Skyrim Special Edition

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Andrew801

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Andrew801

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Multiple Location Player Home by Andrew801
http://www.nexusmods.com/skyrimspecialedition/mods/6775/?

Thank you for downloading this mod. I hope you will enjoy it.

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Installation:
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1. Read the conflict section on the nexus page first.

2. Backup your files before installation in case anything goes wrong.

3. Download and install one of the variants with nexus mod manager, or download it manually and copy the files inside the games data folder (override if asked).
Copy the files and folder from the zip file inside the Skyrim SE Data folder, the default location is:
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data


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Uninstall:
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1. If you have never enabled one of the mods home doors or using Variant B you can directly go to Nr. 4.

2. Go inside the mods home and access the configuration book.

3. Click on uninstall and follow the instructions.

4. Uninstall with nexus mod manager or delete following files from the data folder (default location see installation):
a801Home.bsa
a801Home.esp
docs\a801Home_Readme.txt


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Update instructions: (Only for players with v2.0 installed and with a savegame where it is being used)
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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 went wrong, you have all your items and you can simply uninstall and remove v2.0 and install 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 the Variant A or B 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 wich you entered, and test if the exit door changes location. If you want, you can try all of them to check if all doors in each city are there.

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.

11. (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.


Credits:
I have lost track of all the tutorials that I watched or read to learn modding this game. My thanks go out 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.


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Change Log:
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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.

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.


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!!! Spoilers !!!

Add Spell using the console commands:

Open the console and type, without the quotes "help a801" and press enter. It will find only one entry with an 8 digit code.
i.e. SPEL: (XX743D4C) 'a801HomeUnlock'
The XX depends on the load order of the mod.

Then type, without the quotes "player.addspell XX743D4C" and press enter, but replace the XX with the number shown to you.


Unlock Homes (Source: The Unofficial Elder Scrolls Pages: http://www.uesp.net/wiki/)

Whiterun, Breezehome:
To purchase the home, you must first complete the Bleak Falls Barrow quest for the Jarl of Whiterun. Upon completion he will permit you to purchase the house from Proventus Avenicci for 5,000 gold.

Markarth, Vlindrel Hall:
To purchase this home, you must first complete the prerequisite quests for Thane of the Reach. If Igmund is Jarl, you must complete Kill the Forsworn Leader, followed by Dungeon Delving, the latter of which requires you to be at least level 20. If Thongvor Silver-Blood becomes Jarl, either due to the events of The Battle for Fort Sungard or Season Unending, he will grant you permission to buy it out of gratitude for your efforts in making him Jarl. You can purchase the house from the Jarl's Steward for 8,000 gold once you have been given permission.

Solitude, Proudspire Manor:
To purchase the home, you must first complete the two quests The Man Who Cried Wolf and Elisif's Tribute. Upon completion, Elisif will permit you to purchase the house from Falk Firebeard for 25,000 gold.

Windhelm, Hjerim:
Hjerim can be purchased having sided with either the Empire or Stormcloaks. Once allied with the Stormcloaks, the 'Battle For Fort Sungard' quest must be completed before Jorleif will make the house available for sale. However, if Falkreath Hold has been given to the Stormcloaks as part of Season Unending, it may be necessary to liberate Hjaalmarch before Jorleif will make this house available. If the Imperial Legion is chosen as an ally, then the defeat of the Stormcloaks is required before it is available to buy.

Riften, Honeyside:
Becomes available for purchase during a quest for the Jarl of Riften. The quest can be started at the Fishery outside Riften; look for an Argonian woman, Wujeeta, working inside the Fishery. However, you need not contact her at the Fishery to start the quest since she can be contacted outside work hours to initiate the quest as well.

Note that the Jarl will not even mention selling the house until you have completed the associated quests Helping Hand, The Raid and Supply and Demand, and also built a reputation with Riften citizens by doing a few miscellaneous quests for the people of the town (see I Done Got Thaned! for details). Honeyside must be purchased from her steward Anuriel in order to complete the quest and receive the title of Thane of Riften.

Alternatively, if you give Riften to the Empire during Season Unending or conquer it during Reunification of Skyrim, Honeyside can be purchased from Hemming Black-Briar without having to complete or begin the quests for the Jarl.

Solstheim, Severin Manor (Source: The Elder Scrolls Wiki: http://elderscrolls.wikia.com/wiki)
Initially, it is the home of Vendil Severin, and his family - however, upon completion of the quest Served Cold, Severin Manor is awarded as a home to the Dragonborn by Lleril Morvayn.