Skyrim Special Edition

File information

Last updated

Original upload

Created by

Rainstorm

Uploaded by

RainstormWander

Virus scan

Safe to use

Tags for this mod

About this mod

Just outside Morthal, there's an old farmhouse that's been abandoned and overrun with bandits. Your tasks, should you wish to accept them:

1. Clear out the farm's current inhabitants.
2. Purchase the property.
3. Rebuild the old homestead into a functional little farm again.
4. Optional - go on a new dungeon quest.

Requirements
Permissions and credits
Donations
Amenities include:
 
  • A smelter, anvil, grindstone, workbench, tanning tack, grain mill, and wood chopping block.
  • Fireplaces, lanterns, and candles that can be turned on and off.
  • Seven mercenaries who can be hired to guard the property.
  • A 'Homestead Options' book that allows you to purchase livestock (cows, chickens and goats), hire/dismiss the mercenaries, and dismantle/assemble the drafting table.
  • Lockable doors (main bedroom and the two entrances to the house).
  • Space for your spouse, six children, and five followers.
  • An enchanting table, alchemy table, greenhouse, stable, and three apiaries.
  • Two bookshelves, a cooking spit, an oven, and a butter churn.
  • Three mannequins, three shield + weapons plaques, two small display cases, and ten weapon racks.
  • A trashcan behind the greenhouse that respawns.
  • A general goods merchant who'll hang out in the Moorside Inn.
  • A fish hatchery with a rowboat that sails to Solitude or Dawnstar. It's a decent walk from the homestead (close to Ustengrav), so there's a little lean-to by the dock with space to sleep and cook.

Includes one new NPC who offers a quest. He's voiced mostly with spliced vanilla dialogue, save for three lines which are subtitles only. If you don't use Fuz Ro D'oh, those three lines are under the spoiler at the bottom of this page. Please note that the dungeon quest item (journal) can be dropped, so just don't lose it before reading it if you want to go on the dungeon quest. If you want to discard the quest, just drop the journal in the trashcan, and that will fail the quest.

The homestead costs 30,000 septims. To purchase it, kill the bandit chief and then read the property notice on the porch (the notice will show up a day after the bandit chief dies). If you don't want to run around collecting building materials, you can have them delivered via the order sheet at the drafting table. There are seven areas to renovate and you don't have to do them in any particular order. You'll be able to move your family in once you're renovated the bedrooms, kitchen, and sitting room. Once you've finished renovating everything, dismantle the drafting table and the homestead repairs quest will complete.

The mercenaries level with the player (min level 40, no max) and are marked as protected. They have patrol and sleep packages, and they'll also spend time just chilling by the fire. If you've hired the mercenaries, the bedrolls in the tent will be owned by them; if not, they'll be unowned so anyone can use them.

The bedroom and house keys will show up in the main bedroom once you've renovated it. To lock a door, just select the relevant key in your inventory.

Most of the clutter isn't static, but it's held in place with the defaultdisablehavokonload script, so you could fus ro dah the place and nothing would go flying.

The 'Homestead Options' book will show up in the smithing area once you've renovated it.

I've only tested this on SE, but I see no reason why it wouldn't work with AE.

It should be fine to add this to an ongoing game; I tested it on a couple of existing saves and everything seemed to work fine.

********** Credits **********


Additional Thanks


All the mods used in the screenshots can be found here, and the ENB is Re-Engaged ENB for Obsidian Weathers

Known Issues:

If you have mods that change the mesh for the lantern or tabletop candles, it'll look odd when you light or extinguish them, cause the on and off meshes will be different. I don't really have a fix for this other than to hide the mod-added mesh in MO2 if it bugs you (not a perfect solution, I know). 

If you're doing the dungeon quest with followers, there's one ledge that they can't climb up to. It'll be right before you exit the cave though so they should catch up as soon as you leave.

If you lock the balcony door and front door while you're inside the house, they won't show as locked while you're inside (they're load doors and I set them up a bit differently from the bedroom door). If you lock them while you're outside, they'll show as locked. 

As always, mannequins can be finicky. In my testing, they've stayed on their bases, at least (they each stand on their own navmesh block), but they do sometimes shift in place.

Also, as always, weapon plaques and racks can be finicky (i.e. they were a nightmare to get working consistently). Things to note:
- Due to how I set them up the invisible activators, some of the plaques will let you equip an item even if the slot is already taken. I could get all the items back with no issue, but just something to be aware of. It was either slightly-offset activators or dealing with plaques that kept eating my weapons.
- For the weapon racks, all weapons work properly for me except greatswords (they sit way up high above the racks).
- The wall plaques work fine for all weapon types.

Subtitle lines:

Spoiler:  
Show
  • When you ask him why he's down there, he says: "I was gonna rat them out. Turn the others in. Told the wrong man, and ended up here. Should've never trusted him."
  • If you get to the, "Unless you've got a few thousand hidden in those rags?" line, he responds with: "Not likely. Well, maybe I've got a better offer, then."
  • And all dialogue paths eventually lead to him offering: "Well, there's an old camp of mine nearby, and the nasty old chief's sitting on a damn fortune. It'd be quite the fight, but you'd be swimming in riches after."