius (will bring sven and faendal), Avrusa Sarethi, Ahlam (will bring Nazeem), AzzadaLylvieve, MichelLylvieve, Katl/Snilling, Greta/Addvar, Saffir/Amren, Daighre, Tormir, Oslaf/Finna and Froki
BUG FIXES:
- weapons not acessible on the second floor - FIXED - followers won't follow once they're hired - FIXED - Items respawning in outside containers/barrels - FIXED - Invited family causing crashes - FIXED
OTHER CHANGES:
- Better texture for chandeliers antlers - Decreased the lighting on the exterior to prevent fps drop - You can only ask the steward to plan/end a feast during 6am to 18pm, so he will have time to set the right meal on the tables - The whale on the throne has no collision, so you can get out of it while you are having feasts. You can disable with the steward if you prefer. - Rearrenged the office room to a living room
Hope you have Fun!
V8 ChangeLog
- FIXED NPCS CAUSING CTDS - FIXED KIDS NOT PLAYING OUTSIDE - FIXED MUSIC NOT PLAYING INSIDE THE HALL - FIXED THE NPCS NOT FOLLOWING USING FOLLOWER SYSTEM
V7 ChangeLog
- Tell your warriors to relax and wait while they are following you in your travels - Kitchen added - Room for your steward inside the hall
V6 ChangeLog
- Fixed the deleted Navmesh - Better decoration for chandeliers
V5 ChangeLog INTERIOR HALL - Added bookshelves to the storage area - Added shield and weapons displays - Civil war map added (solstheim exchanged) - Timer for lights. at 1:00am they will turn off and light again at 7:00am WARRIORS QUARTERS - Added more beds for guards EXTERIOR HALL - added wooden wall and gates around the property. Just talk to your steward to purchase it - Well exchanged GAMEPLAY - added an invisible activator above the throne to reset steward, bard, guest and farmer/blacksmith positions - added dialogue to obtain armor from the blacksmith - added dialogue to give items/open inventory of the npcs you hire - added dialogue to call your warriors to follow you. Just speak to your steward or one of your followers - added dialogue with the steward to build a wall around the property - added dialogue to hire npcs to guard your property in case you build the wooden wall (up to 12 - 6 during day and 6 during night) BUG FIXES - fixed the "steal from" pointed on some barrels and containers - Fixed some floating trees - enhanced some terrain areas in the exterior - fixed the water at the exterior gazebo - fixed the dialogue to move out with your spouse POSSIBLE ISSUES - sometimes you will enter the hall and the lights will be off. Just wait till the time to turn back on
Updates to come!
Guys, I know I've been a bit absent and not answering posts here, but my real life is taking my whole time lately lol I just want to let you know that the mod wil be updated with new features soon, as you can see on the image below
Hope you are all safe and taking care of you and your family. I'll be back soon
Changelog V4
- I did tried to fix the npcs sinking on the porch, but I'll need your feedbacks to be sure it's done - Added an dialogue for spouses to have more sandboxing around the property. You need to say you will live at hjertesten, and when leaving, you will need to say you are leaving, to be sure you will be able move in and move out when you need. - Added more containers around the forge
Changelog V3.1
- Fixed the placement of the elder scroll dragon. If you get the message "you don't have the required item" look to the other side of the activator (there's 2, one next to the other) and you will be able to place it. It happens because the game has 2 ids for the same scroll and the previous version there was place for just one of the dragon scroll version
Changelog V3 (V2 for xbox users)
- Better dialogues - Fixed the dialogue to place the boat in the water when you ask a steward or warrior - Added place to sit in the gazebo - Added a tomb for poor torben - some improvements on the npcs packages - table sets changes depending on the hour of the day - You can take milk from the cows pressing E on them (there's no text, but you can do anyway) - Take salt and butter from the barrel and churn at the pantry - Added some exterior lights - Added lights inside the hall
Changelog V2
First of all my huge thank you to ChromeTiger and Irrissann who helped me to locate all the bugs and crashing issues. This mod is complete now thanks to you!
Modifications:
- Fixed the stone bath area, which was causing the bugs to aproach the area and the traveling system - Fixed the 3rd view camera sitting on throne - Fixed the "steal from" errors - Better dialogues, english is not my native language, so there was some silly errors and misspelling (sorry hahaha)
First of all: thank u for the update! I was lucky that I could go back to yesterdays save and update the mod before even setting food on the ground. I was also a bad person and helped myself to 100K, before leaving the hall with my new key and my bloodstained knife... ;)
Bug report: -> there were no spiders in the cave (also no spider carcasses) they are supposed to be there bc of earlier version and the dialogue of the dude in the cave -> there is a floating horse toy in the small area between the cabinets inside the childrens room -> my "guards" and warriors dont use the towers or open the door. might be a pathing issue?
Issue with moving in: -> my child sofie doesnt move from goldenhills plantation to the new home. I used "bless home" (inside the throne room, next to my bed, inside the childrens room, outside etc), but I always get the same message "this home is not suited for your family". -> I can tell sofie that we move and that she should get ready and she's like "oh yeah! we see us there" ....but she doesnt leave :/
Bug report: -> there were no spiders in the cave (also no spider carcasses) they are supposed to be there bc of earlier version and the dialogue of the dude in the cave this is a known issue (I need to write a known issues section) that I really don't know what is causing. If I manage to fix on the future, I'll share here, but for now it's not something game breaking
-> there is a floating horse toy in the small area between the cabinets inside the childrens room I might have missed that on the update, but you can just click it and disable
-> my "guards" and warriors dont use the towers or open the door. might be a pathing issue? are you talking about the guards that stay in the wooden wall? There's the warriors that stay around the well training and doing stuff and the guards that stay by the wooden wall. The ones atthe wall should open the gate for you once you come close enough
Issue with moving in: -> my child sofie doesnt move from goldenhills plantation to the new home. I used "bless home" (inside the throne room, next to my bed, inside the childrens room, outside etc), but I always get the same message "this home is not suited for your family". fixed on v12.3 -> I can tell sofie that we move and that she should get ready and she's like "oh yeah! we see us there" ....but she doesnt leave :/ fixed on v12.3
I'm having the same problem. I use the About Hjertesten dialogue option and tell them it's our new home, but they never move. Also, I told Vigilance to move there, and he's completely gone now.
I really want my kids to move here because I'm abandoning all other properties and moving all my loot here.
Other than that, this is a superb mod and I'll never again play Skyrim without it.
The wedding quest allows the player to get married in the chapel located on the property. It functions separately from the original game quest but requires the initial steps to be done together with the original quest. Instructions:
Equip the Amulet of Mara and speak to the NPC you want to marry. Use the vanilla dialogue option, "interested in me, are you?" to have the NPC recognized as the groom/bride. Keep the Amulet of Mara equipped for steps 2 and 3.
After the NPC asks you to speak to Maramal, talk to the NPC again and say, "about the wedding... - I want to have our wedding at the chapel." This will initiate the wedding quest at the chapel.
Speak to any priest (it can be the one you hire to take care of the chapel, if you hire one) and say, "about the wedding > priest I'd like to perform..."
Save the game and load that save (VERY IMPORTANT). This will ensure that the script recognizes the chapel as the wedding location.
Let enough in-game time pass for the wedding quest to start. Ignore the first notification to attend the wedding ceremony. The quest will begin the next day, just like the initial quest.
Go to the chapel. The wedding scene will start when you get close enough to the priest.
After the ceremony, talk to your spouse and let them know they will be living in Hjertesten. This will activate scripts to add custom packages to the property and the wedding banquet inside the hall.
The wedding banquet will begin at 1 pm and last until 12 am.
Enjoy your married life! :D
To move out from Hjertesten:
Talk to your spouse and go to "about Hjertesten..." > "my love, time to leave." This will make them stop using the mod's packages.
Use the standard dialogue in the game to express your desire to move out.
Please for now on only post your bug reports on this sticked post or on the bugs tab. Sometimes I don't see the comments that are made on the other sticked posts, causing me to not see all of them. If I do not answer you, it's probably because I'm testing the issue in my game to check if it's something with the mod indeed.
For full disclosure, I am playing Nolvus Ascension, the Redux version. Though I have updated the mod to the current version as well as added the required mod listed
Oh, sweet! Sounds like a simple fix. Not that it was a huge issue, but for me at least it really caught my eye. Will disabling the patch until it's fixed break anything too far, or should I just tough it out?
Hello, sorry to bother you again, but I wanted to check one more time to see if you may be able to help me with the bard issue I've been having. I'm still having the same issue as before where I go through the hiring dialogue but the bard stays put and never goes to Hjertesten.I downloaded Thay's Bards right after getting Hjertesten, so that isn't what's causing this issue. I'm on xbox one S, if that helps. I do have other mods installed, but I don't think any of them would conflict. I'd really appreciate any advice you can give!
I also have been experiencing a couple other issues that I'd like to ask you about. I keep running into the NPCs that I've hired to work at Hjertesten out in random places in Skyrim, sometimes very far from Hjertesten. They do seem to return eventually, but I was wondering if this is normal?
Lastly, my game keeps crashing a lot when I enter the area around Hjertesten. It doesn't seem to matter whether or not I fast travel directly to Hjertesten or if I travel somewhere close and then walk. Frequently, especially if multiple enemies are spawning in the area, my game will crash to the xbox home screen suddenly. It doesn't happen every single time, but it's been happening frequently.
These few issues could be due to my console overloading, I suppose. But I do have other mods installed, so I'm wondering if I could be having some conflicts? I'm happy to share my mods and load order if that would help. Thanks in advance for any assistance you can offer!
I for the life of me can't get the main quest to get the house to start. In the video linked in the mod description, it says to go to Ivarstead where you have a random encounter with a guard who tells you about the homestead. I have restarted, reloaded, slept, etc but I can't get the quest to start. I have tested and I can buy the house directly, but I want to complete the story. The only quest I could find using the console was the marriage quest, so I can't even force start the main questline. Is there a progression lock? Do I have to progress far enough in the story for the quest to start? Thanks ahead for any help!
If you can buy directly means your mod is outdated the main quest was added in the v12 update the mod and restart. Just mind that if your game is older version, you need to install the bee (linked on the sticked post) mod in order to make this one work
Thank you!! Updated the mod and added BEE to my mods and it works like a charm. Beautiful mod you have crafted, thanks again! :D
(For anyone else playing the Nolvus modpack as of [3/14/2024], you will need to update the mod manually and add BEEs to have the best Hjertesten Hall experience)
Hello, wonderful mod, despite the AI voice acting being a bit immersion and morale breaking. I do have a question though, it seems that I cannot hire a steward? I have brought in a couple of followers, tried asking them for stewardship outside, in the center of town, and in the main hall. I have an existing steward, Faendal, at Goldenhills Plantation but he does not seem to have dialogue regarding Hjersten's upgrades. Found out I just had to gradually hire friends to come over, then the option unlocked! I do seem to have problems with giving friends new outfits and tools, though, the option "I have something for you" does not open the inventory menu?
When I reach the treasure spot, I cannot complete this task: Get access to the property and find where the treasure is hidden. (optional) I installed BEE and the game version is 1.5.97. The loading order is also at the bottom.
do you have multiple adoptions mod installed? If yes, did you use the spell bless this home inside the hall? only after that you will be able to adopt children. Btw, I highly recommend you to intall the newst version of the mod
Hello, I think I have sequence broken the quest. I discovered Torbin and 50000 septims before speaking with the innkeeper in Ivarstead. And now It says to tell Wilhelm about torbins death. But Wilhelm only has the dialogue options to ask him about the Hall. I've exhausted that dialogue and new dialogue didn't appear. And the owner of the Hall also doesn't want to talk to me.
And sadly I don't have saves before starting the quest. I'm also playing on Skyrim VR, so maybe that might be the problem
As many have said, this is a really great mod. Sadly, I can't really use it now because I added cached grass that is now "above" the settlement (mostly in the center where the house is). Is there a way to remove those textures?
I took previously cached grass from an older saved-game and used that. (problem is probably in that game the grass was generated prior to me using this MOD)
Oh thank you! Try leaving hjertesten's esp at the bottom of your load order. Grass mods should be compatible as long as they load before Hjertesten mod.
The grass was generated (at the time before the major AE change with "No Grass") so the grass is already "mapped" making it fixed---- thus, as I indicated the mapped grass is from a build prior to using this MOD---- so, your mod flattens areas for the settlement, but since the mapping is fixed and created, its using the land prior to me using this MOD in a new build. (if all of that makes sense)
The only option in this situation is for you to generate again your Grass Cache ? It's the cache for your mod list °° Made with your Load Order at a specific time and as you "discovered" if your Load Order change ... You sometimes need to rebuild grass cache °°
There is an incompatibility with the mod Blackthorn > Both towns are on the same spot (which is not a bug report, and definitely not a "plz make a patch", don't bother ^^) > It's only a question: I was pretty sure that I found one day a Patch moving one of them a bit to the east (or something) so that both mod could be used at the same time ... But I can't find it again °° Do I remember wrong ?
In the end, Blackthorn is less good than your, at least in term of content, so I will remove it so that I can spend again some time with Hjertesten, but I'm a (tiny) bit sad as I was pretty sure to have seen a mod for compatibility around °°
Actually I never heard about this patch and tbh I don't think it's possible because Blackthorn is heavily scripted, just like Hjertesten :/ I think the patch you saw was for kaidan which works for both mods... I can be wrong but I guess thats the only patch we have in common... Thanks for your compliment, Blackthorn is an amazing mod, and I'm glad you enjoy mine too ^^
If you've never heard about it before, that's probably just my brain doing strange things in a corner of my head xD The name Kaidan remind me something so it was probably this one ^^
And yeah, many things and scripts for Blackthorn. It's starting to be feel "a bit" old now when we see some of the current mods :s
Hi! Love the mod!! Just wondering - I upgraded the furniture of the house through the steward and everything I had stored in the wardrobes disappeared, including every weapon and apparel I’d gotten in game. I know I could reload, but it unfortunately took me some time to notice and reloading would mean going back before several huge quests(dark brotherhood, thieves guild and solstheim, among others). Please tell me there’s a way to fix this without reloading
I ❤️LOVE❤️ this mod, I wish there were more like it. Thank you so much for all of your hard work on this mod. ☺️
I do have a question, and I'm sorry if it's already been asked before, I looked through the first few pages of comments but didn't see the info I was looking for.
I'm playing skyrim SE on xbox one S. I dowloaded Hjertesten Hall and the new bard mod (can't remember the exact name). For some reason, though, the bards will not go to Hjertesten.
I've tried with two different bards, Bjorn being the latest. I proceed through the dialogue ("About Hjertesten..." > "Would you like to live and work for me...." > "Here's 150 Septims, talk to the steward, etc...")
Then, the bard just goes back to playing music, doesn't leave their current location, therefore they never show up at the settlement. If I talk to them again, it just shows the same hiring dialogue as if I never hired them in the first place.
Is this a common problem/any idea why this might be happening? 🤔
Hey! Have you donwnloaded my other mod I pointed on the description? Thay's bards for skyrim? That allows vanilla bards to play in other locations like my player homes ;) Try that and let me know :) And thanks for the compliment ^^
Thanks so much for the reply, and yes, I do have Thay's Bards installed (sorry, I couldn't remember the name of the mod when I commented yesterday). For some reason, the bards still won't go to Hjertesten.
When the bard shows up, will they go to the Tavern? Or will they go to the hall? Do they tend to wander around a bit like the other hired NPC's? I'm wondering if they're showing up but maybe I'm just not finding them?
Hello, sorry to bother you again, but I wanted to check one more time to see if you may be able to help me with the bard issue I've been having. I'm still having the same issue as before where I go through the hiring dialogue but the bard stays put and never goes to Hjertesten.
I downloaded Thay's Bards right after getting Hjertesten, so that isn't what's causing this issue. I'm on xbox one S, if that helps. I do have other mods installed, but I don't think any of them would conflict. I'd really appreciate any advice you can give!
hi folks, have a question about the Hidden Cave Treasure Room: is there a bug with some of the display cases? For some I am able to see the place item prompt, but for others I only see the prompt to open or close the case. Any ideas?
Have you tried only vanilla bards or the ones provided by thay's bards too? perhaps vanilla bards will still respond to the game set for them to play only at their original location... I'll take a look on that, thanks for pointing
972 comments
LINK: https://www.nexusmods.com/skyrimspecialedition/mods/106441
ChangeLog v12
What's new?
Well, a lot! I can finally say the mod got to where I always dreamed it to be, thanks to the community and chatGPT hahaha
The mod has been reestructured and now you can go through a little quest in order to aquire the property and know a little bit more about it's story. Depending on your actions towards the npcs, you can get better prices to get the deal done. If you don't want to purchase the place, you can just head to Hemme and talk to him like before.
For those that already play the mod, I have some new stuff too. I added custom dialogues, all of them voiced with the npcs voices, so you can actually feel like you are talking to them.
New features:
- All textures had been changer to match the Rift's architecture. So you won't fell like you are in Whiterun instead of your own place.
- A new guests house for the npcs you invite (now you can be proud of inviting them to your property haha)
- You can ask the steward to change the furniture into a higher class furnishment
- You can manually dismis npcs invited using the business ledger in the steward's room (now housecarl's room)
- You can hire an alchemist to live at the property and sell stuff
- Your steward will live at his own house
Bug Fixes:
- Exterior Navmeshes causing trouble with npcs
- Wedding feast not starting properly
- Spouse changing clothes in the middle of the ceremony
- Not a bug, but about hjertesten dialogue won't take priority anymore
Minor changes:
- Now you can only invite Dynia Baylu, Briehl or Erandur to be priests in the chapel. This makes more sense because the chapel is dedicated to Mara.
- Interior changes in the worker's houses
And I want to give a special thank you to my dear friend serkethetyt for giving new faces to Hemme and Kjartan and also for writing the story behind it. She's been helping me with this mod since it's birth and she deserves all credits <3
ChangeLog v12.2
- fixed the quest to purchase not completing even if you already purchased the place in the past. Just enter the Hall and the quest will complete
- Fixed some problems in the chapel's garden
- fixed some floating objects in the exterior
- moved the light buttom in the tavern
- fixed some random floating targets in the purchase quest
ChangeLog v12.3
- Fixed not being able to adopt children. I changed some settings on V12.2 due to a bug on my end and endup creating a but the mod didn't have hahaha Now the adoption option is back
- Fixed the bard not playing inside the hall anymore. Again I messed with somthing that was wrong on my end and bugged for everyone lol
- Fixed the alchemist not being able to sell stuff. Dismiss and hire them again for good measure
- Fixed Kjartan's ending dialogue appearing at the Winking Skeever whe you did not do one of the quest's options.
ChangeLog v12.4
- Fixed the bug that made Kjartan not complete the quest after you choose to help him
- To prevent issues, I set having a steward hired as a condition to be able to hire other npcs. So if you want to hire any npc, be sure you have one steward.
- Fixed the pathing to the external pool that caused npcs not to enter the space
- Added more options of guests including NPCs with unique voices. They can only be invited as guests to the hall, not as workers.
- Fixed the pronunciation of Hjertesten (my bad! I didn't knew I could actually use Danish pronunciation in xva synth, so I let the program read as I thought it was lol ~sorry for the mistake)
- Fixed some duplicate dialogues for guests
- The NPC's families are now essential.
ChangeLog v12.5
- Fixed Npcs hired as Blacksmith, Tavern Keeper and Alchemist losing their vendor stats after dismissed from Hjertesten. If you have dismissed a vendor npc from these jobs and they stopped selling itens, you just need to go and talk to them. There will be a dialogue to Fix NPC's Vendor Stats.
This will be needed only for npcs dismissed before this update or npcs dismissed using the business ledger.
- Fixed the weapon displays and racks inside the hall and steward's home
- Fixed some problems with the hidden cave
- Fixed Briehl not being able to set the wedding
- Fixed duplicated dialogue with the priest to set the wedding
To know more about the update, check this amazing video from Skyrim Plus. Here he explains most of the mod's mechanics and backstory
V11.1 ChangeLog
WHAT'S NEW?
- Added dialogue to divorce the spouse in case you want to marry again or you want to marry at the property. You just need to drop your bond of matrimony ring and talk with your spouse.
- Added dialogue to get married again in case your spouse died. Talk to the hired priest in order to get married at the chapel. This is needed in case you had married at the chapel before and your spouse died.YOU MUST DO THIS IF YOU WANT TO MARRY, BEFORE STARTING THE WEDDING QUEST AGAIN.
- Changed how the throphy cave works. You may not notice any difference inside, but I believe this will fix the crashing near the cave some of you were experiencing.
- Added dialogues to your children so they will attend to the feasts. This won't modify Hearthfires behavior.
- Added dialogue to hire a carriage driver to take you to Hjertesten
- Your kids will attend to your wedding
BUG FIXES
- Fixed not being able to hire some priests in game. Now any npc wearing priest robes can be hired;
- Fixed the tavern keeper staying at the bedroom playing instruments instead of going to the taver. Dismiss her/him and hire again to aply the changes;
- Fixed some furniture clipping inside the hall;
- Fixed wedding feast not starting properly after wedding;
- Fixed bard leaving the wedding feast/feasts to play at the tavern
V11 ChangeLog
IMPORTANT: BEFORE UPDATING DISMISS THE STEWARD'S ASSISTANT AND THE BARD OR MAKE SURE THEY'RE NOT INSIDE THEIR HOUSE WHEN YOU UPDATE.
NEW STUFF
- Added a tavern where the NPC's can hang out. You need to hire someone to take care of it. Eventually the bard will come and play there after 21pm
- The blacksmith is now a vendor, just like the tavern keeper. You need to dismiss the blacksmith and hire again to get the vendor dialogue.
- You can uninstall the mod by selling the property to the Jarl of Riften. That will make all the citzens in the settlement to move out and you can uninstall the mod. Notice you can not purchase the house back after that, so just sell it if you are going to uninstall the mod.
- New room for bard and assistant inside the tavern
MINOR CHANGES
- moved the lights activator to the steward's bedroom, near his/her desk.
- the assistant won't handle the lights and fire anymore. That was causing bugs with the steward's AI so I decided to change that
BUG FIXES
- Fixed one of the guards not being hired. Just try to hire a new guard and it will move to the position
- Fixed family not leaving Hjertesten when you dismiss the blacksmith and farmer
V10 ChangeLog
V10.3
- Fixed Hemme leaving the property before you purchase Hjertesten
- Guards in the gates will open the gate for you
- Fixed Torben's grave
- Fixed duplicated navmeshes
V10.2
- Fixed marrige starting even if the player is married already
V10.1
- Fixed missing textures for Hemme
V10
- Addition of 3 houses for new NPCs that you can invite to live on the property.
- Addition of a chapel where NPCs can attend and where the player can get married.
- Improvements to the interior layout of the children's room and guest area to better align with the external layout.
- You can raise tombs for lost followers in the garden near the chapel
NPCs:
- You can hire an additional NPC to assist the steward with household chores.
- You can invite a priest to oversee the chapel. (In my game, I chose Erandur for this role as he is an important NPC in my gameplay, but you can choose any priest you prefer.)
- In addition to the guest you could already invite in the previous version, you can now invite 4 more NPCs to accompany you, regardless of your affinity with them.
- During the wedding banquet, the NPCs will congratulate you and give you gifts. The wedding banquet will be automatically activated after the wedding.
Bug fixes:- hired npcs won't follow - fixed. I mean for real hahah
Here's a video showing what's new and how to get married
V9 ChangeLog
NEW FEATURES:
- All customizations on the hall cost a few gold.So better save your coin
- You can adopt up to 6 kids now
- Take enemies as prisoners and see them caged inside the hall. (up to one)
- Larger throphy cave with a trap door to thehall. It's located under the left stair. Plenty new mannequins and custom spots
for thieves guild treasures and other goodies as well.
- The steward now manages the lights and meals inside the hall according to the time of the day. Sometimes you can find them
all disabled because you slept or fast traveled/avanced time. You can wait till the steward get the lights and food set again (it won't take long) or activate them using invisible activators under the left table of the hall (for food), on the fire pit in the center (for fire) or looking at the left cupboard under stair and pressing the imperial buttom (for lights).
- New tree house available for purchase - talk to your steward (don't purchase if you are using with kaidan patch, tho because there will be conflicts)
- New horse for purchase
- Feasts now look like feasts! better table setting, guests and family packages, decoration, etc.
- Hired Stablesman and Blacksmith now bring their actual family
and faendal), Avrusa Sarethi, Ahlam (will bring Nazeem), AzzadaLylvieve, MichelLylvieve,
Katl/Snilling, Greta/Addvar, Saffir/Amren, Daighre, Tormir, Oslaf/Finna and Froki
BUG FIXES:
- weapons not acessible on the second floor - FIXED
- followers won't follow once they're hired - FIXED
- Items respawning in outside containers/barrels - FIXED
- Invited family causing crashes - FIXED
OTHER CHANGES:
- Better texture for chandeliers antlers
- Decreased the lighting on the exterior to prevent fps drop
- You can only ask the steward to plan/end a feast during 6am to 18pm, so he will have time to set the right meal on the tables
- The whale on the throne has no collision, so you can get out of it while you are having feasts. You can disable with the steward if you prefer.
- Rearrenged the office room to a living room
Hope you have Fun!
V8 ChangeLog
- FIXED NPCS CAUSING CTDS
- FIXED KIDS NOT PLAYING OUTSIDE
- FIXED MUSIC NOT PLAYING INSIDE THE HALL
- FIXED THE NPCS NOT FOLLOWING USING FOLLOWER SYSTEM
V7 ChangeLog
- Tell your warriors to relax and wait while they are following you in your travels
- Kitchen added
- Room for your steward inside the hall
V6 ChangeLog
- Fixed the deleted Navmesh
- Better decoration for chandeliers
V5 ChangeLog
INTERIOR HALL
- Added bookshelves to the storage area
- Added shield and weapons displays
- Civil war map added (solstheim exchanged)
- Timer for lights. at 1:00am they will turn off and light again at 7:00am
WARRIORS QUARTERS
- Added more beds for guards
EXTERIOR HALL
- added wooden wall and gates around the property. Just talk to your steward to purchase it
- Well exchanged
GAMEPLAY
- added an invisible activator above the throne to reset steward, bard, guest and farmer/blacksmith positions
- added dialogue to obtain armor from the blacksmith
- added dialogue to give items/open inventory of the npcs you hire
- added dialogue to call your warriors to follow you. Just speak to your steward or one of your followers
- added dialogue with the steward to build a wall around the property
- added dialogue to hire npcs to guard your property in case you build the wooden wall (up to 12 - 6 during day and 6 during night)
BUG FIXES
- fixed the "steal from" pointed on some barrels and containers
- Fixed some floating trees
- enhanced some terrain areas in the exterior
- fixed the water at the exterior gazebo
- fixed the dialogue to move out with your spouse
POSSIBLE ISSUES
- sometimes you will enter the hall and the lights will be off. Just wait till the time to turn back on
Updates to come!
Guys, I know I've been a bit absent and not answering posts here, but my real life is taking my whole time lately lol I just want to let you know that the mod wil be updated with new features soon, as you can see on the image below
Hope you are all safe and taking care of you and your family. I'll be back soon
Changelog V4
- I did tried to fix the npcs sinking on the porch, but I'll need your feedbacks to be sure it's done
- Added an dialogue for spouses to have more sandboxing around the property. You need to say you will live at hjertesten, and when leaving, you will need to say you are leaving, to be sure you will be able move in and move out when you need.
- Added more containers around the forge
Changelog V3.1
- Fixed the placement of the elder scroll dragon. If you get the message "you don't have the required item" look to the other side of the activator (there's 2, one next to the other) and you will be able to place it. It happens because the game has 2 ids for the same scroll and the previous version there was place for just one of the dragon scroll version
Changelog V3 (V2 for xbox users)
- Better dialogues
- Fixed the dialogue to place the boat in the water when you ask a steward or warrior
- Added place to sit in the gazebo
- Added a tomb for poor torben
- some improvements on the npcs packages
- table sets changes depending on the hour of the day
- You can take milk from the cows pressing E on them (there's no text, but you can do anyway)
- Take salt and butter from the barrel and churn at the pantry
- Added some exterior lights
- Added lights inside the hall
Changelog V2
First of all my huge thank you to ChromeTiger and Irrissann who helped me to locate all the bugs and crashing issues. This mod is complete now thanks to you!
Modifications:
- Fixed the stone bath area, which was causing the bugs to aproach the area and the traveling system
- Fixed the 3rd view camera sitting on throne
- Fixed the "steal from" errors
- Better dialogues, english is not my native language, so there was some silly errors and misspelling (sorry hahaha)
Hope you all have a good time!
They won t move by asking them...
I was lucky that I could go back to yesterdays save and update the mod before even setting food on the ground. I was also a bad person and helped myself to 100K, before leaving the hall with my new key and my bloodstained knife... ;)
Bug report:
-> there were no spiders in the cave (also no spider carcasses) they are supposed to be there bc of earlier version and the dialogue of the dude in the cave
-> there is a floating horse toy in the small area between the cabinets inside the childrens room
-> my "guards" and warriors dont use the towers or open the door. might be a pathing issue?
Issue with moving in:
-> my child sofie doesnt move from goldenhills plantation to the new home. I used "bless home" (inside the throne room, next to my bed, inside the childrens room, outside etc), but I always get the same message "this home is not suited for your family".
-> I can tell sofie that we move and that she should get ready and she's like "oh yeah! we see us there" ....but she doesnt leave :/
-> there were no spiders in the cave (also no spider carcasses) they are supposed to be there bc of earlier version and the dialogue of the dude in the cave this is a known issue (I need to write a known issues section) that I really don't know what is causing. If I manage to fix on the future, I'll share here, but for now it's not something game breaking
-> there is a floating horse toy in the small area between the cabinets inside the childrens room I might have missed that on the update, but you can just click it and disable
-> my "guards" and warriors dont use the towers or open the door. might be a pathing issue? are you talking about the guards that stay in the wooden wall? There's the warriors that stay around the well training and doing stuff and the guards that stay by the wooden wall. The ones atthe wall should open the gate for you once you come close enough
Issue with moving in:
-> my child sofie doesnt move from goldenhills plantation to the new home. I used "bless home" (inside the throne room, next to my bed, inside the childrens room, outside etc), but I always get the same message "this home is not suited for your family". fixed on v12.3
-> I can tell sofie that we move and that she should get ready and she's like "oh yeah! we see us there" ....but she doesnt leave :/ fixed on v12.3
I really want my kids to move here because I'm abandoning all other properties and moving all my loot here.
Other than that, this is a superb mod and I'll never again play Skyrim without it.
Also, my Steward never built the fence I told to build.
The wedding quest allows the player to get married in the chapel located on the property. It functions separately from the original game quest but requires the initial steps to be done together with the original quest.
Instructions:
To move out from Hjertesten:
https://cdn.discordapp.com/attachments/1168063977029382235/1224528692269551637/image.png?ex=661dd236&is=660b5d36&hm=978b5240bf1f40e6dc9ca9988e001b3e9efe19259bf0a0617caffeca328e82ae&
For full disclosure, I am playing Nolvus Ascension, the Redux version. Though I have updated the mod to the current version as well as added the required mod listed
Bug Report: Also can't hire Bards, vanilla or Thay's Bards.
I also have been experiencing a couple other issues that I'd like to ask you about. I keep running into the NPCs that I've hired to work at Hjertesten out in random places in Skyrim, sometimes very far from Hjertesten. They do seem to return eventually, but I was wondering if this is normal?
Lastly, my game keeps crashing a lot when I enter the area around Hjertesten. It doesn't seem to matter whether or not I fast travel directly to Hjertesten or if I travel somewhere close and then walk. Frequently, especially if multiple enemies are spawning in the area, my game will crash to the xbox home screen suddenly. It doesn't happen every single time, but it's been happening frequently.
These few issues could be due to my console overloading, I suppose. But I do have other mods installed, so I'm wondering if I could be having some conflicts? I'm happy to share my mods and load order if that would help. Thanks in advance for any assistance you can offer!
(For anyone else playing the Nolvus modpack as of [3/14/2024], you will need to update the mod manually and add BEEs to have the best Hjertesten Hall experience)
I do have a question though, it seems that I cannot hire a steward? I have brought in a couple of followers, tried asking them for stewardship outside, in the center of town, and in the main hall.I have an existing steward, Faendal, at Goldenhills Plantation but he does not seem to have dialogue regarding Hjersten's upgrades.
Found out I just had to gradually hire friends to come over, then the option unlocked!
I do seem to have problems with giving friends new outfits and tools, though, the option "I have something for you" does not open the inventory menu?
I installed BEE and the game version is 1.5.97.
The loading order is also at the bottom.
Is just me?
I have version 5 of nolvus ascension.
I think I have sequence broken the quest. I discovered Torbin and 50000 septims before speaking with the innkeeper in Ivarstead. And now It says to tell Wilhelm about torbins death. But Wilhelm only has the dialogue options to ask him about the Hall. I've exhausted that dialogue and new dialogue didn't appear. And the owner of the Hall also doesn't want to talk to me.
And sadly I don't have saves before starting the quest. I'm also playing on Skyrim VR, so maybe that might be the problem
I used this MOD:
Grass Cache Helper NG at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
I took previously cached grass from an older saved-game and used that. (problem is probably in that game the grass was generated prior to me using this MOD)
Any help is appreciated,
Thanks.
The grass was generated (at the time before the major AE change with "No Grass") so the grass is already "mapped" making it fixed---- thus, as I indicated the mapped grass is from a build prior to using this MOD---- so, your mod flattens areas for the settlement, but since the mapping is fixed and created, its using the land prior to me using this MOD in a new build. (if all of that makes sense)
I was pretty sure that I found one day a Patch moving one of them a bit to the east (or something) so that both mod could be used at the same time ... But I can't find it again °° Do I remember wrong ?
In the end, Blackthorn is less good than your, at least in term of content, so I will remove it so that I can spend again some time with Hjertesten, but I'm a (tiny) bit sad as I was pretty sure to have seen a mod for compatibility around °°
And yeah, many things and scripts for Blackthorn. It's starting to be feel "a bit" old now when we see some of the current mods :s
Love the mod!!
Just wondering - I upgraded the furniture of the house through the steward and everything I had stored in the wardrobes disappeared, including every weapon and apparel I’d gotten in game. I know I could reload, but it unfortunately took me some time to notice and reloading would mean going back before several huge quests(dark brotherhood, thieves guild and solstheim, among others). Please tell me there’s a way to fix this without reloading
I do have a question, and I'm sorry if it's already been asked before, I looked through the first few pages of comments but didn't see the info I was looking for.
I'm playing skyrim SE on xbox one S. I dowloaded Hjertesten Hall and the new bard mod (can't remember the exact name). For some reason, though, the bards will not go to Hjertesten.
I've tried with two different bards, Bjorn being the latest. I proceed through the dialogue ("About Hjertesten..." > "Would you like to live and work for me...." > "Here's 150 Septims, talk to the steward, etc...")
Then, the bard just goes back to playing music, doesn't leave their current location, therefore they never show up at the settlement. If I talk to them again, it just shows the same hiring dialogue as if I never hired them in the first place.
Is this a common problem/any idea why this might be happening? 🤔
Thanks in advance!
When the bard shows up, will they go to the Tavern? Or will they go to the hall? Do they tend to wander around a bit like the other hired NPC's? I'm wondering if they're showing up but maybe I'm just not finding them?
I downloaded Thay's Bards right after getting Hjertesten, so that isn't what's causing this issue. I'm on xbox one S, if that helps. I do have other mods installed, but I don't think any of them would conflict. I'd really appreciate any advice you can give!