This update overhauls the armory and gallery, so you will need to COMPLETELY EMPTY both of those rooms before updating. Also empty all of the containers in the kitchen, because I think I changed one of them. All of the other storage should be fine.
- Moved the gallery downstairs into the same area as the armory - the new cell contains both the armory and gallery, as well as a hidden vampire room. All 3 of these rooms can be toggled on & off individually (look for the buttons on the wall in the hallway).
- Redesigned the gallery, and added several activators for unique items that were missing. Bug jar displays are now in the alchemy area.
- Rearranged the kitchen a bit.
- Added and rearranged some clutter.
- The activator to set the dining room table now adds food as well.
- Added a chicken coop behind the stable with 2 chickens. They are set as protected, so they won't die unless you kill them.
- Added a small bedroom upstairs with a bed for one follower.
- Added a gazebo over the water at the dock.
- Added a well behind the house. I'll be posting a patch for RND to make the well provide water if you use that mod.
I'll upload a text file for the new gallery layout as soon as I finish putting it together.
You have to cast the "Bless Home" spell from Hearthfire Multiple Adoptions inside the house before moving your family in.
There's no activator in the gallery for <insert weapon/armor here>
Some weapons and armor are meant to go on the regular mannequins/weapon racks (for example, Savior's Hide and Ebony Mail are meant to go on the 2 mannequins next to the other daedric weapon displays). There is an optional download of a text file that lists all of the gallery items and their intended display locations, as well as a couple pictures of the filled activator displays.
Omg, this <insert thing here> is broken!
Try moving this mod to the bottom of your load order and see if that helps...if not, let me know and I'll look into it.
Is this compatible with <insert mod here>?
This mod is for sure compatible with Frostfall, SFO (trees only version) and Verdant, because I use those mods myself. It should be compatible with Solitude expansion type mods. Any mod that alters the Solitude docks might interfere with the rowboat - if so, let me know and I can make a patch.
My rowboat is missing!!
The boat will stay in the last place you left it - if you take the boat to the Solitude Docks and then walk/fast travel/ride your horse back to the house, the boat will still be at the docks.
Will you add autosort??
No, sorry. However, you could check out Automatic Item Storage...it will allow you to auto-store items and have them auto-accessed when you use a crafting station.
Will you add the option to turn the kid's room into a room for followers instead?
Only if at least 53 people ask for it, lol. I considered adding it, but 2 guest rooms plus a guest house seemed excessive.
Will you port this mod for XBox?
Sadly, I will not - some of the assets I used are not allowed to be used for mods on Bethesda.net, and I have no desire to dig through and remove/replace them all. Maybe one day I'll make a house specifically for XBox...if at least 53 people ask for it.
Can anyone tell me why the "bless home" spell doesn't work? It just says that this is "not one of my homes." I did purchase it, quite a while back, but only tried using the blessing lately after I thought I might switch from a different player home that I'd already blessed.
Edit: I got it to work by moving it near the bottom of my load order and disabling the Bashed patch. I cast the spell, chose the home, then re-enabled the patch.
this is one of my favs, i wonder if there's any chance you could add an interior cell patch? it does lag quite a bit even if my pc is good enough to be able to run the game normally with enb on
has this been fixed? This cant be a one off, because I cant find a key to the guesthouse and the key to the house doesnt open it. Not reading anywhere about a spare key, and Ive read everything in posts, while reading and re-reding the description.. ??? I guess Ill just have to use unlock in console, doesnt seem right to do that, but its the only thing to get it to open.
My apologies guys, I was gone for a (long) while. I believe the guest house keys are in the satchel on the table just inside the front door. If not, let me know and I'll open it up in the CK and see exactly where I stuck them.
As I checked for updates, none of the patches overwrote the main file, I have 3 separate files in my load order, is that meant to happen? I thought updates were set to incorporate into the main file, these dont.
NVM... I didnt need the original main file and 1.1 afterall. Its amazing the things you can learn if you just pay attention to details...lol
also, love the changes, this is a definite must have for any playthrough. But one question, there seems to be a missing display for Hide of Hircine. Am I meant to display it on the mannequin next to the other Daedra displays?
Heres a couple of suggestions for the next update to make this home the perfect functioning home, and mind you, theyre just suggestions for you to thinking about..
1. a couple of apiaries 2. a fish hatchery
The home that has pretty much everything but those 2 necessities..
Savior's Hide & Ebony Mail go on the mannequins, yes.
The chances of me getting around to updating any of my old mods at this point are very slim, but thank you for the apiaries suggestion - I'm definitely going to add some to my newest mod!
Will your newest mod be a follower friendly mod, with at least 10 follower beds? asking for a frie.... No Im not, Im not even gonna lie...lol
However, Id love to be able to take all the best features from every custom home youve built, and put it all into a farming homestead.. Main quarters for me with an office and workspace, 3-4 bunkhouses x 6 followers per bunkhouse, surrounded by streams or on the coast would be epic.. Huge hatchery (if on a coast), apiaries, soils that come empty or preplanted, and plenty of options to put my followers to work Obviously this would be a place of employment and production, so no kids or storage/display needs. Rifton/Ivarstead/outskirts between solitude and dawnstar would be ideal possibilities... Maybe that might trigger some creative ideas for you, if not no bigs, just throwing ideas out there.
It would be immersive with a quest for the player houses to have prior residents or bandits. They need to be cleaned up or payed, before becoming the players ownership, I believe its not that hard and can further immersion to 300%.
Thats asking a lot considering modders spend 100's of hours alone creating huge mods like this. Im pretty sure immersion isnt broken if youve saved 50K gold from adventuring and killing bandits all over skyrim.
Maybe a note to see Erikur about this house he used once for a shipping and receiving port would be immersive enough? The new dialogue mods have Erikur bitching about lost revenue from the Pirates and spending more money on troop training, so him getting 50K gold would be immersive enough for him to sell.. Just a thought
This is a beautiful home, Cynndal, one of the nicest I've seen! The size is perfect (not too big or too small), the windows are exceptional, and the view is spectacular! Thank you for your time and effort in creating it. I checked through the posts, description, and Google and couldn't find the answer... Does anyone know offhand if this house is compatible with Enhanced Solitude Docks and/or Haafingar Expanded?
I'm trying this mod out for the first time - nice work! I love it! There is one small issue with the red rug that uses the WRRuglarge01.nif. The red texture set isn't fully applied, leaving only the corner textured in red, and the rest textured like the normal Whiterun large rug. After I modified the plugin, the rug showed up correctly.
Yes it is.. 6 beds, just use bless home spell and go adopt some kids. I prefer to only adopt the girls and keep just 3, but thats just me.. I wish we could adopt Henry from LotD, but hes not adoptable.
I keep falling through the floor.. As I come up from the staircase to the main room, there is a glitch where I fall through the floor, my kids do it too.. Not sure what is causing it, everything works, the home loads fine, its just that floor collision like a trap door.
EDIT: I changed the load order to late loader and it seemed to have corrected the trapdoor issue with the floor, so if this helps anyone else, youre welcome.
165 comments
This update overhauls the armory and gallery, so you will need to COMPLETELY EMPTY both of those rooms before updating. Also empty all of the containers in the kitchen, because I think I changed one of them. All of the other storage should be fine.
- Moved the gallery downstairs into the same area as the armory - the new cell contains both the armory and gallery, as well as a hidden vampire room. All 3 of these rooms can be toggled on & off individually (look for the buttons on the wall in the hallway).
- Redesigned the gallery, and added several activators for unique items that were missing. Bug jar displays are now in the alchemy area.
- Rearranged the kitchen a bit.
- Added and rearranged some clutter.
- The activator to set the dining room table now adds food as well.
- Added a chicken coop behind the stable with 2 chickens. They are set as protected, so they won't die unless you kill them.
- Added a small bedroom upstairs with a bed for one follower.
- Added a gazebo over the water at the dock.
- Added a well behind the house. I'll be posting a patch for RND to make the well provide water if you use that mod.
I'll upload a text file for the new gallery layout as soon as I finish putting it together.
- Added a bunch of miscellaneous stuff to the house/yard
- Added a guest house with room for 4 followers
- Moved the smithing equipment from the back porch to its own shed (Thank you to BlueGunk for the suggestion! )
- Added displays to the gallery for the Ancient Traveler's Skull, Essence extractor and Runed Lexicon
- Added a couple pictures of the filled displays to the optional file
- Added sit markers to the bath tub and the end of the dock
- Made all of the fireplaces toggle-able
- Added an option to set/clear the dining table (click the platter in the dining room)
- Added an option to toggle the master bed pillows on/off (click the basket)
Deleted all of the old screenshots - uploading new ones now.
Why won't my kids/spouse move in?
You have to cast the "Bless Home" spell from Hearthfire Multiple Adoptions inside the house before moving your family in.
There's no activator in the gallery for <insert weapon/armor here>
Some weapons and armor are meant to go on the regular mannequins/weapon racks (for example, Savior's Hide and Ebony Mail are meant to go on the 2 mannequins next to the other daedric weapon displays). There is an optional download of a text file that lists all of the gallery items and their intended display locations, as well as a couple pictures of the filled activator displays.
Omg, this <insert thing here> is broken!
Try moving this mod to the bottom of your load order and see if that helps...if not, let me know and I'll look into it.
Is this compatible with <insert mod here>?
This mod is for sure compatible with Frostfall, SFO (trees only version) and Verdant, because I use those mods myself. It should be compatible with Solitude expansion type mods. Any mod that alters the Solitude docks might interfere with the rowboat - if so, let me know and I can make a patch.
My rowboat is missing!!
The boat will stay in the last place you left it - if you take the boat to the Solitude Docks and then walk/fast travel/ride your horse back to the house, the boat will still be at the docks.
Will you add autosort??
No, sorry. However, you could check out Automatic Item Storage...it will allow you to auto-store items and have them auto-accessed when you use a crafting station.
Will you add the option to turn the kid's room into a room for followers instead?
Only if at least 53 people ask for it, lol. I considered adding it, but 2 guest rooms plus a guest house seemed excessive.
Will you port this mod for XBox?
Sadly, I will not - some of the assets I used are not allowed to be used for mods on Bethesda.net, and I have no desire to dig through and remove/replace them all. Maybe one day I'll make a house specifically for XBox...if at least 53 people ask for it.
Edit: I got it to work by moving it near the bottom of my load order and disabling the Bashed patch. I cast the spell, chose the home, then re-enabled the patch.
As I checked for updates, none of the patches overwrote the main file, I have 3 separate files in my load order, is that meant to happen? I thought updates were set to incorporate into the main file, these dont.
NVM... I didnt need the original main file and 1.1 afterall. Its amazing the things you can learn if you just pay attention to details...lolalso, love the changes, this is a definite must have for any playthrough. But one question, there seems to be a missing display for Hide of Hircine. Am I meant to display it on the mannequin next to the other Daedra displays?
Heres a couple of suggestions for the next update to make this home the perfect functioning home, and mind you, theyre just suggestions for you to thinking about..
1. a couple of apiaries
2. a fish hatchery
The home that has pretty much everything but those 2 necessities..
The chances of me getting around to updating any of my old mods at this point are very slim, but thank you for the apiaries suggestion - I'm definitely going to add some to my newest mod!
However, Id love to be able to take all the best features from every custom home youve built, and put it all into a farming homestead.. Main quarters for me with an office and workspace, 3-4 bunkhouses x 6 followers per bunkhouse, surrounded by streams or on the coast would be epic.. Huge hatchery (if on a coast), apiaries, soils that come empty or preplanted, and plenty of options to put my followers to work Obviously this would be a place of employment and production, so no kids or storage/display needs. Rifton/Ivarstead/outskirts between solitude and dawnstar would be ideal possibilities... Maybe that might trigger some creative ideas for you, if not no bigs, just throwing ideas out there.
Maybe a note to see Erikur about this house he used once for a shipping and receiving port would be immersive enough? The new dialogue mods have Erikur bitching about lost revenue from the Pirates and spending more money on troop training, so him getting 50K gold would be immersive enough for him to sell.. Just a thought
EDIT: I changed the load order to late loader and it seemed to have corrected the trapdoor issue with the floor, so if this helps anyone else, youre welcome.
Update: toggle grass helped me to find the other door and the sign, so silly of me)