Skyrim Special Edition

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  1. KhrysINXS
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    AWARENESS BANNER

    HELLO LONG TIME ELI BREEZEHOME OPT PKG & PATCHES USERS AND NEW COMERS

    • ALL CONTENT THAT DID EXIST ON THIS PAGE IS ENTIRELY MIGRATED OVER TO ITS BREEZEHOME MASTERFILE PAGE AND COMPELTLY INTEGRATED INTO THE NEW 2024 REBIRTH OF "ELIANORA'S BREEZEHOME OVERHAUL"
    • GOOD NEWS FOR CURRENT USERS OF THE LATER OPTMIZATION PACKAGE BREEZEHOME VERSIONS IS:
      • IT IS ENIRELY SAFE FOR YOU TO UPDATE MID-GAME IF DESIRED TO ELI'S BREEZHOME 2.0 FROM HER PAGE

    THIS PAGE POST SECTION AND BUG TRACKER

    • I WILL LEAVE THESE OPEN FOR FOLK TO CHAT MODDING OR IF NEED HELP AND PREFER A QUIETER SPACE TO ASK FOR HELP INCASE ELIANORA"S POST SECTION SEEMS BUSY AT THAT TIME OR WHATEVER
    • BUGTRACKER I WILL LEAVE OPEN SO FOLK CAN OBSERVE PAST TICKETS ISSUED
  2. Deathslayr
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    So when I installed this, I accidentally picked two patches at once, both JKs Skyrim, and JKs Skyrim for Open Cities. Predictably, it caused some issues where NPCs were getting stuck at the Underforge in Whiterun. I corrected my mistake by uninstalling the mod and reinstalling it with just the JKs Skyrim for Open Cities patch, but it hasn't fixed my issue.

    Are the navmeshs just screwed for this save game and I need to restart, or can I do something to fix this?
    1. KhrysINXS
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      Hi there. Personally, I have never had that happen to me before. If you are having issues there and it was fine before the accident, but its still not right, maybe Its best to rollback. I cant say that is the only resort either as I don't know. Usually, navmesh updates midgame like if you had a mod with bad navmesh, an author updates a fix, you install, it will load the fixed navmesh at runtime. However, you did install ocs with regular, erm, personally, I would just roll back but thats me. Something must have gotten wrecked if it's not working after adjusting the accident
    2. Deathslayr
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      Honestly have no clue whether it was fine before or not, I installed the Breezehome mod (and this patch obviously) for a new playthrough. I'd just assumed that having both patches was the cause for the NPCs getting stuck there - it doesn't happen to all of them either, just a few. I have JKs Skyrim OCS patch aswell, so I'm not missing that.

      Do you know of what else could be causing the issue? I don't have Skyrim Sewers, or Dawn of Skyrim.
    3. KhrysINXS
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      Best advice I can offer is to MAKE SURE its save related. I would start a new game with the mods you want (NOT accidently having things on you don't want) > go to that area and see if its still bugged. If it is bugged, then that is a GOOD thing meaning its not save related and it is mod conflict related. IF its save related, then I think you know what your gonna have to do BUT IF ITS NOT, you will need to debug your stack turning off mods a bit at a time that affect that area until it goes away and then add them back on bit at a time till it resumes. There are other ways to debug it faster but you need to be quite advanced and experienced in tools and Ck but as advice to a general user, that is how I would start. There is never any magic wand solutions to this stuff normally.. You have to crack your knuckles and go in at it with an approach to snuff it out. Whether you figure it out or not, you did NOT waste your time trying. You learn troubleshooting these things and even if you don't find an answer or the answer you do find is not what you wanted, your always a winner because your learning while doing it
    4. Deathslayr
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      Gotcha, will see what happens next time I play. Thanks for all the advice! I'll be sure to give an update on what actually happens, if to help people in the future that might have the same issue if nothing else. Thanks for your time and responses, I appreciate it.
    5. KhrysINXS
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      Good lick and hope you solve it :-)
    6. beelzeb0ss1aj
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      Came here to see if anyone was having this issue as well. I started a new game with Eli's Breezehome and this mod, went to Whiterun and all NPC's walking near the path going up towards Jorvaskkr are getting stuck on the small bridge over the stream, eventually teleporting to where they wanna be. And yes, I have JK's Skyrim as well, got the patch for it from this mod enabled and everything. Guess I'm gonna have to try a different Breezehome mod for the time being.
    7. KhrysINXS
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      Would you be willing to provide pictures of where exactoy they are getting screwed up and your plugin list of only what you use from here to give this behaviour. Maybe i overlooked something in one of the nav patches but i need a clear idea what to load and the order to investigate most efficiently

      Also, if you havent alrwady, make sure your using whats provided on the real Eli Brewzehome page and not content from old Opt Pkg content that DID exist here. Make sure you are uptodate on stuff before submitting me back stuff (if your willing that is to submit some more depth to this for me to look into)
  3. Deathslayr
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    No idea if this is something that could be fixed, but the mod (the orignial, not the patches) sometimes has the claws falling out of their sockets - they can be moved around by walking into them etc, but otherwise won't move.

    If the claw is removed from the socket and placed back in, then the claw just goes back to where ever on the floor it was last. I looked around on the original mod page and it defintiely seems to be an issue for a few people, namely with the golden claw - but couldn't find anything that would fix it.
    1. KhrysINXS
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      That is likely taken care of in the NEW 2024 rebirth of "Elianora's Breezehome Overhaul" coming out very shortly.
      This whole page is migrating DIRECTLY into Eli's Next build of Breezehome.
      I and her will be Admins of her original page. This whole Opt Page will be OBSOLETE probably within the next few hrs with a huge Description Page banner alerting everyone what is going on.... The Desc. Page will just be a banner
      Her page will be getting a transformational UPDATE with all the content WHILE this page will be getting an update with an EMPTY TEXT so it draws folk in to catch up what is going on per this page and her page at same update time

      As per your claim here, I have my suspicions it is fully legit because ALTHOUGH the displays that show on wall of weapons and such, they are STATIC records but the models themselves plagued on the Walls have CLUTTER and WEAPON type Collison Layers. The STATIC record form type can only do so much if the Collison Layers are not Static too. Workaround to this in the New rebirth coming up shortly IS:
      > All these Display objects will have: DisableHavokonLoadScript with HavokonHit=False and "Don't Havok Settle" Flag
      ITS FUNNY YOU MENTOIONED THIS AS I LITERALLY DID IT A NIGHT OR TWO AGO. THE "HOPEFUL" FIX FOR WHAT YOU JUST SAID
    2. Deathslayr
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      That's awesome to hear, looking forward to it! The new mod should be fine to replace what I'm currently using mid game, or will a new save be needed? I'd assume since it's an update, I'd just remove this mod and the original, and replace it with the new one?
    3. KhrysINXS
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      YES. Users of this page content can safely update REPLACING ENTIRELY. Don't mix Old here with New there. Transition in full all patches you use and everything when the time comes which could be in an hour or so. You will notice over there right now if you kept refreshing your browser on Elis page, its being updated

      As for users of the Breezehoime BETA on a current save WITOUT this pages content CANNOT use the new build PERIOD.
      They have to start a fresh save. There is no ways about it. It will just be broke
    4. Deathslayr
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      So if I was using 1.6 beta and this patch, I'm safe to update is what you're saying - or did you mean to say 2.0 requires a new save if updating from 1.6 beta, even with this patch?
    5. KhrysINXS
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      IF USER: was REPLACING 1.6 BETA "Eli_Breezehome.esp" with this pages "Eli_Breezehome.esp" and pkg scripts = YOU ARE SAFE
      IF USER: was ONLY USING 1.6 BETA "Eli_Breezehome.esp" without this pages "Eli_Breezehome.esp" and scripts = CANNOT UPDATE
    6. Deathslayr
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      Okay, awesome! Thanks for the clarification, glad to hear it! Unfortunately, the 2.0 update didn't fix the golden claw for me, though it might be because it was already out it's socket? Not sure if there's a way to 'reset' that as it were.
    7. KhrysINXS
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      Your bug to fix may need a fresh slate. Updating to a build that fixes something might not behave as it should to something that was already janked from the issue before the fix was introduced. IDK but just saying
    8. Deathslayr
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      Yeah that makes the most sense to me. Unfortunately might just have to live with it on my current save.
    9. KhrysINXS
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      If and when you do start over using only the real new breezehome, I would appreciate if you can keep an eye out for this behavior.
      Now the thing about looking out is and information useful to me IS:
      > Hopefully you have some saves just before it starts (if it does)
      > Lets say it does materialize this claw bug again, you have an old save a bit earlier to reload to see if it materializes again.
      > The key things for me to understand more on it are based on the information you can provide me on the behavior and when it starts.

      ASSUMING I have fixed it, then that is great BUT if it is still happening, it is something that will need some special investigation on my part. From a technical setup now, they should work so if it is happening again, its gonna need some special resolve.
      The more  "who, what, when and how" info you provide might help me determine the 'Why' easier 
    10. Deathslayr
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      I did actually start a new save, as I tend to play with only one life and well...I met my unfortunate end on the save that had the issue. After starting a new game, I tried running/sprinting into the claws I had on display (golden and sapphire) aswell as using unrelenting force, and they don't seem to be budging at all. Unless there's something else that could cause it (both of those moved them around if I remember correctly) then I think you've got it all fixed!

      I still ended up with the what I assume is a navmesh issue with NPCs in Whiterun, so I can chalk that down to not being the Breezehome mod I'd think, still just trying to figure out which of my mods is causing the issue on that front.
    11. KhrysINXS
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      I would need to see your full plugin order. Not pasted in a comment tho lol. Pastebin or load order library
    12. Deathslayr
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      Sure, I think this is what you wanted? https://pastebin.com/DjY3Acjx
    13. KhrysINXS
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      Where in Whiterun is the funny navmesh area again? Are you using Rob bug fixes on Nexus JKs Skyrim fixes (if he made any)? 
    14. Deathslayr
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      The NPCs get stuck at the Underforge area. Only a few NPCs seem to get stuck there, by no means all of them. From what I can tell, NPCs that try to leave Whiterun get stuck there, seems like they want to go through the Underforge and out of Whiterun through the exit there? They start wandering back around the city when their schedules would have them in the city again.

      The ones I notice always stuck are the Alikr Warriors, since they leave Whiterun immediately after giving you the quest. I did notice that I don't have the Thunderchild patch for JKs Skyrim - though the description only mentions something in Dawnstar, nothing to do with Whiterun.

      I don't see any bug fix files on the JKs Skyrim Nexus page, and as far as I know I have all other patches I need.

      EDIT: Didn't know about Robs bug fixes, so I did just grab those, we'll see if that helps my issue.
      EDIT2: The bug fixes doesn't seem to have fixed the issue. I did notice the Alikr Warriors disappeared, but other NPCs (Nazeem and and Lillith Maiden-Loom still have the issue.
  4. Victoriapatton23
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    MO2 gives me an error that this patch doesn't look valid, all it has is a read me text in the file tree but it is empty text is something wrong?
    1. KhrysINXS
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      Did you not read the BANNER on the Description Page and even the message in the downloads section on the empty text download button? The mod here is GONE. This page is OBSOLETE. I did an EMPTY TEXT upload on here at the same time Elis Breezehome mod was updated so people can figure out easier what's going on when the two pages an update at the same time
  5. MetalCh3
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    Thank you for still offering support
    1. KhrysINXS
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      Have fun with it
  6. Oblivionplayer437
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    Heya KhrysINXS, just dropping in to say thank you for this patch collection!  I Installed Eli's mod now for the first time on a test setup and immediately installed your main patch on top of it - and the experience is super smooth! I don't know how the mod is without your patch but whatever you did, it can only have been beneficial!

    On the lighting:  This of course is different and subjective for each user. In my case the lighting is subjectively very comfortable, neither too bright nor too dark. I use a simple setup with Skyrim is Luminous (default option) as the main mod for interior lights. I also have ENB Light and use the relatively neutral ENB The Truth. With this it is very nice combination. I really look forward to this playthrough!
    1. KhrysINXS
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      Glad you are enjoying it and its nice to hear someone compliment the lighting for once lol or a compliment that has not been mentioned for along time. That home is not fun for lighting because it's so compact. Any edit has a domino effect on something. It's at such borderline tolerances to a wire popping on something that adjustment of any kind is no room. All the meshes are too close
  7. Antylar
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    Hi, awesome mod here, fixes all my issues I had with breezehome.

    As I am using Use those blankets and the new bed in Breezehome does not seem to be recognized by it, would it be possible to add a patch for it?
    1. KhrysINXS
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      I would need to look into it. I've actually never downloaded that mod before. Guess it would fall under the Misc section of the fomod had I made it. I will look into it for a future patch to add
    2. Antylar
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      Nice, thanks for considering. I tried to patch it myself but I am not very good at it so I failed...
    3. KhrysINXS
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      The easiest way to go about it (likely, the way I will) is to just look at how other patchers patch it in for other home support
      Just look on the Use Those Blankets page Requirements dropdown to see all the listed 3rd-party Nexus pages that depend on it in some form or another, find a working example and look more into its implementation as reference for your own exercise.
      Example, Waterview in Skyrim and Waterview in Skyrim Patches and from there, look into how they do it. Seems like Formlist Manipulator is used in many patches for this Use those Blankets mod patching.... Could possibly be the route I go where Elis patch will need FLM as RQMT for its Use those Blankets Patch. I would need to make Eli custom meshes tho or use JaySerpa's as base (so long as perms permit that) but alter the textures to suite Elis red bed sheets. Don't know yet. Need to find the time to see how I will go about it but there is some ideas how you can begin for yourself so your not waiting on me or anyone else. Basically what I just wrote in this message is how I will dig into it when the clock allows me I should think
  8. hwang54
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    Hi, I'm absolutely thankful for the patch, it fixed my issues with the original mod that NPCs can't get to the second floor, having trouble moving around, and repeatedly going in and out of the cellar.

    However, is there a way to install the patch without the lighting adjustment or to change the lighting settings by myself? It's a little too dark for me and I'd prefer the vanilla lighting scheme. Thanks in advance!
    1. Praecox
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      It is the same for me. Breezehome is way too dark. It's just only Breezehome. Other interiors are okay.
    2. KhrysINXS
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      You are all more then welcome to make patches to adjust the lighting and upload. World is your oyster there. Just need to apply yourselves. I've done it 8 times or so with this place in previous updates up till now which will always lead back to the same subject I am replying to atm even if I do it another 8x more so yeh, I have better things to do and done my rounds. You'll never make everyone happy so make it for what you like, share and maybe lots of others will enjoy it too :-)
    3. Praecox
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      I am using ELFX Shadows and I have a solution for myself. I will use another Breezehome mod. So simple.
    4. KhrysINXS
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      Perfect. Now were thinking
    5. Praecox
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      I don't even dare to say it ;-) The extreme darkness in my Breezehome is caused by this mod. In combination with ELFX Shadows it is extremely dark. Okay, I didn't start a new game... but I activated this "optimization" before entering Breezehome. Not using this mod and Eli_Breezehome.esp at the end of the load order (highest priority) the lighting is okay.
    6. KhrysINXS
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      Didn't think I would hear back from you on here. This just hit me literally now. Are you following the Description pages advisement using this when combining your mod stack with ELFX or ELFX Shadows?
      Spoiler:  
      Show
      I am really not sure what else to advise. There is mine against just Vanilla CLICKME and that in my opinion is very well lit. If I load up my full mod stack, its not that different. Likely, you just need to sort things out
    7. Praecox
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      I think the problem is ELFX. I followed all the instructions correctly - that's how experienced I am as a Skyrim mod user... In addition, I tried every combination imaginable... not satisfactory for me!
      For every one who is - like me - not satisfied with the combination Breezehome + ELFX -> use LUX! During the LUX installation choose "even brighter interiors", use the LUX-Breezehome-compatibility patch and a good enb preset. You will get way better Breezehome lighting then you can get with ELFX.
  9. agiz19
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    Hi.

    I just installed this mod midgame and it works without issues, thanks for making these optimizations.
    I would like to ask is there a way for undressing so the hair wigs and smp physics remain on player/NPC so they are not also stripped away, is there a way to add an exception to exclude hair and body smp physics or rings and neckless, bracelet(as they use clothing slots) from akTarget.unequipall() , or is there an option to specify which clothing slots are stripped and which remain untouched?
    1. KhrysINXS
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      Its a great idea. What I would recommend is posting this request to dizietemblesssma of Player and NPC undressing - example scripts for modders. They are the bathing guru whose scripting framework this undressing system works from. If they decide to make versions in support where Hair Wigs and SMP Physics remain where it doesn't inadvertently affect the remainder of working components of the system in a negative way, then I can use the new code as placeholder of the one I currently use. Until you or whomever reaches out to dizlemblessma, this whole idea of yours will likely just never happen as it probably is not thought of. I would post over their and see what they say.
    2. agiz19
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      thanks for response, ill do that
    3. agiz19
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    4. KhrysINXS
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      OK. I saw it. Unfortunately and I apologize, something like this wont be done anytime soon. I am too strapped in other ongoing obligations. This mod does not have an MCM and, by the sounds of it, one will likely be required. The other issue is also, he may not had built within that mod his undress system based on the script used for Eli's design. I don't own the time to work on something of that nature now and likely not for awhile. Too involved with other projects which take all my modding time where I have timelines to get crap done into other hands for following processes and then more stuff is dumped on me when I give last thing. It just keeps going and going. When I get some time, I will take a look in the future. Anyone with the time is welcome to patch it up too if they have the desire and time.
  10. parttimepoptart
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    Hello, beautiful mod, works great, but two of my four adopted kids dont go to bed at night -- just stand by the bunks, even after I tell them to go to bed. I have nothing else touching Breezehome atm aside from Eli's OG mod, made sure there wouldn't be conflicts. Any advice on what I can do to fix the problem?
    1. KhrysINXS
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      You have to read the fix for that in this Description Pages "Tech Aid Section".
      What your experiencing is common in many mods that support the HMA system.
      It usually is caused from beds being placed too close to other ones. As true as that is, I don't think it is the only truth behind it either as I have witnessed the behavior before from beds spaced double the distance away from each other then how Beth places them in the Orphanage. Whatever. Just follow the console fix procedure in the Tech Aid section.
      After done, exit home and re-enter. You may need to do it more then once in rare cases

      I don't know what Eli OG mod is but if it edits the WhiterunBreezehomeLocation record, This mods last edits to that record MUST be the triumphant winning override. If the OG mod needs new things it adds to the mod in its location record to be winning for its sake, a location data merger patch will need to be made carrying forward the intentional edits of this mod and that one adding to the Location FormID. You can find more on the Location Record topic HERE 
    2. parttimepoptart
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      Thank you! I knew I'd probably missed something on the page but was in a rush to send my query before I hauled off to work today. I will do as prescribed. Thank you for this wonderful mod and for the advice.
  11. redcon48
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    completely breaks game on uninstall (due to whiterun has walls unrelated) ...any tips? 
    1. CluelessCourier
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      Uninstalling mods midgame is never recommended