Skyrim Special Edition

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AndrealphusVIII

Uploaded by

AndrealphusVIII

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About this mod

This mod is my own twist on Hendraheim, making it harder to get, as well as more rewarding, fitting a warrior's home.

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Permissions and credits
Changelogs
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Description

Just like I did with Farming and Myrwatch, I dedided to do the same for CC Hendraheim.

This mod changes the following things about CC Hendraheim:

  • Removed Alchemy Lab and Arcane Enchanter.
  • Removed named displays for unique items (like dragon priest masks, paragons, Daedric artifacts, etc) in the cellar.
  • Repurposed the cellar into a dormitory for followers. rooms for servants (which can be hired at the steward.)
  • Removed several high level items, that were otherwise too easy to get.
  • Repurposed the master bedroom, so both sides of the master bed are accessible.
  • Buffed Eydvina Shield-Hearth.
  • Replaced some generic dialogue lines of Eydvina Shield-Hearth with some custom spliced ones that hopefully fit a little better.
  • After having defeated Eydvina Shield-Hearth, you'll need to loot the proof of worth of her body. This will direct you to go to steward of Markarth to buy the home for 25000 septims. (configurable price) The steward is either Raerek or Reburrus Quintilius, depending on which faction controls Markarth.
  • Havok disabled all clutter. (If you use my other mod, all stuff should stay in place, while still being lootable.)
  • Added a carpenters workbench when Hendraheim is bought. At it, you can craft certain things. (see below)
  • Added option to hire a steward. At them, you can buy/hire certain persons and creatures. (see below)
  • Added steps to create a path from the road leading up to Hendraheim
  • Created a proper chimney for the fireplace. (no more carbon monoxide poisoning!)
  • Added an entirely new area -> 2nd and 3rd floor, which functions as a dormitory for followers and allows up to 15 dismissed followers to stay. They will sleep, sandbox and train there. They will also protect you if you, the animals, servants or carriage driver gets attacked outside.
  • Added option to assign Hendraheim as a new home for dismissed followers (up to 15).


At the Carpentry workbench, you can make:
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  • Forge
  • Grindstone
  • Tanning Rack
  • Smelter
  • Workbench
  • Alchemy lab
  • Arcane Enchanter
  • Oven
  • Churn
  • Apiaries (beehouses)
  • Animal pen
  • Garden (12 planters)
  • Fish Tank (Patch for CC Fishing. Requires Catch of the Day to be completed)


At the steward, you can hire/buy:
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  • Bard
  • Farm animals (1 cow, 2 goats, 3 chickens)
  • Horse
  • Carriage with driver that takes you to many important locations
  • Servants (4 in total, 1 alchemy trainer and one innkeeper) -> they will stay in their rooms in the cellar.


When you can bring a follower to Hendraheim, you can tell them that this is their new home. When dismissed, they will now stay at Hendraheim.
If there's enough demand, I might use SPID to apply this to followers from mods as well.

Compatibility

I added patches for:


*Load order for this one is:
  • cceejsse004-hall.esl
  • unofficial skyrim creation club content patch.esl
  • Hendraheim - tweaks and Enhancements.esp
  • Hendraheim - TnE - USCCP Patch.esp

Incompatible mods:


Other mods:


Customization

The default price of Hendraheim is 25,000 septims, but you can change this price by using a console command:

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set cceejsse004_HousePrice to X

Whereas X is the amount of gold. (Default value is 25,000.) Keep in mind that if you edit this midgame that the value may not be correctly displayed in dialogue, but the actual price is.


FAQ


Q: What happened to the patches for Unofficial Skyrim Creation Club Content Patches?
A: Pre 2.0 there were indeed patches for those, but they actually broke things. If you're still using them, I recommend you remove them. Just load Hendraheim TnE after Unofficial Skyrim Creation Club Content Patches and you should be fine.

Q: Why did you remove the unique displays and crafting stations?! You've made it worse!
A: That's subjective.
Personally, I don't like displays for unique items as they ruin immersion, especially when the items are already named for their artifact, if
the player hasn't even heard of said artifact. It feels too meta for me and conflicts with immersion.
As for crafting stations, not every home should have every crafting station by default. You can actually add them to the home, but by crafting them at the workbench. Having every crafting station in a home by default also feels out of place.
I understand that these trends are popular among player home mods nowadays, but to be honest, I do not subscribe to them. (Not to mention
static clutter...) They fundamentally break immersion. While it may be "convenient," I prioritize immersion and meaningful gameplay over
"convenience". I want homes to not only look pretty but also benefit from and work with gameplay mechanics, like the Hearthfire system.
I can understand if you have a different perspective and actually prefer these modern player home trends. If so, there are plenty of other player
home mods available on Nexus for you.

Q: ESPFE?
A: Yes.

Q: Does installing/updating/uninstalling on an existing save work?
A: Maybe. I've added some failsafes to make sure script properties update, however, there may be cases even this fails, as Creation Club quests are started on game start. Make sure to make a backup save if installing/updating/uninstalling on an existing save. Updating from pre-2.0 to 2.0+ isn't recommended and will very likely have several persistent refs and properties not updating properly.

Q: Is this compatible with <insert mod>?
A: I don't know by heart. You might need to check yourself.

Q: Will you make a patch for <insert mod>?
A: Only if it's a mod I use myself or plan on using, I have enough time and I actually like the idea. Otherwise, feel free to do it yourself. (see permissions)

Q: I have a suggestion to improve the mod. Can you do it?
A: Maybe, if I have time and I like the idea, I'll consider it.

Q: Will you port this to <insert platform>?
A: No, I myself only support the Steam and GOG English SE and AE versions of Skyrim. If someone else wants to port it, feel free. (see permission) If you decide to port it, you yourself take full responsibility to offer support to said port. I will not provide no support for any ports by third parties.

Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it.

Q: Does this work on Skyrim 1.6+, aka "Anniversary Edition"?
A: Yes, it should.

Q: Why don't your mods use MCMs and instead use this janky console command system to set globals?
A: I am not a fan of MCMs. You can set the globals by making a patch in xEdit. I have no plans of changing this. If you want to add an MCM, feel free. (see permissions)

Q: Why don't you use FOMODs?
A: That would require reuploading the entire mod, in question, even if I only make a small change. My internet is limited and reuploading the files each time will take a huge chunk of my monthly volume.