Skyrim Special Edition
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About this mod

This mod gives inns a chance to be fully booked, to incentivise using other inns or camping.

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Skyrim's worldspace is scaled down by a lot. This has several issues obviously. Personally, for me, someone who likes immersion and such, mods that add survival mechanics (cold, hunger, thirst, fatigue) can too easily be circumvented as there's always an inn closeby. In addition, many town/city overhauls add new inns, yet I feel myself going back to my same old inns.

For these reasons, I made this small tweak: Inns can be closed. It adds a (configurable) chance that an inn is fully booked and has no more room for you. This is done to incentivise using lesser known inns, or even camping outside.

Each time the player enters an interior cell with an innkeeper, an effect on that innkeeper will do a random roll. (33*% chance) If that roll fails, it will add a certain invisible token, which changes the dialogue for renting a room. Each 20* hours in game time, this will reset.

* Configurable value, see below.


SPID -> This is non-optional, as the mod will not work without it.


You can use the following console commands to configure certain settings.


set ANDR_InnsClosed_Chance_Global to X
X is the percentage change that an inn is closed. (default is 33.)

set ANDR_InnsClosed_ResetTime_Global to X
X is the amount of hours to reset the effect. (default is 20.)

set ANDR_InnsClosed_UseNotifications_Global to X
If X is set to 1, notifications will be used, instead of messageboxes. (default is 1.)

set ANDR_InnsClosed_FirstPersonMessage_Global to X
If X is set to 1, the player will be referred to in the 1st person in the messageboxes/notifications. (default is 0.)


There are patches for:


Q: This is silly. What would you even make a mod like that?
A: I described my reasons above. This mod only appeals to a very niche base of players and I am aware that. If you don't like it, just move on.

A: Yes.

Q: Does installing/updating/uninstalling on an existing save work?
A: As far as I know, it should. However, it's good practice to keep a backup save prior to doing this, just in case.

Q: Is this compatible with <insert mod>?
A: I don't know by heart. You might need to check yourself.

Q: Will you make a patch for <insert mod>?
A: Only if it's a mod I use myself or plan on using, I have enough time and I actually like the idea. Otherwise, feel free to do it yourself. (see permissions)

Q: I have a suggestion to improve the mod. Can you do it?
A: Maybe, if I have time and I like the idea, I'll consider it.

Q: Will you port this to <insert platform>?
A: No, I myself only support the Steam and GOG English SE and AE versions of Skyrim. If someone else wants to port it, feel free. (see permission) If you decide to port it, you yourself take full responsibility to offer support to said port. I will not provide no support for any ports by third parties.

Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it.

Q: Does this work on Skyrim 1.6+, aka "Anniversary Edition"?
A: Yes, it should.

Q: Why don't your mods use MCMs and instead use this janky console command system to set globals?
A: I am not a fan of MCMs. You can set the globals by making a patch in xEdit. I have no plans of changing this. If you want to add an MCM, feel free. (see permissions)

Q: Why don't you use FOMODs?
A: That would require reuploading the entire mod, in question, even if I only make a small change. My internet is limited and reuploading the files each time will take a huge chunk of my monthly volume.