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Lakeview Extended SE 3.24


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About This File

This is the Skyrim Special Edition version, if you want the Normal Skyrim version then click here.

If you would like to leave me a donation I'd appreciate it.

!! Make sure the original Lakeview Manor is completely build with the upgrades you want to have (through workbenches and steward) before activating this mod or any optional files !!
!! If you start a new game or switch character you need to deactivate the mod and optional files until the Lakeview Manor is build !!

Requires Skyrim Special Edition


~~Permissions~~

  • This mod is not to be uploaded or used anywhere else, not even in mod lists, no monetary gains can ever be made from my mod, not even free donations/patreon/etc, no patches/replacers of/requiring my mod are allowed.
  • Permission is never granted to be used on websites that have a none-revocable/infinite distribution license, if a website does not grant you the ability to permanently delete your own files then don't even bother asking me.
  • I reserve the right to change/revoke these permissions at any point, you must agree to the changed permissions in the future regardless of any circumstances.
  • Any changes, use of content or translations of this mod will require my explicit permission, contact me. (you will have to agree to all the above and mention me as the original author)

 

~~Intro~~

  • This mod is all about beauty and lore friendliness, I tried to keep the exterior as simple as possible without making it feel like a castle while taking away the shortcomings of the original. It changes nothing regarding interaction of the original vanilla content, all this mod does is expand the exterior.
  • I also made the mod modular so you can choose to disable/enable certain upgrades if you want to and even install some optional files for other changes.
  • New npcs are added to give it a small town feeling and are realistic regarding their appearance, clothing and use of weaponry/spells, they also keep themselves busy with chores during the day and sleep at night.

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~~Features~~

(most upgrades, except for the pool/villa/walls/watchtower, can be enabled/disabled by talking to the little dragon in the villa.)

  • Pool -- for those that fancy taking a swim, npcs will take off/on clothing when entering/exiting.
  • Wall & Gates -- north fence and a south wall with 2 gates.(gate keys in the villa chest, see picture "21 Key Location")
  • Villa -- providing beds for 5 people, info book and a small dragon on the wardrobe to disable/enable certain upgrades.
  • Watchtower -- defensible position to protect the fence.(you can train your spell/archery/weapon skills by hitting the target dummies)
  • Extra Flora -- for those that love trees/plants/farm plots, not to mention statues.
  • Fish Hatchery -- for an easy fishing time, same as the Windstad Manor's hatchery.
  • Fungal Cave -- an underground mushroom garden including little chaurus gardeners, entrance at old necromancer's altar.
  • Road -- connecting your manor to both main roads.
  • Hortus Sanctum -- greenhouse cavern including ores, insects and spriggans.
  • Apothecary -- a cave where your alchemist shop is located, including 4 beds, entrance under watchtower.
  • Prison -- tower on top of the mountain, entrance is next to your manor at the bottom of the mountain.
  • NPCs -- a merchant, blacksmith, alchemist, gardener, huntress, housemaid, necromancer, fisherman and 4 guards.
  • Vanilla Necromancer's Altar -- all items of this horrible looking altar right next to your home are disabled and replaced with a garden.
  • Improved Navmesh -- all added content has been provided with new navmeshes, npc's should follow wherever you go.
  • Optimized Exterior -- most objects that are out of your view around the manor will get disabled, this allows for less CPU to be used and a significant increase in FPS.
  • TES5EDIT Cleaned -- first cleaned automatically and then checked everything manually to make sure everything is in order.

 

~~Optional Files~~

(any of these optionals can be used without my main Lakeview_Extended.esp, they are in fact separate mods.)

  • Lakeview_Extended_BackRoom -- this replaces the backroom of the main hall with mannequins and some weapon racks.(see picture "26 Optional BackRoom_Mannequins")
  • Lakeview_Extended_Basement -- an extra bedroom in the basement with beds for 8 people.(see picture "24 Optional Basement_Bedroom")
  • Lakeview_Extended_CM -- these esp's remove unnecessary collision markers so your npcs can walk past your house, install only one .esp per wing. example: I build the kitchen yet the armory collision marker is there thus my npcs will not walk past it.(see picture "25 Optional Collision_Markers_Fix")
  • Lakeview_Extended_Grindstone_Workbench -- If you wish to remove that useless drafting table, chest, carpenters workbench - Open the console in game, select those items, type "markfordelete", save and load game - This esp will move the normal grindstone/workbench there instead.(see picture "23 Optional Grindstone_Workbench")
  • Lakeview_Extended_Interior -- stops your manor interior from resetting, I made this because I got sick of old items respawning and bumping away my own placed items.

 

~~Installation~~

(I will repeat that first yellow warning in more words here: You need to build EVERYTHING on the Lakeview Manor before activating my mod, that includes the house, wings, interiors and all the upgrades the steward provides such as cow, horse, carriage driver, chickens,...
You can choose to skip certain upgrades like interiors in case you want to use other mods for that, or cows/chickens/horse if you simply don't like those, just DON'T try to build anything anymore once my mod is enabled.
Basically you need to construct the entire manor through the bench in the exterior, then all the benches in the interiors and then the upgrades from the steward.
All of this begins if you start doing quests for the Jarl of Falkreath.
Only after this is done you should activate the mod and start upgrading through Nagra the little dragon in the villa, you can still activate/de-activate any of my upgrades through the dragon, but you should NEVER use those original benches or steward anymore.
Failing to heed my advice and activating my mod before you have that lakeview manor finished can result in the following bugs, such as not being able to buy lumber, not being able to hire a steward, not being able to advance through the "build lakeview" quests, certain original upgrades never becoming visible and the lakeview map marker not showing up.
So again, if you start a new game, DE-ACTIVATE my mod and build the original lakeview manor first!)

 

  • Always make back-up saves before trying new mods.
  • Make sure you are far away from Lakeview manor before installing.
  • Nexus Mod Manager: download the .ESP and .BSA files and activate it to install.
  • Manual: open the 7zip file, then drag and drop the .ESP and .BSA files into Skyrim's Data folder.

 

~~Uninstallation~~

  • Dismiss all potential followers from my mod, make sure none of them are actively following you.
  • Make sure you are far away from Lakeview manor before uninstalling, wait 40+ days.
  • You can deactivate and uninstall from Nexus Mod Manager, or manually delete the mod.

 

~~Compatibility~~

  • Since this mod stretches over the whole area around the manor, moving items everywhere, even altering terrain, its safe to guess that other mods in the exterior area are NOT compatible.
  • My mod does not change anything in the interior(unless you use the optional files), so you are free to use other mods for the interior as you please.
  • Compatible with DynDOLOD: obviously you cannot enable my mod until the vanilla Lakeview Manor is completely build, once you enable my mod you need to run DynDOLOD once again and make sure it includes my mod or else objects will pop in and out of existence, however DynDOLOD will not actually create LODs for the Lakeview area so you cannot see the manor (or anything else from my mod) from a large distance, for more details go look under my mod forums tab.
  • Compatible with Lakeview. Manor - As It Should Be, mod load order should be: Lakeview_Extended.esp, LKVM-Part I.esp, LKVM-Part II.esp. Read that mod's description carefully as you need to install that mod BEFORE you build the manor, as opposed to my Lakeview_Extended mod that needs to be installed AFTER you build the manor. Make sure you do not install any of my optional files that change the interior, also do not install the LKVM NoGrass optional file since that will cause landscape incompatibility in my mod

 

~~Recommended Mods~~

 

~~My Other Mods~~

Tel_Nalta.png.c428398200fcd4c87e8ddaef64     Tel_Avius.png.a7b6b596c4484fdd68ee988403

 

~~Troubleshooting~~

  • Dragon in the villa voice/options not appearing -- quicksave and quickload the game, then speak to him again.
  • Dragon in the villa not there -- he sometimes bugs out but you can press that tiny button on hes rock to put him back in position.
  • Enemy spiders/wolfs/bandits/giants still spawning at manor entrance -- you need to wait 40+ days far away from Lakeview so that the exterior can reset.
  • Carriage driver still sitting at old location and floating a bit in the air -- you need to wait 40+ days far away from Lakeview so that the exterior will reset.
  • Floating Grass Fix -- also try waiting a few days far away from the Lakeview exterior cell so it can reset and the grass doesn't float anymore.
  • Some people have game freezing/infinite loading screen when loading a save in the exterior or exiting the manor, removing certain upgrades like extra flora/farms/road/prison/fish hatchery helps with this.(talk to the dragon on the wardrobe in the villa.) If you are unable to get to the Villa to disable upgrades because your game freezes or CTD around the exterior, open the console and type "COC LakeviewVilla", this will directly transport you there.

 

~~Credits~~

  • skubblebubble for converting this mod to work on Skyrim Special Edition.
  • sa547 for giving me permission to edit and use hes Lakeview Pool and Hot Bath for Hearthfire mod.
  • jhdez for giving me permission to edit and use hes Lakeview Manor Fish Hatchery plus opt Mill mod.
  • rockyourazz for optimizing the exterior, objects out of view will get disabled, thus lessening the CPU load and increasing FPS.
  • subtanker for providing the pool scripts.
  • hex0id for making the Carriage and Ferry Travel Overhaul Compatibility patch.
  • dptheslothking for making a nice video.
  • Xubarku, xxGODLIKExx, ps46183 and all commentators that share their idea's and give constructive criticism.
  • B1gBadDaddy for improve skill script on target dummies.

 

~~Extra~~

  • Safe Storage -- Only use your own Manor to store your stuff, all the new interiors that I added are for the npcs. All these containers and interiors are set to respawn so they are not safe to store or drop your items. Even if you use the "no-npc version" you still can't use these new interiors to store your items.
  • To let wait time go faster, open console and type "TFC", one day will pass in a second now instead of waiting for every single hour to pass, when done type "TFC" again.
  • If you need to wait 40+ days then I suggest you open the console and type "set timescale to 300000", close the console and then do nothing for like 30 seconds, when done type "set timescale to 20".(its preferred you do this in an interior with no npcs, like Breezehome.)
  • To decorate your home, dump items on the ground, exit manor, re-enter manor, place them where you like.
  • To make your bard Llewellyn essential, type "setessential 03018DE0 1" in the console. He has a bad habit of playing the hero in every fight while dying one second later.
  • If you don't like certain items/plants/trees, you can always open the console in game, select the item, type "disable" or "markfordelete" to remove it. When using "markfordelete" you need to save and load again, but beware that the item will be gone forever, and make sure you have a backup save ready in case you deleted the wrong item. You can also use these commands to make your manor interior better by removing clutter items you otherwise cannot pick up.
  • Since my mod adds guards there is a high probability that when your spouse gets kidnapped(quest) the bandits will be in combat and die before you can open dialogue with them, this can cause a bug to occur that when after you save your spouse he/she will walk backwards all the time and generally does not follow you anymore, as if stuck in place while moon-walking. To fix this open console, select your spouse and type "recycleactor".

User Feedback

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7 hours ago, captncorajus said:

As far as the problem "collision" esp's are concerned...they always cause infinite load screen whenever activated. They don't cause CTD's in game just stop my game from loading at all...

Then perhaps the person who converted those esps from normal Skyrim to Special Edition did a poor job, I suggest you don't use them if they cause these issues.

All my mods for Special Edition are converted by other people, I only modded for normal Skyrim and I was long retired from modding before Special Edition came out.

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Just want to say I was a big fan of this mod years ago on Oldrim, and I've recently come back to it again for AE. Love how much it's evolved over the years and all the work you've put into it. One thing I will say is I've also been using CFTO and, while not gamebreaking or anything, the carriage half-sunken into the road is kinda funny. Would be cool to see a compatibility patch for that at some point, but it's not a huge deal or anything. Thank you for this amazing mod, and giving my Heljarchen-bound adventurer a lovely spot to relax and get away from his work and family.

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this mod is absolutely stunning!

My only issue im running into is that the road to the manor, from the road that branches off of the road to Falkreath, is floating off the ground and there is a gap by that gate in the middle of the wall that connects to the mountain. Does this issue fix itself like the floating driver if you give it time? 

ScreenShot6.png

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15 hours ago, ItsNotALemon said:

is floating off the ground and there is a gap by that gate...

No that will not fix itself with time, that is clearly a compatibility issue with another mod that also alters the landscape in that area.

Place Lakeview_Extended.esp on the bottom of your mod load order, that should give it priority over whatever other mod is causing this, however, this is not fixing the issue but just moving it, so I hope the other mod did not make drastic changes to the landscape and hopefully the issue there will be minimal, I'm thinking its probably a mod that changed all the main roads in the game, do you use such a mod? If so, take a good look around that area and pray nothing is wrong, perhaps a few road stones sticking a bit too far out of the ground. Its either that, or that giant gap in the wall.

Edited by Ac3s
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36 minutes ago, Ac3s said:

No that will not fix itself with time, that is clearly a compatibility issue with another mod that also alters the landscape in that area.

Place Lakeview_Extended.esp on the bottom of your mod load order, that should give it priority over whatever other mod is causing this, however, this is not fixing the issue but just moving it, so I hope the other mod did not make drastic changes to the landscape and hopefully the issue there will be minimal, I'm thinking its probably a mod that changed all the main roads in the game, do you use such a mod? If so, take a good look around that area and pray nothing is wrong, perhaps a few road stones sticking a bit too far out of the ground. Its either that, or that giant gap in the wall.

Thank you so much for your response!!! I changed the the load order and everything fixed itself!!! im so excited to get to use this mod!!!

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On 9/12/2021 at 5:04 PM, Ac3s said:

I have that patch but it was from Lakeview Extended 3.23 and before, v3.24 has different navmeshes and I need someone who knows how to use SSEEdit to open the patch and look if it changed any navmeshes or not, if it does not change any navmeshes then it should still be compatible, but I can't check myself so I'm not sharing it until someone can confirm this to me.

So...do you know how to use SSEEdit and check this for me?

Has anyone had a chance to look at this patch for you?  I noticed the issue with CTFO when I found a carriage and horse largely submerged in the ground ;)

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On 4/28/2023 at 4:09 AM, maximkovalenko said:

Has anyone had a chance to look at this patch for you?

No, I'm afraid not.

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FYI - There is a new mod on Nexus that disables the CC fishing stuff.  

Disable Free Creation Club Contents at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

When the mod was first released, it did not address incompatibilities with LVE basement mod(s).  The incompatibilities have now been addressed (so the author says).

I am setting up a new laptop and getting ready to start a new game and will come back and verify the "Disable" mod works as intended (or not).

note: I also use the other two hearthfire basement mod - Lakeview Extended SSE Basement in Heljarchen Hall and Windstad Manor at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

Hopefully this post will be beneficial to others that are diehard users of the LVE basement mod(s).

pops

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masternetra

Posted (edited)

Would like to see a version where only the Mine is added. A lot of Lakeview mods but no one adds a personal mine which is what I like most about this. Love the mod though.

Edited by masternetra
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On 10/25/2023 at 1:51 AM, rhob242 said:

Why is this gone from Nexus? Came back to play again after 3 years.

Read their new TOS and you'll know why, Nexus is no longer an "art gallery" but instead a "pawnshop" and anything you put on that website is now theirs, they can even ban you and keep your mods, or give your mods to Nexus "partners" for further distributions (what that means is up to anyone's guess, but it sounds like selling mods), you as the author of a mod have literally nothing to say anymore.
It even went so far that Nexus did not even notify people about this change, and instead they removed the ability to remove mods even before changing their new TOS to trap people and ensure nobody could delete mods, and now they wrote in their new TOS they don't even have to notify people of anything and they can change their TOS at any point to whatever they like.
Oh, and they banned people if they did not agree to any of this, they literally said several times "if you don't agree with this on Nexus then delete your account!"...
But this is false since deleting your account doesnt actually delete it, it just de-activates it, meaning Nexus still has all your mods.
But since many people complained about this atrocious behavior Nexus had the gall to "allow" people to delete their mods, and they framed this as a "Grace Period" where you had to fill in a report with details on which mods you wanted deleted, after all this, all they had done and all this backstabbing, they called it "graceful" of them to allow people to decide what to do with their own mods one last time.

I hope its clear that its simply not a friendly place for authors anymore, unless you don't care and don't mind handing your work over to someone else that then can do whatever they want with it, regardless if you consent or not, and the fact my mods are now off Nexus is a small miracle in itself because if I would ask for that right now they would refuse.

but in short, Nexus did a 180 turn and what made Nexus great to begin with (respecting author IP and wishes) now is gone and they only care about making money and stealing mods, but if you talk about this stuff on Nexus itself they always twist the wording and meaning so much it sounds like they are angels and all this is for the betterment of everyone, its like snakes talking in double-speak but if you push a bit too hard they will ban you for vague terms like "misinformation" or whatever.
They've gone full communist, or woke, whichever you prefer, its the same really. (but don't say that or you'll be banned for hate-speech)

Edited by Ac3s
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As you know, I have been using the Lakeview Extended mod for years and even though I had some issues once upgrading to AE, they have all been dealt with and I am able to use the basement mods in all three homes....

I just came by to say thank you again for your work and what you have endured with the nexus debacle.

 

pops

 

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does disabling the altar affect the interesting npcs mod. I like what this mod have to offer, so I wanna make sure how these two play together.

 

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I can't get the Lakeview Extended Basement mod to work. Only half a bed appears in the small left room of the basement where 8 beds are supposed to appear.

I built the whole mansion, then installed the Lakeview Extended mod and then the Lakeview Extended Basement mod, but it doesn't work.
I do not know what I'm doing wrong. I have tried with the empty basement, and also with items in it such as a foundry oven, tables, shelves, etc. , but it does not work.

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2 hours ago, talenito said:

I can't get the Lakeview Extended Basement mod to work...

That basement area is now apparently used for something else in the AE version of Skyrim, so try to find a way to disable that in the AE version, I think they added a little room with a fishtank or something? (see comment by popvirus2 above)
Either way, I havnt played Skyrim in years, if Bethesda is so keen to make a million different versions of Skyrim then so be it.
But if you at least linked a little video for me to watch the issue it would have probably been more helpful for me to understand it, cause right now I have nothing to go on except "beds don't show up"...

Edited by Ac3s
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I read something about the fish tank, I'm going to see how I solve the problem by deactivating it with SEEdit. Thank you master, I came here looking for your Lakeview Extended mod, because it is the best of all those that exist.
I also haven't played it in years, but it grabbed me again with the AE version.

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