Skyrim Special Edition

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Saiska

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saiska

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21 comments

  1. Drevan80
    Drevan80
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    Will this mod conflict with the new JK Castle Volkihar (https://www.nexusmods.com/skyrimspecialedition/mods/116314)?
  2. adamken99
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    hi could u make one like this mod for whiterun like jast put i on the wall some where ty
  3. clampi
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    Hello,

    Nice idea with the 3 orphanages. There aren't many mods that add orphanages, and from what I see all use their own system. From the description and comments I get that your mods don't use the semi-functional Hearthfires system that sends orphan children to Honorhall.
    Would you consider integrating into it, as the system is now fixed by Honorhall Orphanage Bugfixes and Expansion? I understand that you are disliking mod-dependencies, but the system works in absence of the fix. There is also a working examples, with sources included, of Mixwater Mill transformed into orphanage for 4 kids.
    Thanks for sharing your work with the community.
    1. saiska
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      Interesting link. Originally i didnt even try to plug on the existing system because one, was bugged as f*, and two as you said to avoid conflicts with existing mods (and specifically the adopt up to 6 mod that changes a lot of legacy adoption scripts) and so a i had to find a alternate way to do it. If i work on these orphanages again - to merge it probably - i'll take a look on that integration.
    2. clampi
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      The adoption system is not the same as the one mentioned above. The system fixed by the mentioned mod is not directly controlled by the player, is automated. Think of it like "Skyrim Social Service" that takes care of the kids who become orphan during the game-play, such as no adult alive that could take care of the child. It basically manages the kids that become orphan, the living space of the possible orphanages and assign kids when spaces are available or become available. The part that of this system that involves the player, is the adoption of kids directly from orphanage, which frees up a living space for another possible orphan. It takes care of the moving from one living space to another, giving packages for the new living space and schedule of the target orphanage.
  4. someguynamedjoe
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    Any chance for an Oldrim backport?
    1. saiska
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      No chances from me.
  5. diskdevl
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    Congrats on finding a location that involves neither OCS nor a JK mod ! =) Love the idea, although I do wonder what will happen to any normal kids I "accidentally" send here. Will they just disappear suddenly one day without a trace, while the Director just stands there looking innocent ? heh.

    Food for thought - if this is the last orphanage you'll be making, do you think you might do an All-in-One version of the orphanages at some point ?

    Thanks for giving us all these fun places to send kids, it's much appreciated !
    1. saiska
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      Congrats on finding a location that involves neither OCS nor a JK mod ! =)
      hahaha you've seen right through me ! never again i plant something in the middle of Solitude :)
      ?if this is the last orphanage you'll be making, do you think you might do an All-in-One version of the orphanages at some point ?
      yes. it will be easier to maintain since they all use the same scripts, so when i have the time to add more to the orphanages (i would like new occupations for the kids / new furnitures like the posters in stonehall) i'll put them together.
    2. Webmetz
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      I would love for an all in one.

      Other cities...
      Windhelm is the only other city I can think of which could use an orphanage, and has enough 'liberty' to insert it someplace given all of the walls, 'impied parts of city' and such.
      If you do make a Windhelm orphanage, make sure to give the kids warm clothing.
      ...and for it to make sense why Arentino was sent to Honorhall, make the Windhelm Orphanage need to be 'rebuilt' or 'cleared'.  Possibly from a condemned sanitorium or something like that.
    3. saiska
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      @Webmetz you are right about windhelm, there is many possibilities to add one somewhere.
      Alas, my experience with the solitude one would refrain me to add one directly in windhelm. Maybe a door in the talos temple yes, but not a door in streets, too much problem with this.
      On another note, i don't have the need currently because for now all the kids of tkaa have been sent to an orphanage. so i've rescued like 60+ kids and the last orphanage is not yet full. If tkaa add more kids or if find too much kids -i missed some skeletons at the start, now i send them in bloodhall-, that's another story.
      make the Windhelm Orphanage need to be 'rebuilt' or 'cleared'
      that is something i consider for the all in one, a sort of meta quest to open the orphanages, but i'm not sure. Initially I did not want the orphanages to be a chore, i wanted them to be able to receive kids immediately so i didn't have to come back for the kids left behind. The best option i think of - but not the simpler nor the fastest- would be adding an mcm with that kinds of options, but that would mean a lot of work and i'm not sure i can commit to that - and support it after.
    4. TucuReborn
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      I really like the idea of improving them. It doesn't need to be HF levels of depth, but perhaps just a small gold cost to add some new beds, put some furniture in the kitchens, decorate the place, etc? Not too much, but like 1k an upgrade makes them a decent gold sink.

      Another idea is that when a kid gets sent there, you can become a patron and they will ask for some funds to improve periodically. Like, for example, if the beds they have are above 50% occupied, they may ask for more money to buy more beds. When you have ten kids, they want to expand the kitchen. And then little things like, "we think we could improve the decor," for when there isn't an "urgent" need. Of course, a backup for the beds would be nice, that way you always have enough, but then they send an urgent request for money to buy more if they didn't ask soon enough.
    5. sergun99090
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      All-in-One version would be nice. I hope you can merge all your Orphanages in one mod someday in future, and patches. Untill now i don't have more space for esp to use them. And i don't know how to merge mods safely myself. Will keep watching for you, and waiting, hope not for long! May the power be with you! 
  6. diskdevl
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    FYI, if you find yourself releasing an update it looks like the CK added some extra stuff (as it does) that can be cleaned out. Nothing critical. =)

    [00:04] Background Loader: [BloodhallOrphanage.esp] Processing completed
    [00:04] Start: Applying Filter
    [00:04] Done: Applying Filter, [Pass 1] Processed Records: 796, [Pass 2] Processed Records: 781, Remaining unfiltered nodes: 781, Elapsed Time: 00:00
    Undeleting: [REFR:0200B14A] (places RockPileL01 [STAT:000226BA] in GRUP Cell Temporary Children of DLC1VampireCastleExterior03 [CELL:000018FE] (in Tamriel "Skyrim" [WRLD:0000003C] at -44,36))
    [Undeleting and Disabling References done]  Processed Records: 780, Undeleted Records: 1, Elapsed Time: 00:00
    Removing: [NAVM:0200BA40] (in GRUP Cell Temporary Children of DLC1VampireCastleExterior02 [CELL:0000191D] (in Tamriel "Skyrim" [WRLD:0000003C] at -44,35))
    Removing: GRUP Cell Temporary Children of DLC1VampireCastleExterior02 [CELL:0000191D] (in Tamriel "Skyrim" [WRLD:0000003C] at -44,35)
    Removing: [NAVM:0200BA3F] (in GRUP Cell Temporary Children of DLC1VampireCastleExterior03 [CELL:000018FE] (in Tamriel "Skyrim" [WRLD:0000003C] at -44,36))
    Removing: [NAVM:0200C457] (in GRUP Cell Temporary Children of DLC1VampireCastleExterior03 [CELL:000018FE] (in Tamriel "Skyrim" [WRLD:0000003C] at -44,36))
    Removing: [NAVM:0200C459] (in GRUP Cell Temporary Children of DLC1VampireCastleExterior03 [CELL:000018FE] (in Tamriel "Skyrim" [WRLD:0000003C] at -44,36))
    [Removing "Identical to Master" records done]  Processed Records: 780, Removed Records: 5, Elapsed Time: 00:00
    1. saiska
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      thanks you for telling me, i cleaned by hand and these escaped me.

      edit. i looked into these and these are not "Identical to Master". i don't know why sseedit clean them. i'm not a pro when it comes to navmesh, but my navmesh are differents, so for me, cleaning them will make pathing problems near the volikhar castle.
      also ssedit seems to "undelete" a rock i deleted. it should hide the orphanage entrance or obstruct it no ?
    2. Trademark
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      Deleting references (i.e. a rock) in the CK can lead to crashes if another mod also makes changes to that same deleted reference. SSEEdit will undelete those references and change their state to disabled and move them to a really low position on the Z axis (something like -30k) instead.
  7. lillindine
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    Thanks for this. I was always a little skeptical of sending some of TKAAs kids with the "normal" ones, haha. 
  8. MarkCDodd
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    Vampires suck!

    But, I am a believer in good vampires. You come across a few in the game. So...an option to make them not hate Dawnguard would be good.
    1. saiska
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      i feel you, really. but did you test ? in fact i joked about that because i didn't test if the Dawnguard is a problem. I'm currently in the middle of a new game where i plan to do dawnguard so i'll test soon enough.
      but the dilemma was: they needed to be under a crime jurisdiction. If i put them under a hold, they would be attacked by the volikhar vampire if going outdoor, so i put them under a crime faction called dlc1vampirecrime. finally i didn't make them go outdoor, so when i'm sure there is a dawnguard problem, i'll put them under solitude jurisdiction. it will be sybille stantor pet project.
    2. MarkCDodd
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      Give workers and children at the orphanage their own faction that is neutral to Volkihar and Dawnguard.
  9. Pariah77
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    I was under the impression that vampires preferred their children free range, but I'd guess they won't complain about the farm raised ones here.