I had the issue where the fireplace's fire was still there in the center of the main room, so wanted to share how I fixed it for anyone who might have these same mods that I do:
If you have Lux - Embers XD and this mod as well, then there's a patch inside the Embers XD fomod for this Breezehome mod, however Loot might automatically place Lux patches above that plugin. If the "Embers XD - Patch - Breezehome By Lupus.esp" (from the Embers XD fomod patches) is loaded after any other Lupus Breezehome related patches (like Lux's patch) the issue corrects itself, and you'll have no invisible fireplace anymore. I just moved the plugin down in mo2 right panel (plugins) because I'm not really sure if embers xd should overwrite anything else in the lux patch mod.
Hey there! Thanks for the mod. Can anyone here please help me? I'm trying to remove the shrine of Talos (roleplay reasons), but "disable" via console doesn't work. I'm complete dummy in CK. so no modifying for me. Is there any simple way yo do it?
As someone who installs mod midplaythrough this one works great. The chest in your bedroom stays filled with your stuff but the alchemy satchel gets changed/removed. The weapon rack right when you enter on the right keeps the weapons after you've installed the mod. The alchemy ingredient auto-insert-sorting doesnt work with mod added ingredients and some dlc ingredients but whatever. NPCs like Lydia and that spiderthingy worked after the "renovation" too. :) I already bought the house and everything else on my saves but I suppose it should work when you buy it fresh too. v. 1.6.1170 SE
hey yall, this mod has caught my attention because indeed a lot of the Breezehome mods do tend to go a bit (or a lot) overboard with how they make it into a mansion.
But I also noticed this mod was last updated 8 years ago, is it still functional in 2025 and the latest version ? (1170 in this case)
I don't see why it wouldn't be compatible with your game. The mod doesn't rely on SKSE. For some reference, the mod works absolutely fine. You should also ignore the Bugs tab, most if not all reports there are incompatibilities with other mods, and some are user-error stuff.
well a recent statement is certainly enough for me to give it the ol' college try :)
Now yes!! normally non-dll SKSE mods I don't worry about them being compatible with updates but I've often found myself blindsided by Skyrim updates as some weird obscure change caused some weird chain-reaction with mods I'd have installed xD
I'm not all that versed in programming so I often find it a useful strategy to just ask first when it comes to mods that haven't been updated in a while.
In any case :) thank you for taking the time to reply. I'll be testing this breezehome mod at the first opportunity
This looks great, but there is one little issue that is doing my head in. One chair at the dinner table is - severely and clippingly - misplaced.
Image is rather dark, I used my superior paint skills to clarify a little. One chair is at the end of the table, clipping into it. Lydia's firm behind is a bonus feature.
As far as I can tell, there are no other issues, rest is working fine. I loaded this mod pretty close to the end, after my lighting mods (which don't create issues) and only followed by Open Cities (as indicated, before that one) and its patches.
I really like this lore-friendly overhaul, so I'd really like to solve this small issue. Before doing some massive testing with mod conflicts and load orders, I wanted to check if this issue has been seen before, since it seems so specific.
The issue is on your end, not something that came with the mod. Open xEdit and check what might be touching those chairs. This is how it looks like on my end (Vanilla game with Skyrim 3D Furniture, which only replaces models):
Can anyone help me please I downloaded this mod as I am unable to get any decorations in my house (when I purchase it doesn't take money nor install the upgrade). I was hoping this mod will auto install the furniture but it would seem that's not the case, is there a command control I can use to import the furniture?
console > select > getparentref > prid %PARENTID% > disable UPD: bad idea, it disables many useful things as well. Better open SSEdit, load lighting mod as well as Breezhome one and check what records with suitable names/IDs are overwritten. And shift these records by -9999 along the Z axis (setting the delete flag in the header didn't help me).
372 comments
- Riverside Lodge
- Mammoth Manor
- Breezehome
Enjoy!
- Lupus
If you have Lux - Embers XD and this mod as well, then there's a patch inside the Embers XD fomod for this Breezehome mod, however Loot might automatically place Lux patches above that plugin.
If the "Embers XD - Patch - Breezehome By Lupus.esp" (from the Embers XD fomod patches) is loaded after any other Lupus Breezehome related patches (like Lux's patch) the issue corrects itself, and you'll have no invisible fireplace anymore. I just moved the plugin down in mo2 right panel (plugins) because I'm not really sure if embers xd should overwrite anything else in the lux patch mod.
Just a bit cluttered for a small house.
Can anyone here please help me? I'm trying to remove the shrine of Talos (roleplay reasons), but "disable" via console doesn't work. I'm complete dummy in CK. so no modifying for me. Is there any simple way yo do it?
The chest in your bedroom stays filled with your stuff but the alchemy satchel gets changed/removed.
The weapon rack right when you enter on the right keeps the weapons after you've installed the mod.
The alchemy ingredient auto-insert-sorting doesnt work with mod added ingredients and some dlc ingredients but whatever.
NPCs like Lydia and that spiderthingy worked after the "renovation" too. :)
I already bought the house and everything else on my saves but I suppose it should work when you buy it fresh too.
v. 1.6.1170 SE
But I also noticed this mod was last updated 8 years ago, is it still functional in 2025 and the latest version ? (1170 in this case)
For some reference, the mod works absolutely fine. You should also ignore the Bugs tab, most if not all reports there are incompatibilities with other mods, and some are user-error stuff.
Now yes!! normally non-dll SKSE mods I don't worry about them being compatible with updates
but I've often found myself blindsided by Skyrim updates as some weird obscure change caused some weird chain-reaction with mods I'd have installed xD
I'm not all that versed in programming so I often find it a useful strategy to just ask first when it comes to mods that haven't been updated in a while.
In any case :) thank you for taking the time to reply. I'll be testing this breezehome mod at the first opportunity
Image is rather dark, I used my superior paint skills to clarify a little. One chair is at the end of the table, clipping into it. Lydia's firm behind is a bonus feature.
As far as I can tell, there are no other issues, rest is working fine. I loaded this mod pretty close to the end, after my lighting mods (which don't create issues) and only followed by Open Cities (as indicated, before that one) and its patches.
I really like this lore-friendly overhaul, so I'd really like to solve this small issue. Before doing some massive testing with mod conflicts and load orders, I wanted to check if this issue has been seen before, since it seems so specific.
This is how it looks like on my end (Vanilla game with Skyrim 3D Furniture, which only replaces models):
Just tested it and can purchase everything just fine.
UPD: bad idea, it disables many useful things as well. Better open SSEdit, load lighting mod as well as Breezhome one and check what records with suitable names/IDs are overwritten. And shift these records by -9999 along the Z axis (setting the delete flag in the header didn't help me).