Skyrim Special Edition

File information

Last updated

Original upload

Created by

Elianora and KhrysINXS

Uploaded by

KhrysINXS

Virus scan

Safe to use

About this mod

Eli's Breezehome Optimization Packages and Affiliated Patches

Requirements
Permissions and credits
Translations
  • Spanish
  • Russian
  • Polish
  • German
Changelogs
Donations



PAGE BASICS
  • All changelogs prior to the latest build transfer from the changelog dropdown into a dedicated "CHANGELOG ARCHIVE" where all change history resides
  • Everything made on page is dependent on the Unofficial Skyrim Special Edition Patch
  • Never be hesitant to request stuff in the Posts Section. Regarding patches; depending on the nature/complexity will determine how quickly I can carryout the proposed patch (if worth doing so)


INITIAL INFORMATION
  • Optimizations on a gem of a home that over the years has become very beloved by Elianora
  • It's becoming very difficult to find anything else that could result in betterment of functionality
  • Always feel free to post inquiries. No one person has the ability to see everything especially if they don't play much
  • Finalizations for the Regular Eli Breezehome Optimization Modules are very concluded and as a result; standalone "Open Cities Skyrim" (no patches required) OPTIONAL versions are available for an Eli Breezehome OCS experience

ADDITIONS
  • Shrines of the Divines 
  • Wash Basin with an attached player interactable Marker in-front of Racemenu Mirror
  • Bunk beds (2x) replacing the children single beds adhering to Eli's original bedding color scheme (4 Children Total)
    Will require Hearthfire multiple adoptions - Now with custom home support for kids and spouse to adopt more then 2 children
  • Dinner table seats 4 NPCs now staged for children all to go to at their AI packaged times
  • Dinner table now has a "Serve Table/Clean Table" toggle to present a table filled with food that has subtle steam coming from it
  • Two new containers in Children's room "Wooden Swords/Shield" (Default has 4 of each) and "Dolls and Clutter" (default has 4 dolls)...
    Gift give to children so the boys use the practice dummies and girls use the invisible doll-play idle markers dispersed around home and exterior
  • New Player/NPC auto undress/redress mechanics for Bath tub and Sauna.
    Requires: SKSE64 1.5.97/1.6.xx and powerofthree's Papyrus Extender for it to work at its fullest potential
  • Tons of new Furniture Markers and Idles the Player and NPCs can engage with (inside and the outside close surroundings of home) 
  • DLC2ImbuingChamber and Imbuing Chamber Materials Chest. Chest provides ingredients to make some homebrew and a provided guide book for it
  • Added one Magic effect (per station) above all crafting stations that suited their crafting mechanics.
  • Added in Sauna rocks a fxfirewithembers.nif just to be slightly viewable to give that sizzle sound and partial ember red effect promoting hotness.
  • FXAmbBeamDust for the Windows and Roofing Cracks - were originally there and disabled. Repositioned them and re-enabled them
  • Reserve

OPTIMIZATIONS (IN-BRIEF)
  • Lighting Adjustments
  • Model Collision Edits 
  • Removes ITM's 
  • Removes Hearthfires.esm Deleted NAVM override
  • NAVM Re-Work  
  • Errors on Disenchanting Font
  • RaceMenu Mirror re-scripted
  • Occlusion Plane Marker optimization taken rather then Roombounding (RB). RB promoted bizarre ShadowSceneNode CTDs combined ONLY with our Lux Patch
  • Most architectural models used in Cell Segmented to fight against the Engine Lighting Limitations
  • Many little subtleties 
  • Much more cover within Spoiler OPTIMIZATIONS (IN-DEPTH)

OPTIMIZATIONS (IN-DEPTH)
Spoiler:  
Show

Change Appearance Mirror:
  • ShowLimitedRaceMenu() Function had very limited use subject to cause crashes if used multiple times in a single game session
  • New Script not using the ShowLimitedRaceMenu() but using the Real RaceMenu() and coded to safekeep all the players current stats, level, progress, etc...
  • Change your Race, Sex and whatever floats your boat anytime you want freely without worry or crashes. Saving first is still recommended prior

Collisions Added:
  • Incorporated a few standalone collision markers as steps in the Sauna room to make movement up and down the sitting area to the top ledge very accessible. Gives the room more freedom of movement for being such a confined area

Exterior NAVM Edits (Redone):
  • Fixed all Whiterun NAVM from how Base Game and USSEP left it in preparation to be good for patches to continue from
  • Eli's Home exterior is obviously compensated into the NAVM equation

Interior NAVM Edits: (Redone):
  • Added kitchen area NAVM where none were originally preventing the use of the FURN markers therein by children and NPC's
  • NAVM Edits compensated where doors swing at corridors so NPC's wont crash into them while open
  • Re-did it which was overboard to be honest. If I get bored down the road, probably will happen again just for the sport of it

Lighting Renewal From Ground Up:
  • New Color Palettes up to 10 different new bulb types not including the window rays (window lighting is same colors but I had to decrease the sizes by quite a bit because those too also have influence on engine limitations). This particular home is being pressed right now to its limits regarding lighting implementation including the sizes of bulb radius's just before meshes have side effects due to the engine lighting limitations. I did the best I could given the circumstances.
  • Remade and Utilized to be under the Engine Lighting Limitations while maxed to have as much brightness as respectively possible

Model Edits:
  • Meshes\Elianora\Eli_DisplayCaseLgAngled01.nif (New Model)
    > Collision Type-Layer caused interference to Player HUD reading Activator Prompts. Fixed 
  • Meshes\Elianora\Eli_DragonboneArmourStandM.nif
    > Collision box around model was significantly reduced in size
  • Meshes\Elianora\Eli_FlatbBYOHTrophyBase.nif
    > Collision box protruded above base half a foot probable to cause Mannequin float 
  • Meshes\elianora\eli_soulgemchest.nif
    > Collision box around model was significantly reduced in size
  • Meshes\Elianora\Eli_StormcloakArmourStandm.nif
    > Collision box around model was significantly reduced in size
  • Meshes\Elianora\Eli_WRIntFreeWallStr01Low.nif (New Model)
    > Prompts to Place/Take Said weapon from wall plaque at stairs cant be read to take weapon. "Place" seemed ok but "Take" was borked from Wall collision. Fixed
  • Meshes\Elianora\Modder's Resources\Batmanna\Batmanna_SteelArmourStand.nif
    > Collision box around model was significantly reduced in size
  • Meshes\Elianora\Modder's Resources\Darkfox127\DF127_RugRed.nif
    > Segmented this model heavily from 2 BSTriShapes into 16 to alleviate flicker. Flicker-Proof 
  • Meshes\Elianora\Modder's Resources\MrPDean\MrPDean_NobleCupboard.nif
    > Re-did collision so the HUD prompt for "Open Dresser" in Master Bedroom wasn't so sketchy
  • Meshes\Elianora\Modder's Resources\RefurbMadness\RefurbMadness_HotTubSquare.nif
    > Custom Collision Edit for Butter smooth enter/exit bathtub for player/followers which has no unusual look attached to it. No more Player needing to jump out
  • Many More but I can't list them all

Other Inconsistency Corrections and Performance Gains:
  • Fixed 1 deleted NAVM.
  • Removed 1 Hearthfire deleted NAVM.
  • Removes 39 ITMs.
  • Fixes error on Disenchanting Font.
  • Forwarded USSEP changes to both versions
  • Locally "Inherited and Removed" script references on several stats whose bases did not own these scripts. CK logger fussed over it so that's fixed.
  • Cell data inconsistencies
  • Housecarl was Link Ref holder to CommonDoubleBed (Vanilla and disabled deep in void) with SpouseBedKeyword. Rigged wrong
    Housecarl is now Link Ref holder to EliMasterBed with SpouseBedKeyword meaning if wed, she now sleeps with player in Master bed. Before she would not
  • Moved base game original Breezehome in the cell way into the void ensuring all was initially disabled and out of the way for workspace purposes.
  • Moved the Basement assembly Z-2400 Units in Cell lower so more breathing space for lighting setups from one assembly to the other was better
  • Occlusion Plane Marker optimization approach taken rather then Roombounding. Roombounding promoted bizarre CTDs combined explicitly with our Lux Patch
  • Qualified Bash Tags incorporated

Segmented Architectural Models (FOMOD Install Option):
  • Provided meshes down file-path "Meshes/Architecture" are heavily segmented models replacing base game ones highly immune to flicker by the Engine lighting limitation matter. Its a gamble really: Segmented models (more impact on performance/way less light flicker) VS. Models with less shapes (better on performance/very prone to flicker under varying circumstances)
  • All the SEG models down "meshes/architecture" will be installed in a file format no game, software can understand <-- "ModelName.NIF_RESERVED"
  • This gives user more control over which models they NEED (depending on there setup) opposed to being forced (by default) to use them all saving lots of FPS
  • Choose ONLY up to how many SEG models you need depending how lighting is having handle on your Breezehome (as it will have different influences per setup)
  • Identify in-game which base-game models (or 3rd-party mod replacer models) flicker by using More Informative Console
  • Exit game > remove the "_RESERVED" portion of that models file extension restoring it to a ".NIF". Click YES Windows prompt > refresh Mod Manager > Done

Subtle Adjustments/Tweaks:
  • Added Mesh To Hide Ground Mismatch outside Home. Outside of home mismatch of grass mound and side of path. Fixed.
  • Some floating beds and other randoms. Fixed
  • Weapon Wall Plaques - Activator/Orientation Fixed
  • Tilted the Main Home Upper Floor to Lower Floor Ladder Angle 4 Degrees - Snag or holdup top of Eli ladder upon running was consistent. Tactic to cheat native model collision flaw. Fixed

REQUIREMENTS

INSTALLATION
New-game:
  • Download Eli's Breezhome Mod and have this module package (including the assets) overwrite replacing the original
Mid-game:
  • Not my recommendation but if that's the situation > Same as "New-Game" (step above)
  • Don't make any new save once replacer has been added until you do thorough testing and trials of in-game use. If its working; its working but if its not; don't want to be corrupting your saves right. Use your best discernment
  • Be mindful of other Eli patches (if exist) in your LO because they may not work with this. They may need to be reworked; to work; in favor to this; which brings me to the next subject to consider below.
Regarding Both New-game and/or Mid-game Installations:
  • Any personal Patches made relative to Eli's Original Breezehome will need to be re-evaluated and most likely reworked in favor with this replacer. 
  • Records are subject to be changed in this module that your patch (possibly; but Lighting definitely) will be looking for(or) expect to exist but have been altered or even removed. None of the lighting used is reusing any ladder module lighting references. All Eli Unique lighting. 
  • This includes personal patches and random's on Nexus; Bash and Smash Patches will need to be redone in respect to records carried forward with this installment.

COMPATIBILITY NOTES
COMPATIBLE - FULL:
COMPATIBLE - NO IDEA:COMPATIBLE - NON || REDUNDANT:
COMPATIBLE - FOR FOLLOWING: 
REFER TO "TECHNICAL AID SECTION" (DOWN PAGE)

IN REGARDS TO ALTERATIONS/ADDITIONS
Bear in mind first before any idea erupts is:
  • Not my mod plus its exceptional per original design
  • The pages primary purpose is always Optimization over Additions regarding her home
With stipulations of my own; I will not do anything that:
  • Compromises the Integrity of Elianora's original design/work. Eli's Breezehome is to remain true reflecting her vision. Why be here if that wasn't what you sought?
  • Adding items is fine so long as space is available, does not have a ripple effect on other things and adheres to Eli's creative thinking
  • Adding upon request will not follow through as fast as one may hope. Others need enough time to read; digest and incorporate their say on the subject. What one person may like; another may extend a totally different perspective. Its for everyone so +1's will help reflect how many like/dislike

RECOMMENDED MODS FOR FUNCTION BETTERMENT
  • Another Mannequin Script Fix (AE/SE) - Painless Cure for all Base Game (+3DLCs) Mannequin Form Object References
  • Interior Vs Exterior Brightness Settings SSE  - Not so much a mod that betters any particular gameplay issue but I had to mention it. For years I have had this utility handy in my Load Order. Adds sliders for Interior and Exterior brightness calibration via SkyUi's MCM to hone lighting strengths easily to preferred amount. Has always worked for me. Some ENBs it does not work with so I read. Eli's home would fall under the Interior Dwelling Slider
  • Multiple Floors Sandboxing - tweak will encourage NPCs to climb stairs around them and explore their surroundings more
  • In the event provided patches are required in your setup (Down Page), any of RobertGK2017's fixes for the masters will be highly beneficial....


  • This section is for packages that add content to the home that wouldn't fall under patches as they don't weave mods together despite incompatibilities 
  • unless explicitly specified by me on a per case basis; make sure all interior home lighting patches load AFTER these plugins. Interior home lighting patches have special edits to the Cell Data and if they aren't winning; it really breaks lots of the enhancements the lighting mods provide EX> Imagespace, Lighting Template, etc....

FEATURES
Spoiler:  
Show
Eli's Breezehome [ADDON - ELFX-FX]
  • Something I put together that brings into Eli's Home lots of effects from Enhanced Lights and FX without the need to install ELFX. With granted permission, this package carries some FX file-assets needed for custom home implementation as to have an Eli's Breezehome ELFX interior home on top of whatever else you use.
  • Since the subject of ELFX is mentioned here; ELFX Shadows will NOT be issued a patch as it is pointless. 
  • ELFX uses edited vanilla lighting where Eli's home uses custom new lighting like Lux. ELFX Shadows uses a script driven system and this has its own homebrew. No point making an ELFX or ELFX Shadows patch but the FX on the other hand are a nice addition when they can be used in her home along-side any lighting overhauls the user prefers
Eli's Breezehome [ADDON - Reserve]
  • Reserve

LOAD ORDER AND REQUIREMENTS IN SEQUENCE
Spoiler:  
Show
Eli's Breezehome [ADDON - ELFX-FX]
Load Order and Requirements in Sequence:
  • Unofficial Skyrim Special Edition Patch.esp
  • Eli_Breezehome.esp and Optimization Package Replacer (Regular/Standard or OCS this patch will work for)
  • Eli_Breezehome [ADDON - ELFX-FX].esp (This ADDON)
  • Eli_Breezehome [PATCH - EXTERIOR EXAMPLE].esp
  • Eli_Breezehome [PATCH - LIGHTING EXAMPLE].esp (In the event of use; Lighting patches must load after the ADDON)

Eli's Breezehome [ADDON - Reserve]
Load Order and Requirements in Sequence:
  • Unofficial Skyrim Special Edition Patch.esp
  • Eli_Breezehome.esp and Optimization Package Replacer (Regular or OCS this ADDON will work for)
  • Eli_Breezehome [ADDON - Reserve].esp (This ADDON)
  • Eli_Breezehome [PATCH - EXTERIOR EXAMPLE].esp
  • Eli_Breezehome [PATCH - LIGHTING EXAMPLE].esp (In the event of use; Lighting patches must load after the ADDON)

  • Singular patches generally mean they are for that mod alone not to be stacked with other singular patches as they are not patched for one another
  • If patch exists that consolidates all your mods used together; that's your recipe exempting requirement of singular level patch variants on top, etc...
  • As this section grows; in many instances (not in absolution) but most use-case scenarios will end up equaling the rule of thumb "use one patch only"
Interior Patches:
  • If two lighting overhaul mod authors have explicitly specified that two lighting mods are compatible and I do possess two singular lighting patches for those two lighting overhaul mods, this wont work. They will require a combination patch
  • In the event of using any ADDONS from the above ADDON Section; ALL Lighting Patches are to load AFTER the ADDONS
Exterior Patches:
  • Adhering to the Load Order is essential for the nature of these types of patches (NAVM). Obviously; user will have mods in-between the specified requirements but try to comply with the order as much as possible. It does matter in respect to the end working result

WHAT'S ADDRESSED
Interior Patches:
Spoiler:  
Show
Enhanced Lighting for ENB:
  • Breezehome Cell Data Edits adding ELE's Imagespace and Lighting Template to the Eli Home lighting setup
Lux:
  • Breezehome Cell Data Edits adding Lux Imagespace and Lighting Template. Lux Bulb Setup and settings with Eli Off (minus a few candle spots)
  • DO NOT mix Lux's "Lux - Eli Breezehome Patch" at all with this pages content. That patch not for this page otherwise our homebrew wouldn't be provided. Need to be careful because Lux's FOMOD will auto-select that patch to be installed if it acknowledges you use Eli's Breezehome so just be mindful
Relighting Skyrim SSE:
  • Disables some added Objects into the Breezehome Cell injected by RS
  • Ensures Eli_Breezehome is the last touching some other handled objects

Exterior Patches:
Spoiler:  
Show
Dawn of Skyrim (DoS):
  • Other then just fixing NAVM for Eli's Breezehome specifically; I really took the care of entire city ensuring its pristine
  • Made sure inconsistencies from Master Patches were not passed on over as overrides ensuring preferable record data is triumphant
  • Made all the Hanging Cloth-line models Non-Collidable (except the rope) so player and NPCs are not crashing into solid drying cloth
JK's Skyrim (JKS):
  • Identical as stated above for DoS except for the Clothes-line models as JK stuff adds none
New Additions
  • Main Gate Towers are fully Navmeshed (OCS was prior and has been tweaked but Non-OCS was never done prior)
  • Two new Guards that have Day/Night shifts patrol the Gate Towers
  • A New (owned) Bed provided on the Towers for the Guards (my own made asset to suite the nature of area)
  • New Candles and Wall Horn Sconces (three light bulb sources)
  • Tons of new Idles and Furniture markers for the 2 new Guards to interact with. 
  • Those that use JKS + DoS will notice that the lady whom writes at the desk by the Guard Towers also engages natively with all the new markers
JK's Whiterun (JKW):
  • Identical as JK's Skyrim above with exception for the DoS added combo ones:
  • JKW + DoS are full blown entire Patches for the sake of those two mods working together EX; if a modder used this patch as a base for their own purposes and removed Eli Breezehome from the patch, they would have a full, legitimate JKs Whiterun/Dawn of Skyrim Patch. As can be seen for the ladder requirements of the Eli-JKW/DoS Patches; there is no JKW/DoS base patch being master as this Eli Patch does this all for itself
Skyrim Sewers (SS):
  • Ensures the Sewer Door Markers are keyed into their associated NAVM Triangles for Eli's Breezehome. This also includes all other Skyrim Sewer locations in-game and ones never keyed into the NAVM prior. Pretty sure I got them all. The intended benefit is so Followers/Companions can accompany you on your Sewer endeavors
  • If "whatever mod" requires its NAVM to win in favor for its City Overhaul or Added content; then those NAVM Forms will overwrite ones provided in said patch (from here) for the Sewer Door Marker Teleport NAVM Triangles. Be that as it may; this isn't a problem. Will just loose the feature of Followers/Companions accompanying you that NAVM for said Sewer Door Marker

LOAD ORDER AND REQUIREMENTS IN SEQUENCE
Interior Patches:
ATM; there is NO REASON to use more then one interior patch in total
Spoiler:  
Show
SINGULAR (Lighting)

Eli's Breezehome [PATCH - Enhanced Lights for ENB (ELE)]
Load Order and Requirements in Sequence:

Eli's Breezehome [PATCH - Lux]
Load Order and Requirements in Sequence:
DO NOT mix Lux's "Lux - Eli Breezehome Patch" at all with this pages content. That patch not for this page otherwise our homebrew wouldn't be provided. Need to be careful because Lux's FOMOD will auto-select that patch to be installed if it acknowledges you use Eli's Breezehome so just be mindful

Eli's Breezehome [PATCH - Relighting Skyrim]
Load Order and Requirements in Sequence:
MULTIPLE (Lighting)

Eli's Breezehome [PATCH - Relighting Skyrim + Enhanced Lighting for ENB (ELE)]
Load Order and Requirements in Sequence:

Exterior Patches:
ATM; there is NO REASON to use more then one exterior patch in total
Spoiler:  
Show
SINGULAR (City Overhaul)

Eli's Breezehome [PATCH - Dawn of Skyrim]
Load Order and Requirements in Sequence:

Eli's Breezehome [PATCH - JK's Skyrim]
Load Order and Requirements in Sequence:

Eli's Breezehome [PATCH - JK's Whiterun]
Load Order and Requirements in Sequence:

Eli's Breezehome [PATCH - Skyrim Sewers]
Load Order and Requirements in Sequence:
MULTIPLE (City Overhaul)

Eli's Breezehome [PATCH - Dawn of Skyrim + Skyrim Sewers]
Load Order and Requirements in Sequence:

Eli's Breezehome [PATCH - JK's Skyrim + Dawn of Skyrim]
Load Order and Requirements in Sequence:

Eli's Breezehome [PATCH - JK's Skyrim + Dawn of Skyrim + Eeks Beautiful Whiterun (Eli)]
Load Order and Requirements in Sequence:

Eli's Breezehome [PATCH - JK's Skyrim + Dawn of Skyrim + Skyrim Sewers + Eeks Beautiful Whiterun (Eli)]
Load Order and Requirements in Sequence:

Eli's Breezehome [PATCH - JK's Skyrim + Dawn of Skyrim + Skyrim Sewers]
Load Order and Requirements in Sequence:

Eli's Breezehome [PATCH - JK's Skyrim + Skyrim Sewers]
Load Order and Requirements in Sequence:

Eli's Breezehome [PATCH - JK's Whiterun + Dawn of Skyrim]
Load Order and Requirements in Sequence:

Eli's Breezehome [PATCH - JK's Whiterun + Dawn of Skyrim + Skyrim Sewers]
Load Order and Requirements in Sequence:

Eli's Breezehome [PATCH - JK's Whiterun + Skyrim Sewers]
Load Order and Requirements in Sequence:
SINGULAR (OCS) (City Overhaul)
Open Cities Skyrim and OCS Patch Collection (v3.1.6+) provided by: Arthmoor

Eli's Breezehome [PATCH - Dawn of Skyrim] (OCS)
Load Order and Requirements in Sequence:

Eli's Breezehome [PATCH - JK's Skyrim] (OCS)
Load Order and Requirements in Sequence:

Eli's Breezehome [PATCH - Skyrim Sewers] (OCS)
Load Order and Requirements in Sequence:
MULTIPLE (OCS) (City Overhaul)
Open Cities Skyrim and OCS Patch Collection (v3.1.6+) provided by: Arthmoor

Eli's Breezehome [PATCH - Dawn of Skyrim + Skyrim Sewers] (OCS)
Load Order and Requirements in Sequence:

Eli's Breezehome [PATCH - JK's Skyrim + Dawn of Skyrim] (OCS)
Load Order and Requirements in Sequence:

Eli's Breezehome [PATCH - JK's Skyrim + Dawn of Skyrim + Skyrim Sewers] (OCS)
Load Order and Requirements in Sequence:

Eli's Breezehome [PATCH - JK's Skyrim + Skyrim Sewers] (OCS)
Load Order and Requirements in Sequence:

Using "Embers XD" and "Lux" Together
  • Embers and other fire related stuff enabled when it should not be EX. "under the center room coffee table". Refer to CLICKME
Using "Enhanced Lights and FX (ELFX)" with or without "ELFX Shadows"
Spoiler:  
Show
EITHER/OR WILL BE REQUIRED BUT ONLY CHOOSING ONE
ELFX - NoBreezehome.esp
  • Be mindful of load order if using 
Load Order:
Visual Reference (if it helps)
Spoiler:  
Show

ELFX - NoPlayerHomes.esp
  • Be mindful of load order if using 
Load Order:
Visual Reference (if it helps)
Spoiler:  
Show

Using "Halla - A Whiterun Player Home" and "Eli Breezehome Optimization Packages" Together
The Butchered Wall Models in Halla Issue (Problem/Solution)
THERE IS A PATCH AVAILABLE NOW REMEDYING THIS
Image Spoiler Example of the Issue

Spoiler:  
Show

Using "Hearthfire Multiple Adoptions - Now With Custom Home Support for Kids and Spouse
Spoiler:  
Show
THERE ARE SOME KEY THINGS ABOUT HMA THAT HAVE TO BE UNDERSTOOD
SPOUSE
01) Choosing Proper Marriage Ceremony Closing Dialogue Prompt 

  • Picking wrong option influences rest of playthrough. Proper HMA home functionality is down its dialogue prompt option. Not the Vanilla one
  • I felt this was a must to mention. The natural reflex wants to pick "We could live in my house in Whiterun".... DON'T DO IT
  • Visual In-Game Reference (if it helps):
    Spoiler:  
    Show

CHILDREN
01) Choosing Proper Constance Michel Adoption Dialogue Prompt 
  • Picking wrong option influences rest of playthrough. Proper HMA home functionality is down its dialogue prompt option. Not the Vanilla one
  • I felt this was a must to mention. The natural reflex wants to pick "At my house in Whiterun".... DON'T DO IT
  • Visual In-Game Reference (if it helps):
    Spoiler:  
    Show
    02) The 4th Adopted Kid Sleeping in Bed Issue:

    • Having tested countless times over and over just getting married and adopting 4 kids (fresh game, fresh start), there is always a hit or miss chance where the 4th kid will find their bed or they wont. 9 times out of ten; they won't
    • If they find there bed, this is great because they should consistently continue using that assigned bed
    • If they don't find their bed and just idle beside it, this will carry on for the remainder of your game
    • Its usually caused by the distance factor between the furniture markers they sleep on (tight space)
  • NOT TO WORRY AS THERE IS A FIX
  • Assuming after waiting an hour, two, three, a day, a week fixes nothing and they still remain idling when they should be in bed, lets move on then
  • Using More Informative Console, select the troublesome BYOHAdoptedChild and enter these TWO console commands stated below:
    • addfac 030183a8 0 and press enter <--- Hearthfires.esm [03] should occupy the 3rd mod index slot in your overall stack
    • addfac 030042b0 0 and press enter <--- Hearthfires.esm [03] should occupy the 3rd mod index slot in your overall stack
    • Visual In-Game Reference (if it helps):
      Spoiler:  
      Show


    • Now exit the console and I find exiting the home and re-entering fixes them
    • After the console commands have been executed on the kid, they may still from time to time idle or be confused about the bed.
      Just exit the home and re-enter from then on if the glitch still materializes from time to time. I think eventually, the game figures itself out and the AI transition syncs into place kind of like how a new home takes time to settle into the foundation its built upon
  • Still Not Working? Possible Reasons Could Be:
    • 01. A mod making the kids unkillable
    • 02. A mod conflict you will have to track down
    • 03. I'm sure there are more but that's all I have at the moment
  • If you don't want to deal with the NEED of having to go through this, then just adopt a maximum of three children
  • Personally, I don't find going through this step-work irritating as I have done it so much now, to me its like breathing air

Using "Follower Framework Mods" EX:
Amazing Follower Tweaks (AFT), Extensible Follower Framework (EFF), Nether's Follower Framework (NFF), etc.... 
  • Upon lengthily testing by stalker13377, we have provided a Pastebin of info pertaining to how the Followers handled under said Follower Frameworks behave in conjunction to Eli's provided Undress/Redress Framework. Link is HERE:  Follower Frameworks Working With diz Undress/Redress Framework
  • This is very good info so user knows what to expect with followers (depending on Follower Framework used) and how they work with the Undress/Redress System
  • I have also provided the given link to diziet so they are aware and very interested to investigate why and how certain follower frameworks behave as such in relation to their framework. Perhaps in the future and depending on diziet's discoveries, the Undress/Redress Framework may be subject to advancement. We will see
Using "Skyrim Project Optimization SE"
  • Make sure you ARE USING Optional Files "NO HOMES" Version or you will experience lots of behavioral issues inside overhauled Interior purchasable Homes
  • Symptoms of oddities from using the wrong version could be from things disappearing to models being discolored. A lot different things can happen when Occlusion Plane markers or Roombounds are clipping through gameplay zones and the models in the surrounding environment
Using "Whatever After (Reserve)"
Spoiler:  
Show

  • Be mindful of load order if using
Load Order:
Visual Reference (if it helps)
Spoiler:  
Show
  • Unofficial Skyrim Special Edition Patch.esp
  • Eli_Breezehome.esp and Optimization Package Replacer (Regular/Standard or OCS this patch will work for)
  • Eli_Breezehome [ADDON - Whatever After].esp (This Patch)
  • Eli_Breezehome [PATCH - LIGHTING].esp (In the event of use; Lighting patches must load after the ADDON for Cell Data editing purposes)



PERMISSIONS
  • ALL PERMISSIONS DISCLAIMED UNDER THE PAGE BUILT-IN "PERMISSIONS AND CREDITS" DROPDOWN SECTION

CREDITS
  • ALL CREDITS DISCLAIMED UNDER THE PAGE BUILT-IN "PERMISSIONS AND CREDITS" DROPDOWN SECTION
MY OTHER STUFF
KHRYSINXS USER FILES

TO-DO UPDATE NOTES
Spoiler:  
Show
ELI BREEZEHOME OPTIMIZATION PACKAGES v1.6.6
FOMOD
  • Remove FOMod option "Segmented Models: All ACTIVE".... Its too taxing on Performance all those partitioned models on by default.
  • Other option enabling models as you go only limiting there use up to the amount that is ONLY needed is best way
Subject
  • Reserve

ADDONS
Eli's Breezehome [ADDON - Reserve]
  • Reserve

PATCHES
Eli's Breezehome [PATCH - RESERVE]
  • Eli_Breezehome [PATCH - Distinct Interiors AIO]
  • Eli_Breezehome [PATCH - Luminosity] and combos with whatever its compatible with
  • Reserve