[Sticky placeholder post for updates, changes & misc SE] IMPORTANT : Start this mod (especially after updates) from a clean save for the best experience. ALSOANY MODthat modifies vanilla weathers will has a high chance to impact the weather inside the house. If anyone has this issue recurring, make sure your load order is updated and refrain from mods that heavily tweak vanilla weather data. If it is too much of a issue, I will work on creating new weathers that only this house's zone will utilize.
PLEASE LET ME KNOW IF YOU FIND ANY PROBLEMS ANYWHERE IN THE MOD SO I CAN FIX THEM.
Coming 2.4 Update: -More revisions to Fast Water Cistern, slipping only affects player, fall damage while in the Cistern is Mitigated, fixed Exiting problems and revised getting down safely.
-More Interior decor, various changes to some of the way the interior is meshed so lighting doesn't completely break when you or a follower have an extra light on. Also adjusted some of the roofing trim and replaced excessive meshes with new joined meshes for a more structurally sound appearance as well as for some optimization. Revised visuals in the basement as well as removed a problematic door to the followers quarters. Several fixed planters added around the house as well that will only grow the plants I placed into them, this is purely for consistent aesthetic value, and performance.
-Added several shelves that players can place potions on that will display in real time
-Various Navmesh tweaks and optimizations, redid several sections entirely to ensure followers path as smoothly as possible.
-Added Table Setting option to a shelf by the dining table to toggle basic plate and cup settings.
-Distant LOD should be fixed this update, previous versions were simply missing the lodsettings file.
!KNOWN ISSUE: Sometimes the exit to Fast Water Cistern does not work. I have been experiencing a very weird issue where things at the end of the dungeon are spawning onto the player at the very start of the dungeon, including the loading door actor. I can not for the life of me find out why this is happening but if you experience inability to exit, this is why. If anyone knows how I can fix that, please let me know! Till then if you can't exit Fast Water Cistern, you can type CoC HyggeHome in console to load to the home.
Just downloaded great mod! I was worried it would interfere with the Clockwork terminus doors near the cities BUT it doesn't 😁 great house, great mod!
Tho i did notice that because i had made a "starter pack" for myself using the chest at the end of the bed from Proudspire manor that now every chest in the Hygge house has items from my personal starter pack 🤣 I'm guessing you used to same chest and copied it? Not an issue just found it funny lol I can easily take everything out and bin the duplicates.
Again great house perfect balance between spacious and cosy design is beautifully well done it's the perfect getaway for my character <3 loved the cave part where I had to go an look for the key not a fan of just having things handed to me so it felt like i earned it
Strange occurrence with the chest. Didn't think the game would duplicated inventory for unique id chests like that. Will have to see about fixing that for long term.
Really glad to hear there was no conflict with Clockwork though and that you enjoy the lay out! Thank you for the feedback too, it really helps!
The doors to the main cities are to indirect locations -near- cities, really to avoid potential mod conflicts as much as possible. So far nobody has reported any minor or major conflicts with them (though I'm sure there's at least a few, specifically with mods that heavily modify the outside sections of the major cities.)
so nice not having any door transitions in the home.
Lovely spiral staircase.
Know Issue in the sticky was very helpful. I'd given up on trying to figure how to get out, after the lighted area at the opposite end of the cavern didn't seem to do anything. Nice to check here and see the note about using the CoC command. Worked like a charm.
I wish I could figure out why the loading stuff is just moving to the start of the level. Glad the note helped. I should move it to the main page as well! Happy gaming!
This looks awesome! I love unique player homes, and my game needs one in exactly this area :D I'm concerned about the "has doors uniquely placed outside each of the 5 main cities" as all of my cities are heavily modified. Is this compatible with most city overhauls?
The two cities that might be impacted most are Markarth and Solitude, since some overhaul mods like to put stuff outside the gates, however I picked spots as much out of the way of conflict as possible for the doors so it shouldn't be "too" big of a deal. Wont know till you check.
The rest of the city doors are a fair bit of walking distance away from the cities and in spots, as far as I know, that are previously unmodded or not modified very much.
Lovely looking home. The location of the worldspace entrance is in the same place as this home as well: https://www.nexusmods.com/skyrimspecialedition/mods/66918
Also my frames die when I'm in the valley proper but that may be an end user issue. As far as I can tell, the anniversary edition dependency seems to be unnecessary; I'm on the """outdated""" version of skyrim and had no issues. I love a nice player home so I'll see whats up with my frames.
I tried to pick a cell with the lowest possibility of mod overlap. As modded as Skyrim is that is evidentally very difficult to do. Thanks for the heads up on that... see if I can't move the entry elsewhere nearby.
As for the frames dying... hard for me to tell what that could be, if you happen to notice what you're looking at when it's lowest that'll help me narrow it down. I don't have any noticable FPS issues but I am also probably not running half as many mods as others are.
For AE requirement I wasn't sure since I used the latest version of the CK, but that's good to know I'll change it to SE required only.
Unfortunately my frames tank when I look at the house itself. I'm assuming its a combination of textures and meshes I have, cause everything is fine when I look away. Might be worth noting that my enb seems to have straight up no bearing on my frames here at all. Its probably safe to chalk it up to my own poor management of things, I do have an unneccesary amount of stuff installed. I'll do some more investigating :)
At the house directly would be down to the draw calls and lighting. Unfortunately to make it lit at all I had to use some dirty tricks to force the lights to show without too much flicker / pop in so the draw calls will be up a lot. Also everything is broken down into individual nifs for the most part, roughly 83, with a few combined that never see lights touching them.
If the lighting system wasn't so outdated I could make most of the home a single nif and that'd reduce the draw calls substantially. Considered using some occlusion methods available in engine as well however I found the pop-in / transition between rooms quite rough since the sight lines are quite broad.
All textures but a few are also in 2k, and that by itself might be a capping factor if you've filled your game with crisp texture and mesh replacements of rocks and misc objects.
And I certainly do have a lot of crisp textures lol. I'm using Lux, and I've noticed pretty gnarly frame drops in well lit areas before as well, so it sounds like thats the culprit. Lighting, specifically, not Lux lol. Regardless, its a super pretty home, and the idea to have it in its own worldspace is great. I'm a big fan of those sorts of homes. I hope you do more!
17 comments
IMPORTANT : Start this mod (especially after updates) from a clean save for the best experience.
ALSO ANY MOD that modifies vanilla weathers will has a high chance to impact the weather inside the house. If anyone has this issue recurring, make sure your load order is updated and refrain from mods that heavily tweak vanilla weather data. If it is too much of a issue, I will work on creating new weathers that only this house's zone will utilize.
PLEASE LET ME KNOW IF YOU FIND ANY PROBLEMS ANYWHERE IN THE MOD SO I CAN FIX THEM.
Coming 2.4 Update:
-More revisions to Fast Water Cistern, slipping only affects player, fall damage while in the Cistern is Mitigated, fixed Exiting problems and revised getting down safely.
-More Interior decor, various changes to some of the way the interior is meshed so lighting doesn't completely break when you or a follower have an extra light on. Also adjusted some of the roofing trim and replaced excessive meshes with new joined meshes for a more structurally sound appearance as well as for some optimization. Revised visuals in the basement as well as removed a problematic door to the followers quarters.
Several fixed planters added around the house as well that will only grow the plants I placed into them, this is purely for consistent aesthetic value, and performance.
-Added several shelves that players can place potions on that will display in real time
-Various Navmesh tweaks and optimizations, redid several sections entirely to ensure followers path as smoothly as possible.
-Added Table Setting option to a shelf by the dining table to toggle basic plate and cup settings.
-Distant LOD should be fixed this update, previous versions were simply missing the lodsettings file.
!KNOWN ISSUE: Sometimes the exit to Fast Water Cistern does not work. I have been experiencing a very weird issue where things at the end of the dungeon are spawning onto the player at the very start of the dungeon, including the loading door actor. I can not for the life of me find out why this is happening but if you experience inability to exit, this is why. If anyone knows how I can fix that, please let me know! Till then if you can't exit Fast Water Cistern, you can type CoC HyggeHome in console to load to the home.
Cons : not FPS friendly due to smooth floor texture , has no bath/spa
Tho i did notice that because i had made a "starter pack" for myself using the chest at the end of the bed from Proudspire manor that now every chest in the Hygge house has items from my personal starter pack 🤣 I'm guessing you used to same chest and copied it? Not an issue just found it funny lol I can easily take everything out and bin the duplicates.
Again great house perfect balance between spacious and cosy design is beautifully well done it's the perfect getaway for my character <3 loved the cave part where I had to go an look for the key not a fan of just having things handed to me so it felt like i earned it
Really glad to hear there was no conflict with Clockwork though and that you enjoy the lay out! Thank you for the feedback too, it really helps!
Happy gaming!
so nice not having any door transitions in the home.
Lovely spiral staircase.
Know Issue in the sticky was very helpful. I'd given up on trying to figure how to get out, after the lighted area at the opposite end of the cavern didn't seem to do anything. Nice to check here and see the note about using the CoC command. Worked like a charm.
I'm concerned about the "has doors uniquely placed outside each of the 5 main cities"
as all of my cities are heavily modified. Is this compatible with most city overhauls?
The rest of the city doors are a fair bit of walking distance away from the cities and in spots, as far as I know, that are previously unmodded or not modified very much.
Also my frames die when I'm in the valley proper but that may be an end user issue. As far as I can tell, the anniversary edition dependency seems to be unnecessary; I'm on the """outdated""" version of skyrim and had no issues. I love a nice player home so I'll see whats up with my frames.
As for the frames dying... hard for me to tell what that could be, if you happen to notice what you're looking at when it's lowest that'll help me narrow it down. I don't have any noticable FPS issues but I am also probably not running half as many mods as others are.
For AE requirement I wasn't sure since I used the latest version of the CK, but that's good to know I'll change it to SE required only.
If the lighting system wasn't so outdated I could make most of the home a single nif and that'd reduce the draw calls substantially. Considered using some occlusion methods available in engine as well however I found the pop-in / transition between rooms quite rough since the sight lines are quite broad.
All textures but a few are also in 2k, and that by itself might be a capping factor if you've filled your game with crisp texture and mesh replacements of rocks and misc objects.