I really like this mod. Thank you for it, it's great. I have built it in my last 2 or 3 playthroughs and enjoyed building the house and property. I do have one thought about it. You are the Dragonborn. You're out killing dragons, saving damsels in distress and collecting a lot of cash. It would be great if there was a way to add an option to hire builders and pay 100,000 or more to have the house built for you. You could go off an continue to save the world (and get richer) and come back to the lodge 3 or 4 weeks alter and the house is complete. Maybe the courier can find you and give you a note telling you, your house is complete. You would not have to use the debug method, and it would be immersive. This is just a thought on a possible improvement/addon to this great mod.
the original one is ESPFE these days while this one is takes up one hit in the esp slot. On top of that Lux Via offers patch for the original one and not this one yet. guess which one wins? I like this version alot but the fact that theres no patch for it and it can't be esp made esl is a backdraw for me. Don't get me wrong. I really LOVE to death this little mod but had to uninstall it.
I have no idea how the original has been esl-ified, but there's a reason this one hasn't - from my understanding, esl records do not contain enough information to accurately rebuild navmeshes. Specifically, esl records are "patch" records, intended to make small, simple changes to the game - navmeshes do NOT fall into this category. Therefore, any mods which contain both new and heavily modified navmeshes (like this one) should NOT be esl-ified. I don't know if this has recently changed with new updates - I presume not - but this was something I considered when I ported the mod to SSE.
I'm not sure if you are sitll in active development of this mod but if you are maybe you can investigate and cut out some of data so that it can be made in to epfe or esl? When I say cut maybe go in and do some navmesh cuts. Maybe redo navmesh in a bigger size chunck? I have no Idea as i'm not expert in any of this. Perhaps use Base Object swapper for some items? Like i said i'm just throwing ideas as i'm no expert.
No, the mod already does what's in that video. I'm saying that if a mod has any alterations to navmesh data, it shouldn't be eslified. Any mod which adds new worldspaces - which this one does (the cave) but the original did not, similarly should never be esl-ified.
Saying that, no, this mod is feature complete, so is no longer in active dev anyway.
hmm ok. If someone sees this NO the comments above were not to "bash" the mod. Was just curious how the original got converted to ESPFE and this one is still a regular esp. Oh well its a mystery now.
I got everything built, but there was no prompt to build/decorate the display room? I can't even find a door to it, where is it supposed to be? All the workbenches are out of things to build.
Did you build the display room plans at the drafting table? The entrance to the display room is located as a trapdoor next to the bed in the master bedroom, but I can't recall if this is built at the same stage as the house - I think you probably have to build the plans at the outdoor drafting table and then you'll be given construction options at the workbench next to the drafting table.
This is truly THE house you need. Thank you for the effort ! But there is one tiny issue, there seems to be a clipping issue with the stable and the ground its on. Theres a section of the stable floor that hovers and you can see underneath it.
I have a weird "issue" where the nook walls in the Main Bedroom aren't solid. I've provided some screenshots HERE.
Would reinstalling the mod fix this? Would all my progress be reset if I did so? If not, is there a console command or something I can do to make the walls "solid" again? Thanks!
I've just tested and there is definitely still collision working correctly on my end. Couple of things to try: Try opening the console, clicking on the wall to select it, and typing "tcl". If you've accidentally toggled collision off before, that should turn it back on.
Alternatively, are you using MO2? If so, you could try closing the game, uninstalling and reinstalling the mod (DO NOT LOAD A SAVE BEFORE REINSTALLING!) and then try it again. If there were any mesh issues, that would ensure the problematic files were copied over from fresh sources.
Something helpful to you may also be the interactive UESP resource map:
http://en.uesp.net/maps/srmap/srmap.shtml
Stone quarries give a great deal of stone. But you'll need iron and clay too, as well as some rarer ingots and materials for specific parts of the house. This map is dead useful at finding and planning trips to get stuff.
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THIS MOD IS NOW FEATURE-COMPLETE, NO MORE FEATURES WILL BE ADDED, ONLY BUG-FIXING
Saying that, no, this mod is feature complete, so is no longer in active dev anyway.
But there is one tiny issue, there seems to be a clipping issue with the stable and the ground its on. Theres a section of the stable floor that hovers and you can see underneath it.
Is there any way to fix this :)
Edit: it fixed itself after reloading
TIA
Would reinstalling the mod fix this? Would all my progress be reset if I did so? If not, is there a console command or something I can do to make the walls "solid" again? Thanks!
Couple of things to try:
Try opening the console, clicking on the wall to select it, and typing "tcl". If you've accidentally toggled collision off before, that should turn it back on.
Alternatively, are you using MO2? If so, you could try closing the game, uninstalling and reinstalling the mod (DO NOT LOAD A SAVE BEFORE REINSTALLING!) and then try it again. If there were any mesh issues, that would ensure the problematic files were copied over from fresh sources.
https://staticdelivery.nexusmods.com/mods/1704/images/54651/72434-0-1451911510.jpg
See the three trees to the right of the house? that fuzzy whitish grey patch behind the one closest to the house is one of the quarry seams.
Something helpful to you may also be the interactive UESP resource map:
http://en.uesp.net/maps/srmap/srmap.shtml
Stone quarries give a great deal of stone. But you'll need iron and clay too, as well as some rarer ingots and materials for specific parts of the house. This map is dead useful at finding and planning trips to get stuff.