Skyrim Special Edition

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Kinaga

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  1. Kinaga
    Kinaga
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    Important note about Anniversary Edition

    Tl;dr: Mod still works with AE. Install this patch.

    It's been about 6 years since I made this mod and about 4 years since it last had a proper update. While there remain some small bugs with it, these are minimal and I had left it in a condition where it was stable and I was happy to continue offering it for download. It remains on STEP's recommended mod list for Skyrim Special Edition.

    I have noticed reports of issues with the Anniversary Edition. I haven't played Skyrim in a few years now and I am not able to verify these reports myself. However, according to the STEP guide, it is still recommended as long as the relevant patches are installed.

    The main issue seems to relate to the changes made to homestead cellars. A STEP-recommended patch is available for this. Note that while the mod description for that patch says a better version is available, this better version is now in the files section on that page so just download the linked mod as normal. One caveat is that a new save game is recommended for the patch to work, where Hearthfire Extended has previously been safe to install mid-playthrough.

    Other than the cellar conflicts, if any other issues are brought to my attention I will try and update this page with solutions. However, I have no immediate plans to update Hearthfire Extended further. I'm glad that people are still using and enjoying my mods, and very thankful to everyone who has pitched in with patches and other contributions over the years.
  2. cosmic94
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    Doesn't seem like the recommended patch actually requires a new game.

    I installed it at level 26, but i hadn't touched any hearthfire stuff yet. ymmv
  3. silverfirestar14
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    is there a way to remove or disable the "extra features"? I already have mods that affect the original player homes and farming stuff and I don't want to worry about conflicts
    1. argininesy
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      Open the mod esp up in xedit and delete whatever you don't want.  Just make sure you look at things thoroughly so you don't break the parts you want to keep.
  4. kindergodfrey
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    Would it be possible for you to do a patch to relocate the Well and Apiaries to be compatible with Lakeside Manor Upgrades Enhanced, Lakeview House, and the Butterfly Hatchery mod? The Well is built outside the wall and is nonfunctional when pair with the Lakeside House and two of the apiaries clip on one of the walls. Really like the mod though. Just trying to get them to jigsaw together. Gotta have beds for all the extra npcs. Or maybe you could just add a path from the gate to the well and move the well an inch away from the Lakeview House mod? Idk. 
    1. argininesy
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      Going off of the stickied post, the author considers the mod feature complete and won't likely be adding any patches or the like.
  5. Go1denScarab
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    So, I just built Lake view Manor and went into the basement.

    (I'm on 1.5.97, I used the back patcher "best of both worlds" version and have not installed any CC content)

    I see the stub hallway and there are a few "clipping issues":

    1) the floor bricks/stones/tiles look to be Z fighting.
    2) There are two workbenches (Carpenter and the one with plans for rooms) on either side of the hall way that are part way into the walls.
    3) When I select a room no room seems to be added. That is there is no new doorway.
    4) when I use the capenter bench to build some furniture I seem to be immediately shifted just a bit and I cann see thru the wall that the piece of furniture has been added to the room.
    5) there seems to be no way to get to the new room behind the wall that is still where it would seem an open archway should be.

    I like the ideas of the rest of the mod (New servants and building furniture) Is it safe to delete the new hallway (as in description) mid playthru as long as I have not built the main hall? (and thereby no basement has been created)
    1. argininesy
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      When you select a room via the planning table, you then have to use the other workbench to actually build the room you selected.

      Also since you are using the BOBW downgrader with the Fishing CC update, you'll want the patch indicated in the stickied post, otherwise your basement will have walls clipping into each other.
  6. RisingSm0ke
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    Sorry if this has already been answered, theres a lot to read through so i might have missed it, but is there a way to remove the workbenches after you place them? my dumb self put it in the middle of the entryway and then did a lot of progress I dont wanna undo... 
    1. argininesy
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      You can disable the specific workbench via console.
  7. Bebesop
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    Does anyone have a picture, or can someone tell me where the mill is on Lakeview? I lnow its not a fullsized one like the other two houses, but i cant find it.

    Edit: nvm, found it!
  8. temporal712
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    Hello, was wondering if anyone had any ideas why I wouldn't be seeing the dialogue options for hiring additional servants. When I type in console I can see the dialogue options exist in the files, but upon appointing a steward, (I chose Rayya), the options do not exist. I can see it has updated from the CTFO patch, as a ferry option is available, but no guards, servants, or laborer's. That has to mean its recognizing and updating the options, just not from the main mod right? Any ideas why this might be the case?

    Edit: For those in the future who had my exact same problem, I did manage to get the extra options to show up. I did it by bringing a separate person to Lakeview and making them my steward, then the options appeared. I chose Illia as my steward, as I made it a mage home with library/Alchemy Lab/Enchanter's Station. I cannot confirm, but at least for me, it might have been the fact that it was not a follower I had encountered before building the home. I did their quest after the manor was complete. Since I got Rayya as a follower after I was awarded the property and before I even built the house, I have a feeling the mod makes it so it must be a completely new follower you have not met the requirements for. I say this because I also tried one other person, Erik the Slayer, before I tried Illia. I had completed his mini quest, but never hired him as a follower. I went and hired him and brought him to lakeview to test, but he did not have the extra options. That's what leads me to believe it has to be a "Fresh" follower as it were, who you have only met after you have built the house. This eliminates most Housecarls. Hope this helps!
    1. Lazymouf
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      having the same issue, but when i got a new follower i still dont have the option. any thoughts on how to fix?
  9. Loyalghee1
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    hey guys, my lakeview manor road is covered in grass. is there a patch out there that fixes this? 
    1. Galearod
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      try "no grassias". or ngio, but ngio (no grass in objects) needs a downgrade patcher and you have to be chill learning about grass caches
  10. hacknslash52
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    This is a great mod and it was working perfectly until the "forced" upgrade to Skyrim AE completely borked it.

    I actually downloaded another game and Skyrim SE was "upgraded" in the background -- and YES I had the properties on SSE configured to "...only upgrade when I launch the game" and the global settings for Steam are set to "only upgrade between 01:00 and 01:00". I did the download at 14:00.

    Now all of the added content is hidden behind new walls in the Hearthfires basements. I hate Steam!

    Anyone have any ideas how to workaround? Jaxonz Positioner might work by simply deleting the walls that AE added, because all of the rooms added by the mod then furnished by me are still there (I can enter them using the console and 'tcl') I just don't want to do more damage than Steam has already done.
    1. ArchAngelAzrael910
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      Yeah I ran into this too. At first I was unsure if I was simply jumping ahead of myself and the walls would disappear automatically but it appears not...

      As for what I was doing I simply clicked the walls in the console and used the disable command. However I reloaded a save out of fear I was gonna screw something. Now I know its skyrim fucking up imma try it again.
    2. scragski
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      https://www.nexusmods.com/skyrimspecialedition/mods/61548?tab=description
      Since you won't have used the aquarium, "it just works"
  11. haunter8o6
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    So I wanted to have a home for my housecarl and I, and a few guards only. I wanted it so that the housecarl uses the main bed, and that the guards use the spare beds. Is there any way to do something such that they do not use the main bed?
    I did not build the spare beds for children yet, but I will try that and then re-hire them as a test to see if they leave the big bed alone.
    Otherwise is it somehow possible to get to choose which beds they use via scripts? I'm no modder but I wouldn't mind testing to see if it's fixable.

    I love this mod a great deal. I installed it one day without realising (changed PC and had it in my mod list for manual installs). Was wondering why the milk churn suddenly was useful!
    Also, did you know that owning a cow in vanilla Hearthfire DOES indeed yield milk from time to time? It spawns in the cupboard opposite to the milk churn every few days (assuming you have the kitchen East wing). But I prefer milking the cow, makes more sense frankly.
    1. AizenV
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      a bit late, but I think you can use console command to set bed's ownership, 
      set it for housecarl faction, 
      should be something like this: setownership 03008460