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Found 16 results

  1. Arthmoor

    [RELz] Manor Roads

    A small landscaping tweak to connect Heljarchen Hall and Lakeview Manor to the nearby main roads. Nothing particularly fancy other than it not using the standard crappy road meshes. The roads have preferred navmesh pathing so if you're using mods that allow your spouse and/or children to travel, they'll stick to a safe path instead of aimlessly wandering the wilderness. Download Locations AFK Mods ModDB Bethesda.net - PC + XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.0 or greater. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Manor Roads.esp file into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Just delete the Manor Roads.esp file. There are no scripts and no permanent data changes. Load Order LOOT (https://loot.github.io/) should be used for optimal placement. Compatibility Other mods which may alter the landscape and/or navmeshes at the two affected houses will not be compatible. Compatible with my Oakwood village mod. Compatible with my Storefront mod. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  2. Arthmoor

    Manor Roads

    Version 2.0.5

    4172 downloads

    A small landscaping tweak to connect Heljarchen Hall and Lakeview Manor to the nearby main roads. Nothing particularly fancy other than it not using the standard crappy road meshes. The roads have preferred navmesh pathing so if you're using mods that allow your spouse and/or children to travel, they'll stick to a safe path instead of aimlessly wandering the wilderness. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  3. ghastley

    ghastley mods

    Since I have exposed the site for access to Gweden Brothel for Oblivion, I should start a thread here to let everyone know that http://ghastley.org/TESMods/ has all my mods available for download as last seen on the Nexus. There are mods for SE, LE, Oblivion, Morrowind, and even Daggerfall. I will be repackaging some with updates, and releasing a few WIPs for feedback. Expect an Orc Hearthfires 2.0 beta soon. It will be missing voice for the new wise woman, which is the main reason it’s not a release. The order I work on the rest will depend on how much interest there is, so let me know.
  4. ghastley

    Multiple result recipes

    Before I leap in and potentially re-invent a wheel, is there an existing implementation of constructible items with multiple results? That is, more than one type of item is made, as multiples of a single item already exists, e.g. leather strips. It would have at least two uses: bonus items and deconstruction. My initial implementation wants to allow grain milling to result in both flour and straw, but I want to create a generic method. The idea is to borrow from hearthfire’s token system to run a script on the combo result that splits out the components when it enters the player’s inventory. It’s obvious enough that I expect it already exists, but can’t find it.
  5. Version 1.0.4

    1643 downloads

    Ever wondered why the guards and other NPCs can use practice dummies to train on (even if it's not real) but you can't? Perhaps you want to boost your combat skills before heading out into the big bad world to make a name for yourself, but have been unable to do so. Maybe you just like sticking dummies with sharp objects because they don't bleed all over everything and make a big mess on that nice rug in your basement. Practice Dummies allows you to train your 1H and 2H combat skills, archery, and magic skills with frost, fire, and shock spells. You can do this up until skill level 30, after which you will gain no more insight from attacking the dummies. This is accomplished through the use of a simple script attached to combat dummy objects which are already present in the game but never used. Archery targets required the creation of a second object to replace the normal static target objects. Support for all official DLCs, as well as Falskaar and Wyrmstooth is included.
  6. Arthmoor

    Manor Roads

    Version 1.0

    1383 downloads

    A small landscaping tweak to connect Heljarchen Hall and Lakeview Manor to the nearby main roads. Nothing particularly fancy other than it not using the standard crappy road meshes. The roads have preferred navmesh pathing so if you're using mods that allow your spouse and/or children to travel, they'll stick to a safe path instead of aimlessly wandering the wilderness. Requires the official Hearthfire DLC.
  7. This is more of a bug report but also a question about using inventory event filters... I came across a stack dump in my papyrus log this evening (it happens). It contained references to the hearthfire script BYOHHouseBuildingPlayerScript.psc which in this case tracks the number of logs cut at sawmills.Sawn Logs are a weightless non-playable miscellaneous item added to player. The issue I see is that the script is not filtering for only the logs. Therefore EVERY item added to or removed from the player is tracked by that script. In my case the stack dump coincided with being thrown in Falkreath Jail. That included all my items being taken and later returned. That generated many of the inventory events that this script then had to process no doubt leading to the stack dump situation. Here is just 2 stack dump snippets from the log... the first shows the script firing for a Soul Gem being returned to me from the Falkreath evidence chest ( FalkreathEvidenceChest [REFR:000EF437] ). The second shows checking for the number of logs ( BYOHMaterialLog "Sawn Log" [MISC:0300300E] ) Which happens in another script BYOHHouseBuildingScript.psc. It was after Cabbage Soup (000EBA02) was returned to me. The controlling quest is BYOHHouseBuilding [QUST:0300305D] Here is the BYOHHouseBuildingPlayerScript.psc - it is short enough... Adding AddInventoryEventFilter(BYOHMaterialLog) to both OnItemAdded() and OnItemRemoved() would do it. Right? Also, that is the proper way of adding Inventory Event Filters ? correct ? I've seen some scripting that puts the AddInventoryEventFilter() in say the OnInit() event. But I'm not sure that is correct as each could use different filters. Putting the function call into the event makes sense to me, outside the event where it is used doesn't. Anyway, thanks in advance for any insight into this. If it is good thing to add into USSEP I'd be happy to add tracker ticket. -Jebbalon
  8. I have the three hearthFire homes built and I do not have the option to move my family whom consists of Yoslda, Francois Beaufort and Runa Fair-Shield when I speak to Yoslda but it appears with my children. Also a bug has occurred might be because I built everything too fast but furniture does not appear even tho I built it only in Windstad Manor. I am also being told to I need to leave my own home.
  9. I am running into a somewhat rare but annoying bug within Hearthfire's house/homestead building feature. More specifically, I cannot build the player homestead Heljarchen Hall, and cannot progress the associated radiant quest (BYOHHousePale). I have attempted to build the house alone and the main hall addition, but nothing gets visibly built in my game. The rocks and debris that should be removed in lieu of the house plot remain through the whole building process for me. Also, the quest to build does not advance after arriving at the carpenter's workbench (stage 110), no matter what I do. Doing a little research, some people have success deactivating all of their mods (perhaps some touch the cell here or touch the wildlife spawns), so I deactivated all of the plugins that I use that I know edit the landscape or wildlife, but that did not work for me. I have also read that some folks run into this if they complete the construction of the Windstad Manor homestead before beginning the Heljarchen Hall construction, which is true for me as well. However, I did this a long time ago, so I can't just revert to an old save and not build Windstad Manor first. Can anyone offer any workaround suggestions for me, or perhaps attempt to patch this issue in USSEP? A STEP moderator seemed to think it was possible to patch in this forum post, having looked into the game scripts. This isn't some game-breaking issue for me, so I'll live without Heljarchen Hall, but I thought I would reach out about it. Attached is an image of the ground where the hall should be in my game having just constructed both the house and main hall addition.
  10. Hello I would like to report a problem with HearthFire: I cannot build the LakeView Manor. - nothing at all appears on screen - once the small house is "built" (at least that's what the game tells me), clicking an add-on on the drafting table (such as "green house") does not remove it from the add-ons list and nothing more is added as ready-to-be-built on the workbench The 2 other houses (Heljarchen Hall & Windstad Manor) are totally built with all possible add-ons, furnitures, animals, steward, bard and carriage. I tried many old saves, going back to when the quest BYOHHouseFalkreath was still at the beginning (up to stage 17), before buying the property/being thane (also the 2 other houses are not built yet) with same sad result. In the papyrus log, I find occurences of and same 2 first lines with another error: I been searching the net and I found several articles about the house being built, but on another location. So, using the console, I found the related BYOHHouseLocation_var was the correct one. The command "coc BYOHHouse1Exterior" brought me to the expected location, close to the workbench. So it seems to be OK, I guess. I have many MODs (mod list and load order) based on this marvelous guide S.T.E.P. I don't have MODs like Birds, Flock or something that adds many spawn points (I read it was the source of same problem for many people) but I thought of a compatibility issue with "Better Fast Travel". So just to be sure, I restarted a new game keeping the exact same mods and same load order, went asap (after Helgen) to Falkreath and did what the jarl and his steward were requiring. Then I could build the manor, miracle - it appears on screen, I can even enter it and the house add-ons can be built as well. I noticed some differences. In the "old" game: - the quest seems be stuck at stage "use drafting table"; I could go further in the achievements only by using "setStage BYOHHouseFalkreath XXX" but was not useful - the jarl sent the letter asking to come and meet him - the jarl did not ask for Black Briar Mead (the Rare Gifts quest - Favor110) And about the other quest (received from the steward, giving the right to buy the manor), I read somewhere that radiant quests are not given properly if another quest with same name ("Kill the leader of xxx") is currently on. And I am pretty sure it was the case since I payed a visit to other jarls prior to going to Falkreath. Please help I been stuck with this for a week now and I don't know what to do, except restarting Skyrim... I already restarted several times in the past but not this time. Any assistance would be greatly welcome
  11. i have noticed a huge bug with no fix that i have found. after completing A new order the next quest no matter which side wont start up after isran or garan merethi will tell you to talk to someone but the next quest (prophet) wont actually start. I have tried this with mods, with no mods but the unofficial patch, and no mods at all. I have had a friend test it and it worked fine with him, it used to work when i used to play but it suddenly stopped. console commands with this quest DO NOT work at all setstage/ startquest nothing Fyi another thing the Hearthfire dlc is having another issue. none of the yarls that assign houses in the dlc will talk to me i have found a way around it but is " immersion breaking" by using player.relationshiprank "yarl id" 4 but i cannot become thane nor get a housecarl. i dont know what other details i can provide.
  12. I have USKP installed and activated, but Derkeethus will not stay at Lakeview Manor. I asked him to stay at my house in Markarth and he went straight to it, but when I asked him to go to Lakeview he just returned to Darkwater Crossing. I don't know if this was something that was fixed in the UHFP; Skyrim crashed when I tried to use it.
  13. garthand

    72850 2014 07 18 00001

    Wraparound porch fail
  14. Arthmoor

    [RELz] Manor Roads

    A small landscaping tweak to connect Heljarchen Hall and Lakeview Manor to the nearby main roads. Nothing particularly fancy other than it not using the standard crappy road meshes. The roads have preferred navmesh pathing so if you're using mods that allow your spouse and/or children to travel, they'll stick to a safe path instead of aimlessly wandering the wilderness. Download Locations AFK Mods Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Official Hearthfire DLC. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Manor Roads.esp file into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Just delete the Manor Roads.esp file. There are no scripts and no permanent data changes. Load Order LOOT (https://loot.github.io/) should be used for optimal placement. Compatibility Other mods which may alter the landscape and/or navmeshes at the two affected houses will not be compatible. Compatible with the Hearthfire version of Thirteen Oranges' Oakwood. Compatible with my Storefront mod. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  15. I am not sure where else to turn for this.. I have 2 issues with Hearthfire (I think) that are bugging me to no end. One has to do with Derkeethus running back to Darkwater Crossing even though we are married and I own Lakeview Manor (no other houses) and the other occured when I tried to make Aela the steward, where she will run back to Jorvaskr after being dismissed as a follower. I have tried practically every manner of fixing this that I could find, but nothing so far has worked. For a while, I was using a small mod to fix the issue with Derkeethus.. It worked like a charm and I never had any issues, but unfortunately there are no mods for Aela that I am aware of.. I installed USKP in hopes that it would fix the issues for good, but that does not seem to have happened. Link to the mod I was using: http://skyrim.nexusmods.com/mods/16006//? Upon seeing in BOSS that USKP should fix this issue, I uninstalled the Derkeethus mod and activated all the USKP mods as normal, making sure the load order was as described. I logged back into the game where I had saved with Derkeethus sleeping upstairs, only to find that he got up and immediately ran out of the house with a purpose, back to Darkwater Crossing yet again... I released Aela to see what would happen, and she also walked out on me. At this point, I have tried running in and out of my house to build auto-saves, then saving and reloading, setting Aela's job faction to Steward (addfac 00050922 1), even setting her to a housecarl and NOTHING works to get her to stay put.. Same with Derkeethus. The only luck I've ever had with him was from the aforementioned mod.. A few days ago, I uninstalled both Skyrim and Nexus Mod Manager, getting rid of all the components I could root out in my harddrives and reinstalled everything as fresh as I could due to an unknown CTD issue I had been experiencing for some time.. I then spent much of the week reinstalling the mods I used to use one by one to make sure there were no issues with them, so I am fairly certain there is no mod conflict... The only other mods, aside from the Derkeethus fix which I already uninstalled, was Sounds of Skyrim, W.A.T.E.R., Lanterns of Skyrim, and the Portal 2 mod, which should not interfere with USKP to my knowledge. I have no idea what's going on.. These are both issues that are supposedly fixed in USKP (At the very least the Derkeethus one is) and yet they aren't fixed in my instance. I will admit that scripting is not nearly my strong suit and so it is very likely I am doing something wrong here.. But what can I do to fix this? Attached is my load order, if you need it.. Will be happy to provide anything else if needed.
  16. Was advised to post this here on the forums, so I'll repost here: When using any of the unofficial patches except the Skyrim one, my game instantly CTDs upon loading. BOSS says nothing is wrong; Wrye Bash correctly identifies that something is wrong but doesn't tell me what. No idea how to fix this but I've tried lots of things and nothing seems to work. Would really like to solve this ASAP. Things I've tried: -Using TESEdit to clean them -Checking integrity of cache with steam -Reinstalling game and wiping mods and reinstalling all -Playing with no other mods except for the unofficial patches -A load of other crap I was just told that it was apparently not a bug and a problem with the install. I'm playing the Japanese ver.of Skyrim, could this be causing the crash? I don't see why only the three expansion unofficial patches are having problems. I especially need to use the dragonborn patch to fix the bug where I can't absorb dragon souls. Edit: Even if the language setting is causing this (which is just an idea, probably not even correct) changing it back to English is not an option because my this is my shared computer with my roommate and he doesn't speak English v well (he also plays Skyrim) EDIT EDIT: MIGHT have just solved my own problem. It's possible that these unofficial patches require the latest version of Skyrim to run. IN THAT CASE, the bug is being caused by the fact that the Japanese ver is not yet patched to the latest patch, but only to 1.8.151.0. Anyway, if the crashes are being caused by the unofficial patches requiring a later version of Skyrim than I have, the only solution would be to wait until the official patches for the Japanese version are released. Am I making sense to you guys? Have I solved the problem?
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