Jan 19 2024: Update 1.2 has been released! Should be safe to update mid-game, and an ESP update file has been provided so existing users don't have to download the ridiculously large main mod again ;)
This update addresses a few reported bugs and makes a few tweaks and adjustments, most notably to the stable area with the addition of a fenced yard, goat and rooster! See the changelog for more details.
I also completely reworked the vanilla navmesh. Initially I tried to touch navmesh as little as possible and use collision boxes instead, but with how complex and large the area is, it just wasn't working well for NPC navigation.
Inigo and I ran around all over the outside with the updated navmesh and everything was peachy - if you have issues with NPC pathing please try moving the mod below other mods that might edit the same landscape area.
Also, because of the extensive changes to navmesh, any patches that handled landscape or navmesh edits will unfortunately need to be redone. Sorry about this, but I just couldn't get NPCs to move around well without re-doing the whole thing :/
Thank you for all your lovely comments, I'm so happy people are enjoying this place as much as I have.
Final note, this literally would not exist without all of the authors listed in my file credits. I would love if people could take the time to go check out and endorse their mods, or toss some kudos to all those wonderful authors!
Plug for a cause that's near and dear to my heart, though completely unrelated to this mod!
SaveAFox is a wonderful non-profit sanctuary I've been following for several years now. They rescue foxes and all sorts of other animals, providing them with excellent care and so much love. Currently, they are on their biggest (and most expensive) mission ever...saving 500 foxes(!) from a fur farm! Please consider checking out their Youtube channel to help them get more exposure (bonus: adorable fox videos) or donating if you can. :)
Wow it's amazing. There is even has a lift inside the house! So much pretty paintings and I really love the painting room. And chicken have their home too! But the mod is not compatible with The People of Skyrim. Sign... I approached to the garden and wanted to enjoy the scene but then suddenly a skeleton coming out from a tomb. ;) Quite scary
Great looking house, thanks mucho! Did you upscale a bunch of the Witcher assets that are used in the Deithwen mod? Assuming so, thanks, the 1K models were way too low def, and 2K or 4K looks at least twice as good. And thanks for the 4K optional patch, my little beastie is firing on all cylinders dealing with all these massive textures, and the game looks amaaaaaaaaaazing.
This needs a patch for the CC Arquebus https://imgur.com/a/KOuxVXs It adds a camp on the coast near the new ruin. Though I'm not sure how it would be done without much effort.
I can't get over how insane this is. The amount of effort and all of the cute interactables are killing me.
The only issues I've found is some paintings and the glass panes have stretched textures, and a few lanterns are lighting up the area despite being unlit, and then lighting them unlightens the area. So the candles are burning, but there's no light. And then it seems when you build a shrine near the bedroom, it does not overwrite the last shrine, so I assume I could just spam every shrine there and have a jumbled mess of shrines, lol. It could be due to SkyUI, or the Pilgrim patch? I'm not sure.
It also DOES conflict with Northern Roads, but honestly not even that badly. There are a couple seams in the road, but not so bad that you'll fall through the earth. You don't even have to jump over them to cross them. That's good enough for me! Still would love a compatibility patch, though.
Everything is so cute, though. I can't get over this. I think I'll have to use it in my next playthrough, I'm concerned about adding something to the world so late in my playthrough without running DyndoLOD lol.
This is the only player home I've seen in a while where I was enamored with how it was designed. Often it feels like player homes are too spacious, and as you said suffer from Tardis syndrome. Everything is compact, but still designed to be regal and affluent. I'd love to see how you would design a mansion on a larger plot of land.
I see you made a patch for Lux, this may be the last reason I need to switch from ELFX to Lux so that this house is supported lol. Before I make the commitment though, would you be willing to patch elfx shadows?
I searched the comments for something like this. I'm so pleased that someone else thought as I did, that a diamond of a mod such as Magpie Manor would be perfect in Solitude. The only thing I miss in the mod is townspeople and the celebrations from the Holidays mod.
Weird, this mod breaks Book Covers of Skyrim for some reason, idk what's going on. And for some reason followers refuse to enter the house unless teleported
Been a long time since I modded. Oblivion was probably the last thing I modded anything with.
I downloaded the zip and extracted it, then I went into my steamapps folder, into Skyrim, into Data and just pasted all of the content from the zip folder, over the existing content.
I launched the game and went into the mods to make sure it was listed and set to launch and all is good.
On game launch, the Skyrim logo appears, and I hear the intro sound, then the game just closes with no errors.
Have I installed it wrong?
The only thing selected on my data files is MagpieManor.esp
When I install the 1.2 update, the house stops existing in my game all together. Like, nothing left but a smoking crater. When I remove the update patch, it magically reappears. Any ideas as to why this might be the case? lol
When installing the update, did you merge it with the main file or replace it? Make sure you are merging it, as the update file doesn't contain any of the assets, just an updated esp.
I tried unzipping into a folder. Then copied the update into it and replaced the duplicate files when prompted. Then rezipped and installed. After I had tried installing the update in MO2 after installing the main file. Both options had the same result.
187 comments
This update addresses a few reported bugs and makes a few tweaks and adjustments, most notably to the stable area with the addition of a fenced yard, goat and rooster! See the changelog for more details.
I also completely reworked the vanilla navmesh. Initially I tried to touch navmesh as little as possible and use collision boxes instead, but with how complex and large the area is, it just wasn't working well for NPC navigation.
Inigo and I ran around all over the outside with the updated navmesh and everything was peachy - if you have issues with NPC pathing please try moving the mod below other mods that might edit the same landscape area.
Also, because of the extensive changes to navmesh, any patches that handled landscape or navmesh edits will unfortunately need to be redone. Sorry about this, but I just couldn't get NPCs to move around well without re-doing the whole thing :/
Anyways, have fun!
Final note, this literally would not exist without all of the authors listed in my file credits. I would love if people could take the time to go check out and endorse their mods, or toss some kudos to all those wonderful authors!
Plug for a cause that's near and dear to my heart, though completely unrelated to this mod!
SaveAFox is a wonderful non-profit sanctuary I've been following for several years now. They rescue foxes and all sorts of other animals, providing them with excellent care and so much love. Currently, they are on their biggest (and most expensive) mission ever...saving 500 foxes(!) from a fur farm! Please consider checking out their Youtube channel to help them get more exposure (bonus: adorable fox videos) or donating if you can. :)
But the mod is not compatible with The People of Skyrim. Sign... I approached to the garden and wanted to enjoy the scene but then suddenly a skeleton coming out from a tomb. ;) Quite scary
This needs a patch for the CC Arquebus https://imgur.com/a/KOuxVXs
It adds a camp on the coast near the new ruin. Though I'm not sure how it would be done without much effort.
The only issues I've found is some paintings and the glass panes have stretched textures, and a few lanterns are lighting up the area despite being unlit, and then lighting them unlightens the area. So the candles are burning, but there's no light. And then it seems when you build a shrine near the bedroom, it does not overwrite the last shrine, so I assume I could just spam every shrine there and have a jumbled mess of shrines, lol. It could be due to SkyUI, or the Pilgrim patch? I'm not sure.
It also DOES conflict with Northern Roads, but honestly not even that badly. There are a couple seams in the road, but not so bad that you'll fall through the earth. You don't even have to jump over them to cross them. That's good enough for me! Still would love a compatibility patch, though.
Everything is so cute, though. I can't get over this. I think I'll have to use it in my next playthrough, I'm concerned about adding something to the world so late in my playthrough without running DyndoLOD lol.
This is the only player home I've seen in a while where I was enamored with how it was designed. Often it feels like player homes are too spacious, and as you said suffer from Tardis syndrome. Everything is compact, but still designed to be regal and affluent. I'd love to see how you would design a mansion on a larger plot of land.
I can't explain the vibes that this home gives me, it's magical, thank you so much.
I downloaded the zip and extracted it, then I went into my steamapps folder, into Skyrim, into Data and just pasted all of the content from the zip folder, over the existing content.
I launched the game and went into the mods to make sure it was listed and set to launch and all is good.
On game launch, the Skyrim logo appears, and I hear the intro sound, then the game just closes with no errors.
Have I installed it wrong?
The only thing selected on my data files is MagpieManor.esp
this is necessary
, but then some non-updated modifications stop working!