Skyrim Special Edition

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HeewetSheldon

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HeewetSheldon

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15 comments

  1. RestitutorOrbix
    RestitutorOrbix
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    Does this mod require an alternate start mod?  Or should I disable all other alternate start mods so this one can work?
    1. MeganJoanne
      MeganJoanne
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      • 5 kudos
      I had Alternate Perspective active and this player home was where it was on the map, just that, a place like other shacks to call home, but it also drastically changes the landscape thus interfered with another player home I already had nearby, otherwise not a bad starter home and open to the fresh air.

      I just tried it out without the Alternate Perspective and game started as normal, the intro ride into Helgen, so not sure what is meant by "allows you to start the game in a hunting and adventure environment". I didn't feel like going any further than that because I wasn't interested in doing the whole intro just to find out if there's anything different.
    2. HeewetSheldon
      HeewetSheldon
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      Hi! The MOD does not alter the start of the game. By saying: 'Allow you' does not mean that the game will start with the GragonBorn inside the hut dressed as a hunter. It is simply a variant of the player's home in an area where hunting is abundant. The fact that the player begins to make their own weapons, to enchant them and to plant their own ingredients, to produce postimas, allows to increase the money and the skills to begin later the story with more experience.
    3. HeewetSheldon
      HeewetSheldon
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      Megan, I was unaware that there was another MOD in the cell. Well yes, my MOD modifies that cell since otherwise it would not have been possible to diagram the cabin and auxiliaries. If you tell me what the MOD is, I check to see is it possible to produce a patch. Greetings!
    4. HeewetSheldon
      HeewetSheldon
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      This is my first MOD and I found the idea interesting for those who do not want to go to the main opening story, taking time to learn how things like blacksmithing, mineral extraction, enchantments and alchemy work.
    5. RestitutorOrbix
      RestitutorOrbix
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      Do you still have to "discover" the new location or is it already available for fast travel from the beginning of the game?  I imagine that a brand-new character might have some trouble getting there.
    6. MeganJoanne
      MeganJoanne
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      • 5 kudos
      Probably not necessary, for one it is an oldrim mod, Brookfast Cabin, and another, unless I plan on having a hunter village there, with this one and Oldhollow Chalet makes 3 player homes clustered together. This location seems to be an liked area. And I got way too many player homes. At least they aren't taking up the same exact space, but the landscaping just isn't playing nice.
    7. MeganJoanne
      MeganJoanne
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      Not a bad start for a mod, simple, small shack style home, the kind I like most, and very vanilla so fits right in.
    8. RestitutorOrbix
      RestitutorOrbix
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      My question got sidestepped, so I repeat it:
      Do you still have to "discover" the new location or is it already available for fast travel from the beginning of the game?  I imagine that a brand-new character might have some trouble getting there.
    9. HeewetSheldon
      HeewetSheldon
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      • 44 kudos
      Hi! You have to discover the place. But I think it's a very good appreciation of you to say that a new player would have a hard time getting there. I'm going to mark the visible location from the beginning. Thanks!
    10. RestitutorOrbix
      RestitutorOrbix
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      It doesn't look like I can approach it from any direction without a CTD.

      SSEEdit showed 46 ITMs and also says:
      "<Warning: Plugin contains 3 deleted NavMeshes which can not be undeleted>"

      This mod needs cleaning.
    11. HeewetSheldon
      HeewetSheldon
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      • 44 kudos
      Thank you very much for the warning. I fixed the mesh bug. It should be fine although you never know with the Creation Kit.
    12. HeewetSheldon
      HeewetSheldon
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      • 44 kudos
      In version 1.1.1.3 the location is visible and you can quickly travel there without having to discover it.
    13. RestitutorOrbix
      RestitutorOrbix
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      • 76 kudos
      This version finally worked for me!

      However, SSEEdit still returned the following results upon cleaning:
      [Removing "Identical to Master" records done]  Processed Records: 264, Removed Records: 45, Elapsed Time: 00:00
      <Warning: Plugin contains 3 deleted NavMeshes which can not be undeleted>
    14. HeewetSheldon
      HeewetSheldon
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      I'm going to check again. Perhaps some neighboring cell is the one that is annoying. If you detect any other error, do not stop warning me. :))