Skyrim Special Edition

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Jelidity

Uploaded by

Jelidity

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About this mod

A simple, modular mod that adds a bit more requirement to being able to buy/acquire the Creation Club houses, rather than walking in and it just sort of being yours.

Requirements
Permissions and credits
This mod isn't complex, and was mainly made for my own game so I won't be accepting any requests related to it, I also do not plan to make a FOMOD, so please don't ask. Details of the changes are as follows:

Bloodchill Manor
- Quest initiates after completing Awakening, the quest plays out as normal.

Gallows Hall
- Quest initiates after completing Conjuration Ritual Spell, the quest plays out as normal.

Hendraheim
- Quest initiates after completing Glory of the Dead, the quest plays out as normal.

Myrwatch

- The house must be unsealed by acquiring an enchanted note from a specific fisherman (Requires Fishing)

Shadowfoot Sanctum
- Puchase requires being Guildmaster of the Thieves Guild.

Tundra Homestead
- Purchase requires completion of Dragon Rising

Not Included


Nchuanthumz
- I had no thoughts on how I would want to limit this, and its location and implementation means that it is easy to just ignore unless you want it.

Dead Man's Dread
- The quest for this one is fairly substantial, I didn't see the need to edit it to add other requirements.

Farming
- I was going to make something to do with buying after the first quest, but this mod by AndrealphusVIII is a much better version of that, so I would recommend you use that instead