Skyrim Special Edition

File information

Last updated

Original upload

Created by

Andrew801

Uploaded by

Andrew801

Virus scan

Safe to use

About this mod

Player Home that is accessible from vanilla player homes in the major cities.

Permissions and credits
Changelogs
Multiple Location Player Home


Short description of what this mod does:

  • It adds a player home that is accessible from all major cities and from Soltheim*.

The mod comes in two variants. Only use one of them and read the update section if you already use this mod. Also, read the mod conflict- and known issues section before using this mod.

*One more thing that I forgot to mention before using this mod. This house let you access Soltheim prior to the vanilla quest that lets you get there, especially Variant B. I don't know if this affects any Quest, but I recommend you not to use the homes Solstheim exit before you have been there during the quest.



Detailed description of Varian A:
  • Upon entering a vanilla player home, the mod will recognize this and will enable a separate, invisible door infront to the left of the vanilla player home door(s). This will let you enter the mods home by aiming on the left side and lets you access the vanilla home by aiming at the right side of the vanilla player home door.
  • For some homes, you must first do a vanilla quest to enable the mods home door upon entering.
  • The configuration menu of the mod can be accessed with the book on the shelf next to the bed.
  • The book on the shelf next to the entrance door let you chose the city where you want to go to. Only the cities where you have the vanilla player home will be available. If you don't change the location, you will leave the home to were you entered it, i.e. Enter from Whiterun, leave to Whitrun. Enter from Solitude, leave to Solitude.
  • If you want to have this home standalone without owning the vanilla homes. Access the config menu and add the Unlock Spell and use it to enable the cities you want. It will be under the illusion section.
  • If you updated from the old version, this spell will help you to make the mod like Variant B, if you changed your mind.
  • You can add the spell using the console commands if you don't have any vanilla home and don't want to get one to use the mods home. See the spoiler section of the readme file for details.

Detailed description of Variant B:
  • Infront to the left of all vanilla player home doors will be a separate invisible door. This will let you enter the mods home by aming on the left side and lets you access the vanilla home by aiming at the right side of the vanilla player home door.
  • The book on the shelf next to the entrance door let you choose the city were you want to go to. If you don't change the location, you will leave the home to where you entered it, i.e. Enter from Whiterun, leave to Whiterun. Enter from Solitude, leave to Solitude.
  • This Variant of the mod adds no scripts to any of the vanilla objects (player home doors). It only places an invisible door infront of the vanilla doors.

My other Mod(s):


Installation:
  • Backup your files in case anything goes wrong. I thought about many things while creating this mod and the description to make it save for use, but I'm not perfect.
  • Download and install Variant A or B with Nexus Mod Manager or download it manually and copy the contents to the data folder. (See readme for detailed information)


Uninstall:
  • (Only Variant A). If you have never enabled one of the mods home doors you can directly go to step 4.
  • Go inside the mods home and access the configuration book.
  • Click on uninstall and follow the instructions.
  • Uninstall it with nexus mod manager or manually by deleting the a801Home.esp and the a801Home.bsa from the data folder and the a801Home_Readme.txt from the docs folder. See readme for detailed instruction.


Known issues:

Eventually game engine related:
  • The house contains a lot of physics disabled objects. It sometimes can happen that the game engine can’t disable the physics fast enough when you enter the home and the objects are scattered around the house or in midair. At least it happened with my heavily modded old Skyrim (over 200 Mods) about 1 in 10 times. It never happened with Special Edition during my tests. If it happens, restart the game and load an earlier save and enter the house again.

Mod related:
  • (Only Variant A). If you uninstall the mod, disable the plugin, save your game and continue playing without the mod and you want to reenable it later, on a savegame you made after you uninstalled the mod, the doors to the house won’t be enabled as they should. The script fires and checks the conditions but won’t enable the specified door. I don’t know why, maybe the doors get a new ReferenceID because the old one still exists somewhere in the save file and the script searches for the old one and finds nothing. Because of this problem, the mod won’t work on any save game where it was once used and uninstalled.
  • If you have a non-English Skyrim Version, some objects names or locations where I modified something inside could be, depending on loadorder with other mods, displayed in english. All my description an names inside the home will also be in english.

Exept for the things mentioned above, the mod should be bug free. Let me know if you discover something and I will see what I can do.


Mod conflicts:
  • (Only Variant A). The mod adds a script to the outside vanilla player home doors, i.e. Breezehome in Whiterun, to check some conditions and then enables the corresponding Whiterun home door. Any mod that also modifies these doors will probably conflict with this mod. however,
  • Mods that modifies the vanilla player homes should work. They normally only add stuff around the house and don’t modify the outside entrance door. I used some of the them with my old Skyrim and haven’t noticed any problems.
  • (Both Variants). I never used those, but I'm pretty sure this mod will not work if you have an open city mod installed (Mods that allow you to enter a city without a loading screen).
  • (Both Variants). If a city- or vanilla player home overhaul changes the exterior layout, the mods home entrance door(s) coul be inside placed objects and can't be accessed. Like i said above, i never saw this, that's why the mods home doors are infront of the vanilla doors and not on an outside wall.


Future updates:
Because of my job and my other personal mods that I must port to SE, I haven't planned any other changes to this mod at the moment.

Version 2.0 was the "groundwork" for my later personal modification in combination with other mods. I only wanted to share what I already had.
After some players posted in the comments that they like the idea and made some suggestions, I decided to make those changes and release an updated version.

I spend the last days with testing all the features to make sure that they work. Both Variants work on a clean savegame and I tested the update process on my other PC. Beside the things mentioned in the update-, conflict- and known issue section, I found no other problems.



Detailed Update Instructions: (Only if you have v2.0. Read all before you update)
Not many players have downloaded this mod already and it was online only for a few days. But if you have and if it’s not too much trouble for you. Don’t update the mod. Instead disable and uninstall this mod and download Variant A or B of version 2.1 and continue from a savegame prior to v2.0.

I’m so sorry about that, because of my job and less time, I had never planned any major changes to this mod. I just wanted to share what I already had before I modify it for personal use.


1. Backup your files in case something goes wrong.

2. Remove everything that you placed inside the mods home (Chests, Racks, Display Cases, randomly placed items…).
I have tested it about 10 times, it works without removing them but I encountered a “problem” with Nexus Mod Manger, see step 6 for details.
I recommend you to get your items back. In case something goes wrong, you a) have all your items and b) you can simply uninstall and remove v2.0 completely and install one of the variants of v2.1.


3. Get your items from the mods followers back and make sure both are dismissed.


4. Don’t click the “Uninstall” option in the mods config menu, just leave the house. It’s probably the best to go into another, non-mod related region like the Jarl’s houses, i.e. Dragonsreach in Whiterun.


5. Save your game and exit.


6. Download and install a variant of v2.1 with nexus mod manager, or download it manually and copy the files inside the games data folder, override if asked.

*Nexus Mod Manger Users: I have my own program to manage my mods. I never used NMM before, only for testing the release of this mod and I can’t test the update process because I have hidden the mod, but I noticed something. I have installed v2.0 “from file” with NMM and I did the same with v2.1. They show up as separate mods. It seems like the a801.Home.bsa file will not be replaced, only the plugin, when I disable the old version and activate the new. The mod will not work at all and I sometimes can’t access the house again to get the items back.
I had to “permanently disable and uninstall” v2.0 and then add v2.1 from file to make it work. I think this is just because I don’t really know how to use NMM.

7. Go back into the game and load the savegame that you made in step 5.
*If you also uninstalled ApachiiSkyHair SSE, a message pops up that the savegame relies on content that is no longer available. This is normal and can be ignored. But don’t uninstall ApachiiSkyHair SSE if any other mod requires it! V2.1 don’t require ApachiiSkyHair SSE anymore, only the savegame remembers this from the old version and shows the message.

8. Go into the mods house
(Only Variant A). Open the configuration book in the bedroom. Instead of the follower names, there should now be an “Add Unlock Spell” option. Click on it and check if you really get the spell, it will be under the illusion section. If you don’t get the spell or can’t access the book or even the house, something went wrong. In this case, you must start over again.


(Only Variant B). Activate the book next to the door and check if all city names are displayed. Click on any city, except the one from which you entered, and test if the exit door changes location.

9. (Only Variant A). If you have the spell, the update worked.

10. Check if all your items are still there before proceed (if you skipped step 2).


11. Because of the added features and bug fixes you must do following things to benefit from them.
- Remove the weapons from the weapon racks and place them again to be displayed correct instead of upside down.
- (Only Variant A). Enter the vanilla player home doors you already visited again or use to spell, to make the mod recognize it. Otherwise, the book, that lets you choose where you want to exit the house, won’t have the option to select this city.


12. (Only Variant A). Activate the configuration book again and click on the “Remove Unlock Spell”, this spell exists only to make Variant A the same as Variant B, if you want. And for debug purpose if a door won’t be enabled as it should.


Change Log:
v 2.1:
  • Removed Followers and requirement for ApachiiSkyHair SSE.
  • Fixed the upsidedown problem with the weapon racks (Remove weapons from the racks and place them again to make it work).
  • Optimized position and size of activators to make them easier to activate.
  • Added option to select the city you want to go when leaving the house.
  • Added a second version (Variant B) of this mod that doesn't add a script to vanilla player home doors. All mod's home doors will be enabled by default.
  • (Only Variant A) Added a spell (debug spell) to activate some/all of the doors in each city, to make it independent from vanilla homes like Variant B, if you changed your mind.

v 2.0: Release Version
  • Follower will only be dismissed when changing them in the config menu if one of the mods followers is your follower.
  • Follower will also be dismissed if one of the mods followers is your follower when the uninstall button in the config menu is used.
  • Added a dialogue option to keep the follower at home instead of wandering through Inns when dismissed. If selected, they will return to the home when you change them, so you must not find him/her again.
  • Replaced the vanilla Container inside the house with duplicates from the mod to make sure they don't respawn if any other mod makes changes to them.
  • Added warning- and other messages.
  • Removed all debug messages and other debug stuff from the scripts.
  • Cleaned plugin file.

v 1.2:
  • Follower will be dismissed when changing them in the config menu, to free the slot for other followers.
  • Follower that is not being used will be disabled instead of teleported to a waiting room, to prevent it from spawning in Skyrim in case of any other mods add additional AI packages to characters by scripts other ways.
  • Added condition checks if the player must complete a quest first to get the vanilla player home.
  • Follower has now a random stop inside the house.

v 1.1:
  • Followers spawn now in the world instead of magically appear in the house.
  • Removed the Spell to unlock homes to keep the magic menu free of unnecessary spells. Vanilla home doors will now be used instead.
  • Moved the mods home doors to the left side and made them invisible to let the player be able to enter the vanilla home.
  • Included the house in Solstheim
  • Added a Cooking Pot to the house.
  • Removed all SKSE features.
  • Removed all contents from other mod authors and used vanilla resources instead.


Credits:
  • I have lost track of all the tutorials that I watched or read to learn modding this game. My thanks go to all the people who make modding tutorials, the modding community who keep this game awesome with their mods and of course Bethesda for making this game.
  • Thanks to my brother who helped me testing and finding bugs.
  • Thanks to the players who posted bugs and feature suggestions.


Background and why I made this mod:

I'm from germany and english is not my native language. I apologize for any grammatical errors. I have been modding skyrim for years now, but only for personal use. Now with Special Edition I must port my mods to the new game. All my mods are in a single plugin and most of the mods it depends on haven’t been ported to SE yet, some of them likely never will.

For SE I decided to start from Scratch and correct some “mistakes” that I made because of my zero knowledge back when I started modding and to use my gained experience to improve the mods.

After all the hard work and time spent modding this game, I decided to share some of my mods with you. This is the first mod I have ever made public. I hope you will like it.

On my old Skyrim I used a lot of mods and also large texture mods. By now my Skyrim folder has a size of about 70GB. I have a powerful pc, on a vanilla Skyrim I almost don’t see any loading screens at all, but with all those mods installed, depending on the location sometimes up to 1 or 2 minutes.

I don't fast travel, so when I only have a house in one city and I’m on the other side of Skyrim and I need something from the house, I must first travel to the nearest city that has a horse carriage. Then maybe first enter the city, enter a shop and buy or sell stuff, leave the shop, leave the city… and so on until I’m finally inside the home, then go back all the way to where I was before.
With this mod I wanted to avoid some of those “unnecessary” loading screens.