This page was last updated on 20 April 2025, 4:33PM
Changelogs
Version 1.2.0
Provided retroactive support for an additional broken adoption state: Child was successfully adopted, but could not be moved to CC house. As before, activate the child to correct this issue.
Provided greater resilience against load order issues and missing script properties
Version 1.1.1
Removed Sofie's essential flag by script rather than record edit, to prevent conflicts with the unofficial patch. Accounts for the case where a user may have installed a mod that does make kids essential
Version 1.1.0
Cleaned up children from the adoption system when they die. Dead children will no longer teleport with your family when you move, nor will they be assigned into paired forcegreets with living children
Allowed new children to be adopted if you'd previously reached the adoption limit and then one of your children died
Fixed swapping adopted child aliases causing the new Child1 to lose their membership of the adoption faction. This was regular functionality used behind the scenes, and could cause the Riften orphans to continue talking as if they hadn't been adopted or even disrupt child AI packages
Removed Sofie's essential flag. Children cannot be harmed in the base game, so this does not make her any more vulnerable unless you are specifically using a mod like Slayable Offspring SKSE. The essential flag was unique to her across all urchins and adoptable children, and in fact all children in general, with the exception of Babette. Since Sofie is not critical to any game content, I believe this was an oversight in data authoring that might make your experience inconsistent if you happen to use other mods that allow children to die
Allow queued forcegreet event to be cleared if your child's forcegreet parameters are cleared out
Prevent adopted children from forcegreeting you every few seconds if they couldn't fulfill a forcegreet. Clean up old forcegreet parameters when a new forcegreet is queued
Prevent child namecalling scene if a family move is queued, since it teleports them to markers in the current home and locks them into a scene there
Fix adopted children asking for allowance as a fallback if the "adopt your pet" forcegreet cannot be fulfilled
Prevented child hellos mentioning that you've built CC houses yourself
Prevented child hellos from mentioning your spouse brought them to the market in CC houses that are remote from any potential markets: Nchuanthumz, Bloodchill Manor, Dead Man's Dread. Also excluding Gallows Hall. Though it is fairly close to Windhelm, it's definitely has a remote vibe to it. Subjective, but it feels like whatever family lives in that kind of environment should stay isolated from others
Repurposed child hellos for CC houses contextually, so they have something to say while living there. Some places have more specific comments than others, but nothing should be out of place
Repurposed existing spouse appraisals of your family home for CC houses. They previously all garnered the same response as custom Hearthfire homes, which could in some cases be factually inaccurate (living off the land, fending off wildlife, being a nice home, etc.). The pool of available responses is quite limited. There are plenty of cases where the best option isn't all that accurate, but the adjustments made should yield the most varied and accurate responses I can in lieu of writing and recording bespoke lines for each CC house
Revised child sparring with dummy packages to allow dialog interrupts and hellos without forcing them to sheathe and unsheathe their weapon
Version 1.0.2
Removes extraneous ITM records from the plugin, corrects two minor typos
Version 1.0.1
Flagged the ESP as an ESL
Merged in a change from USSEP allowing reassignment of child bed ownership when there is no bedroom wing in a custom home
Version 1.0.0
Resolved new adoptions getting stuck and children becoming non-interactable. Provided a retroactive fix to correct this half-broken state
Fixed being unable to adopt urchins periodically when adopting a second child. Correct your first child's broken adoption state to resolve this if installing mid-game
Fixed adopted child force greets being blocked and entering a degraded state due to the aforementioned broken adoption state
Bypassed and updated faulty CC house interior, exterior, and center caches. Adoption scripts will now always be able to find each CC house, thus they can all be moved to
Fixed adoption references to CC House interior locations retrieving exterior instead
Updated missing text for all CC houses in moving dialog with children, spouses, and pets
Updated Honorhall adoption location to adjust when you move your family. Instead of moving your family, the newly-adopted child will join them
Corrected adopted children traveling to the wrong home if multiple houses are present in the same city (ex: Honeyside and Shadowfoot Sanctum)
Prevented edge cases where some, but not all, of your family would travel to your new home location
Supported newly-adopted children physically traveling to new home locations nested within their current city. Children adopted from Honorhall can travel by foot to Shadowfoot Sanctum, and so on.
Corrected off-by-one errors where the child would present you a gift but you wouldn't receive anything
Corrected off-by-one errors where the child chest should update but nothing was added
Added None check for player location changes to prevent log spam
Allowed Reserved References for a number of adoption quest aliases. I can't point to specific bugs I know this has fixed, but it may help in cases where a new alias has been failing to fill, like assigning a new pet to the family
Included some general scripting improvements (stripping out infinite loops, and the like)