Skyrim Special Edition
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LvxMagick

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LvxMagick

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637 comments

  1. charmingfellow
    charmingfellow
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    This mod is truly a hidden gem. I'm surprised this hasn't gotten more downloads. For those that have trouble with it, just give it a little bit of time you'll have it figured out. Just save before you do anything in case you don't like what you've done and want to go back. It really adds in that Fallout 4 feature of building to Skyrim which I always felt it was missing. I've been personalizing areas in the game that seem barren to add a bit more life to it. This will always remain in my load order. I haven't had any issues with it so far with my 900+ mods I have installed for Skyrim VR. It's a great way to make Skyrim your own. The expansion pack is awesome. I hope you'll continue with "packs" to expand even more. What you gave us is quite a lot! But one can never have too much in my opinion. I've used Nexus mods for several years now and never commented before but felt the need to on this fantastic mod! =)
    1. jamiethejoker26
      jamiethejoker26
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      This should be pinned so other SKYRIM VR users like myself can know that it works. Or perhaps the VR tag added to the modpage. I'm excited to give this a go, as a VR user now, myself.
    2. bcow69
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      +1 VR
      Agree, truly a hidden gem !
    3. Maxoxpower
      Maxoxpower
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      working in VR? will give it a try :-D thks for the post
  2. LvxMagick
    LvxMagick
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    Hello everyone, I finally made it to the MCM phase of the mod. I don't know how long I will be developing this for, but I have found my old .psc & fixed the code.. Please while the Mod has allot to be done, I would really appreciate  some feedback & an endorsement.

    Thank you 
    L.v.xMagick
  3. Syovere
    Syovere
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    If I could request one addition, it would be the ability to conjure up some relatively generic, preset NPCs. Smiths, apothecaries, that sort. Useful for any big projects here, or for some of the larger house mods that may be unstaffed without having to fight with the CK.
    1. Domek97
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      Lazy Followers may he a solution to you, although I think it needs to use presets so you can make a preset and then make npcs using that preset.
  4. DementedShrub
    DementedShrub
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    hey man, was there ever any fix for the carry weight bug? I think that everything looks really good so far but is there any way to integrate spid or kid to include fixtures and lights from everywhere? including mods? I was just curious, and I know how much work that went into this must've been immense. Other than that I think that movement is somehow kind of difficult as far as movement of objects outside of integer adjustments. I mean with how you cant always tell the angle of placement somehow
  5. Regina316
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    I have (probably) a stupid question. How hard is the SkyUI requirement? I mean, I can't stand the thing and have forgone quite a few MCMs to avoid it... 
  6. Aetheriumdovakiin
    Aetheriumdovakiin
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    Hey! I have a question about your previous mod for campfire! Is it safe to install mid playthrough? 
  7. AndyPandyW
    AndyPandyW
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    What happens with pathing/navmesh? Have you found a way to dynamically alter the navmesh or will NPC's be walking into everything all the time?
    1. Domek97
      Domek97
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      you might try this mod, just keep in mind I haven't tried myself to see if it works. Note using this method you won't see the effects just by using the power, you need to know how to use xedit and make use of the navmesh you generated.

      EDIT: nevermind, I realized after looking at the page again that it has very limited support for tilesets so far.
  8. KatCut
    KatCut
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    When are we getting (if at all) LOD support for player built housing?
  9. Domek97
    Domek97
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    Hey everyone, I made a patch for Constructible Object Custom Keyword System, check it out
  10. Bonehelmet12
    Bonehelmet12
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    Looks interesting
    I wonder if the settlements are going to have events related with npcs, like maybe the player can have guards or mercenaries around the town, and both creatures and enemies can go attack the settlement like in Fallout 4
    1. Felurianx
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      These are just the parts to build stuff, if you're lookig for roleplaying attacks by random bandits and dragons etc I'd suggest you take a look at the also amazing mod called 'Tundra Defense' here.
    2. KermicHedgeFrog
      KermicHedgeFrog
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      are these two mods compatible?
  11. KermicHedgeFrog
    KermicHedgeFrog
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    this mod is pretty awesome, hoping for another expansion with more decor and buidlings, would be cool to see placable finished buildings with empty interiors, one thing im wondering is would it be possible for you to implement a way of placing objects and decor from mods? obviously crafting recipes being coded for that would be a hassle, but maybe if there was a way for the mod to just "search" obejects and decor from mods and add them to the lsit and just cost gold, or be exclusive to creative mode? not sure if its possible but if it was i think thatd be a really cool way to get more content with a little less work maybe. anyways love the mode just wish there was more decor and more options for placeable building, also one of the items doesnt place for me forget the exact name, something like blackstone castle courtyard or somthin, when placed it just vanishes from inventory.
  12. Domek97
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    Is it possible to place down hearthfire-style dirt for planting? It doesn't appear there are many options for planting, and can't plant mod-added fruits/veggies without these plots of dirt. Maybe I'm just missing something? Thanks
    1. LvxMagick
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      You need a shovel
    2. Domek97
      Domek97
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      Thank you!!
    3. Domek97
      Domek97
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      Oh wait, does this not allow you to do the hearthfire planters? I tried putting different crops in the hole but it still comes out as whatever I crafted the item as, and I don't see any generic dirt planters in the plantable category - only planters that already have a plant associated.