Skyrim Special Edition

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  1. Wynterhawk
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    General Info and Updates 
    July 13, 2023 - Version 1.15 has been uploaded
    This version makes some small quality-of-life changes. The small porch covering the front door has been removed so NPCS don't run into it. The homes weapon display behavior is changed so that when you click on a displayed weapon, it is not automatically removed to your inventory. And lastly, I made some minor rug/furniture position tweaks. (You probably won't notice them as they are very small.)

    May 27, 2023 - Version 1.14 has been uploaded
    This version fixes collision mesh errors on the exterior home models. The house collision was wrong, allowing the player to sink into walls.

    May 25, 2023 - Version 1.13 has been uploaded
    This version contains a minor model fix to the home exterior

    May 1, 2023 - Version 1.12 has been uploaded

    This version adds a change to address an issue where NPCs show up inside Breezehome when using the Return to Breezehome spell. The change removes the call to Bethesda's fast travel system. It appears that fast travel to an interior cell is scooping up nearby NPCS who are not followers and transporting them along with the player. After upgrading to 1.12, the behavior of the spell will be changed. Now, it will transport only the player,  using the game's moveTo() API. Hence, before using the spell, you might want to tell your followers to wait. There is one additional change to the spell. If you cast it inside Breezehome, it will return you to the last exterior location where you cast the spell. For example, if you are in a dungeon and cast the spell, you will be transported to Breezehome's strongroom. If you cast the spell again while inside Breezehome, you will be returned to your spot in the dungeon.

    Apr 30, 2023 - Version 1.11 has been uploaded

    This version introduces another minor change to (hopefully) help with a known conflict condition. My mod moves the vanilla Breezehome door and substitutes another in its place. If another mod changes the vanilla door's record, my changes can be negated, resulting in the vanilla door reverting to its original position, causing it to occupy the same space as my new door. In the 1.11 update, I added a trigger in front of the  Breezehome entrance that will check the position of the vanilla door anytime the player or NPC enters the trigger area. The position of the vanilla door is checked by the trigger script, and if needed, the vanilla door is moved out of the way and into a hidden position.  This is a very narrow fix, so unless you are experiencing that particular conflict, no need to download this version.

    Apr 22, 2023 - Version 1.10 has been uploaded

    I was still seeing the occasional report of followers/children going to the old Breezehome. I know this can be caused by conflicts if a mod edits the Breezehome door or Lydia's AI. But to date, only one mod has been identified as a problem, Immersive Citizens. (I have noted this in the compatibility section).

    Recently, Breezehome Redux downloader and fellow mod author Tortle2Tortle2Turtle pointed out that the BYOH adaption scripts contain references to several markers in the vanilla Breezehome. This smells like a potential issue, so this version of my mod  moves those markers into the Breezehome Redux cell. I can't say with certainty this change will help those of you experiencing adoption or Lydia issues, but it seemed a shot worth taking. However, if you arent having follower/adoption issues, no need to bother with this update. 


    Apr 18, 2023 

    Some good news for those of you who play with LOTD and Wintersun in your load orders!  Tortle2Tortle2Turtle has created a  Breezehome Redux patch and made it available here:  Wintersun and LOTD Patch. It isn't solely a compatibility patch. It also includes some extra functionality for you Wintersun worshippers. Check it out, download and remember to endorse.    


    Apr 11, 2023 - Version 1.09 has been uploaded.  

    This version has some small fixes and one minor immersion change. 

    1. It fixes a displaced rafter above the corner of the bar on the first floor and adjusts the bar posts
    2. It fixes an unused marker and script that show as errors in Xedit
    3. It reinstates dropped fix for the too-small activation area for the double bed in the main bedroom 
    4. It removes all of the Breezehome spells from the player's memory, moving them to a spell tome in the player's inventory. This change was to help with immersion for those who do not want or need the spells. My strong advice is to tuck the book away for safekeeping because the Acquire Breezehome spell can prove useful in repairing conflict conditions even after the Breezehome purchase is complete.


    About the sorting room
    Spoiler:  
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    For those of you who have asked about changing sorting output chests in Breezehome Redux, I will not be making any changes. However, I created a mod that will allow you to change it on your own.  See Wynter's Container Magic




    Weapon Racks and their  Usage.

    Spoiler:  
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    The weapon racks in Breezehome are all completely custom. Their behavior may seem a bit different, so here is what to expect.

    1. The labels on the weapon racks tell you what they were designed to hold. If you put on them what they were meant to display then you will likely see nothing unusual. 

    2. If you ignore the rack's labels, things get different. I intentionally don't restrict the items you can place on a weapon rack.  I figured some of you might want to get creative and there was no compelling reason to restrict what you can do. But be aware that the rack doesn't know about the shape of your ad-hoc object and does not try to orient it when you mount it. Your results could be way cool or way bizarre. And should you mount something big enough to poke through the racks trigger box, a mouseover will show that items name, but will not allow you to interact with it. That does not mean you have lost the item. Move your mouse around the items periphery until the cursor says "Activate Weapon Rack" and click there.  ( If you get too wild and put something so huge that it entirely engulfs the trigger box, you could conceivably loose the item. So if you are going to get crazy, save before you start experimenting.)

    3. Weapon Tables
    The weapon tables are designed to hold two small hand weapons each. Small axes, daggers, etc. The label says "One Handed" to suggest this, but that label does not mean the tables will accommodate literally any weapon that can be held in one hand, like swords. There are racks specifically for swords already.

    4. Some oddly shaped weapons will clip or look non-centered. There is nothing I can do about this.  The weapon mount points are placed based on the shape of vanilla weapons and represent the best compromise position for displaying various versions of a particular weapon type. 


    Compatibility

    Spoiler:  
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    1. Immersive Citizens is incompatible and I am unable to patch it. IC has moved Whiterun patrol markers, edited its navmesh, and changed the NPC AI. Because Breezehome Redux modifies the exterior home model to make it larger, and edits the Whiterun navmesh to conform to the new exterior, it conflicts with IC changes. I tried to patch it by moving patrol markers, but the problem of NPCS stacking up continues. The NPCs cannot find their way around Breezehome and permanently pile up behind it. 
    2. Unofficial Skyrim Special Edition Patch (USSEP) conflicts with the Breezehome purchase quest. Be sure to load Breezehome Redux after USSEP or you may encounter issues during the purchase like items remaining available for purchase after you have already bought them.
    3. Some ENBs can disable the ambient light adjustment device in the basement. 
    4. Mods that alter Lydia can cause conflicts. Because Breezehome Redux is in its own new cell, Lydia's records had to be altered to point to that new cell and expand her sandboxing. If you encounter Lydia behaviors that seem buggy, then odds are that you have a conflict and will need to debug which mod that is. Once the conflict is identified, you might resolve it by moving my Breezehome Redux mod after the conflicting mod in your load order, but most likely a patch will be required. I can no longer provide patches for this mod, so you will need to roll your own or see if the conflicting mod's author is interested in providing one. My Lydia edits are required for her to function with Breezehome Redux.


    Finding Mod Conflicts  
    Spoiler:  
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    Troubleshooting a Mod Conflict for MO2 Users 
    If you are not familiar with using XEdit to look for mod conflicts, here is an alternative method based on the process of elimination. It looks tedious, but this approach is quick and relatively straightforward. It is far superior to trading posts for hours on end while looking for the source of a conflict. ( I assume a similar approach is possible on Vortex, but I do not use the tool so cannot say)




    The steps below look long, but the entire process they describe can be accomplished in under five minutes!

    1. Click the profile button
    2. In the popup, select the profile of your current game and click "copy"
    3. Enter a new profile name, check the boxes as illustrated and click "OK"
    4. Close the window

    Now you have a new testing profile that you can work in without interfering with your gaming profile. Saves and mod selections  made here wont be visible in your main profile. When you return to your main profile, it will be unchanged.

    5. From the profile button in step 1, choose your newly created profile. 
    6. Install  Dime's  quickstart mod from here: Dime's Quickstart
    7. Use MO2 to disable ALL mods in the new profile except Breezehome Redux and Dime's Quickstart
    8. Start a new game, selecting the default character.
    9. Open the console,  enter  "TMM 1"  to  display all map markers.
    10. Walk out of the cave, then open the map and fast travel to Dragons Reach
    11. Using the console again, type the following commands to allow yourself to purchase Breezehome from Proventus
    setstage mq103 190
    player.additem f 20000

    Now, you can go inside Dragons Reach, talk to the Jarl (upstairs on the right) then see the steward Proventus to purchase your stuff.
    Once you have the house and upgrades, save your game.  Use this save to test your failing scenario.  IF YOUR GAME NO LONGER FAILS, YOU HAVE A MOD CONFLICT !

     
    To determine the conflicting mod, enable mods a chunk at a time, retrying your scenario when each chunk is done.  When the failure occurs again, begin disabling the mods you enabled in the last chunk. Retry the failing scenario. When you determine the failing mod, post  your results here.

    If you go through the process above, and cannot duplicate your problem with all your mods enabled, it's probably your save file. Save files can contain persistent data that conflicts with other mods even after the mod that wrote the data is uninstalled.  There is no good means to troubleshoot a bad save that I am aware of.

  2. wardy164
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    Running into an issue atm where I don't get a trophy room option to purchase from Avenicci; I saw it once, clicked it because it didn't have a price tag but didn't have enough gold. But now, I don't see that option at all. I'm using the Tempus Maledictum modlist with extra Live Another Life beginnings. Anyone know how I might fix please? I've tested buying other upgrades, and they seem fine, the list reduces but still no trophy room.

    Sorry if I'm just being dumb or it's been answered but I didn't see.

    EDIT: I didn't choose a Breezehome beginning so shouldn't be an issue there hopefully

    EDIT 2: My bad, I tried buying everything but the alchemy lab, which then allowed me to buy the trophy room/strong room. Thanks
  3. EyeWish
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    Nice mod. One issue, is there any way to stop your followers from using torches in the home, other than removing them from their inventory?
    I read that "My Home is Your Home" has an option to fix this in MCM, but it is unstable.
    1. Wynterhawk
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      The NPC torch behavior change would require a modification to the NPC AI packages. Doing it in a house mod would be a terrible hack. 

      I looked at the scripts from "My Home is Your Home" and the  AI has been modified so that when an NPC enters an interior space, torches are removed from the NPC inventory. Later, when the interior space is exited, the torch is returned to the NPC's inventory. This code is straightforward, and on the face of it, should work. I don't know anything about the stability of "My Home Is Your Home", but I suspect that stability issues could be related to conflicts with other follower mods? 

      I don't know under what circumstances an NPC "decides" to use his torch. If I were to guess, it might be a reaction to ambient light levels. If that is the case, you might try adjusting the image space for the interior lighting using the console in the sorting room of Breezehome Redux. Maybe a little brighter ambient lighting would prevent the unwanted behavior? (The downside is that brighter ambient lighting can blow out detail and diminish the overall image quality, so adjust with caution. )  Don't have any confidence it will work, but it is all I have to offer.
    2. EyeWish
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      Thanks Wynterhawk. Appreciate your quick reply. I removed the torches from their inventory for now. 
  4. kiwi95r
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    First off just wanted to say I love this mod; the aesthetic, functionality and optional components are fantastic.

    I am however, having an issue with the mannequins. Specifically I cannot get them to equip torso armour pieces. Head/Hand/Feet armour all work and appear as normal, but when I try to give them torso armour it just goes right back into my inventory and unequips any other armour I'd already placed on the mannequin. I don't have any other mannequin mods, I've checked SSEEdit and there aren't any conflicts for any of the mannequin records, and I'm not getting the "armour is full" message. Anyone got any ideas?
    1. Wynterhawk
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      I wish I could tell you what's up, but I've had nothing reported like this. Technically, a record conflict should be nearly impossible since my mannequins are entirely custom except for the mesh. Frustratingly, I cant even look at the mannequin script I wrote to make an intelligent guess. ( I upgraded my pc  and all my Skyrim mod work was lost when a backup drive failed. I should have dove multiple backups.) 

      But, as I said, a conflict isn't likely. However, I can't say it's impossible because now so many mods are being implemented as skse plugins. You can't easily determine what a plugin is doing underneath the covers.  The only thing I can suggest is to do a quick test of the mod with no other plugins active. There is a how-to in the sticky under the heading "Finding Mod Conflicts". The setup for the test should take about five minutes. If the problem reproduces with no other mods enabled, then remove my mod and re-install just to insure there has been no file corruption. 

      I really wish I could offer more guidance. Reasonably, though, this would seem to be happening because of something in your load order because the problem is so unique and very specific. If my mannequin script was broken, I imagine someone would have run into the issue long ago, which hasn't been the case. 

      If you do determine what is causing the issue, please update with what you find. It might help someone else in the future.
    2. kiwi95r
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      Thanks for the response! So apparently it's a conflict with "The New Gentleman" (https://www.nexusmods.com/skyrimspecialedition/mods/104215?tab=description) where the mannequin race was being affected by TNG, though it wasn't showing any such interaction within SSEEdit. I added slot 52 - Unnamed to the Race Biped record for your mannequins and voila, no more conflict and the mannequins work as intended.

      Thanks Again!
    3. Wynterhawk
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      I am glad you got it sorted ( and especially glad you updated the comments afterward). You might have saved some poor future soul a lot of hair-pulling :)
  5. Maximus030Maximus
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    Hello, first of all: great mod!

    i have a weird bug.. whenever i sleep in a bad inside breezehome and save the game (after sleeping its asks if i want to save the game), after reloading said save game, it reloads my char but to the sleeping giant. ive tried this in all beds inside breezehome.
    when returning to breezehome, all interiors bought are gone and i only findthe empty breezehome without the home interior. I have to rebuy all the stuff from proventus again.
    Also when i just bought the purchasing upgrades from proventus, and speak with him again, all the options to buy the upgrades appear again.
     
    1. Wynterhawk
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      Wow... The only thing I can tell you is that you either did a mid-game install or you have mod conflicts. I can't diagnose it for you, but I did do a lengthy sticky to help troubleshoot conflicts. That's all I can really offer, I'm afraid. You might try changing your load order to have my mod load last, but I am not very hopeful that will resolve your issues.  Also, I don't think your furniture is actually gone after you purchase it. I think you are entering the game's default Breezehome interior rather than mine. I'd look for mods that change Whiterun, or Breezehome obviously, as sources of the conflict. 
  6. tommybutterfly
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    Nice house, but I have a problem. It was not possible to have sex in the beds??
    1. Wynterhawk
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      Sorry, but I don't use any sex mods so am unable to provide support for them.
      As a point of information, the beds in Breezehome are static models sitting over furniture markers. Your sex mod may not be detecting the markers.
    2. tommybutterfly
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      OK. Thanks.
  7. Slinxx
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    Damn, this almost blows eli's out the water. and Eli's is amazing. The only thing i'd add is a more traditional bath/spa so it can work with bathing mods.

    This is definitely my new breezehome though
    1. Wynterhawk
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      Thanks for the kind words.  It's always nice to hear from someone who is enjoying my efforts.
  8. hellteacher
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    love this mod, but i'm having an issue where i can't use the forge in the basement — the prompt doesn't come up at all. everything else seems to work fine, though
    1. Wynterhawk
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      Try the anvil. (The forge is just static so it won't respond to your clicks. Originally it was a 'real' forge, but conflicted with stuff in my load order, so  I opted for an anvil rather than patches.)
  9. jsbrando
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    Love this house mod for Breezehome, Wynterhawk.  Great modification to a fairly bland vanilla home, but a very importantly centralized home in the landscape of Skyrim.

    My only issue I've run into, and perhaps you know a fix, or could look into it, is that some followers don't follow me into the home.  Uthgerd didn't follow a couple times, but did other times.  Inigo, however, never follows me into the home.  I have to teleport him in each time.

    Thanks for the great mod!
    1. Wynterhawk
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      I would love to be able to shed some light, but I probably can't. If it weren't for Inigo, I'd say try "My Home is Your Home" and set the followers home to Breezehome. Might work for Uthgerd, but Inigo is a different beast ( read section 5 on this link: Inigo QA )  It suggests that you can tell Inigo to hang out and he will do so. Probably worth a try. But since he doesn't use the same logic as typical followers, I have no idea about his decision process on entering the new Breezehome.  It is worth asking the Inigo developers if they can tell you what conditions are required for him to enter. ( It seems the mod is aging though, and there haven't been updates in quite a while. Getting info may prove difficult)

      Since I am not currently modding due to real-life issues, I can't offer much in the way of help. I apologize for that and hope that you manage to find a workaround. 

      (A last thought: You could try setting Inigo's following distance - if that's possible- to put him close to you. There's an invisible trigger box at the door of Breezehome that he may not be entering.)
    2. jsbrando
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      No worries.  I don't mind teleporting Inigo in when needed.  He views it as his home no problem and he sandboxes around like a champ within.  It's just getting him to enter.  

      Thanks for the reply, and I hope your real-life issues work themselves out.  

      Happy New Year!
  10. RevanFanMan
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    Why does Lydia just stand in the first room?
    1. Wynterhawk
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      Probably because you have some Lydia mod that is overwriting my required edits to her AI package.
  11. csjcsj
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    I love this house , but FPS will get down sometimes. I think if make the underground into new cell space better .