Jump to content

Search the Community

Showing results for tags 'houses'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • AFK Mods
    • Administration
    • General Discussion
  • Bethesda Games
    • The Elder Scrolls
    • Fallout
    • Starfield
    • Tools of the Trade
  • Other Games
    • Total War
    • No Man's Sky
  • Unofficial Patch Project
    • Unofficial Patch Project Bug Tracker
    • Unofficial Starfield Patch
    • Unofficial Fallout 4 Patch
    • Unofficial Skyrim Special Edition Patch
    • Unofficial Skyrim Patches
    • Unofficial Oblivion Patches
    • Unofficial Morrowind Patch

Categories

  • Unofficial Patch Project
    • Files For Fixes
    • Unofficial Patch Betas
    • Skyrim Special Edition
    • Skyrim
    • Fallout 4
    • Oblivion
    • Morrowind
  • Starfield
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Fallout 76
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Fallout 4
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Skyrim Special Edition
    • Audio
    • Armor & Weapons
    • Cities, Towns & Villages
    • Companions & NPCs
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
    • Weird Stuff
  • Skyrim Classic/Legendary Edition
    • Armors & Weapons
    • Cities, Towns & Villages
    • Companions & NPCs
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
    • Weird Stuff
  • Fallout: New Vegas
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Fallout 3
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Nehrim
  • Oblivion
    • Unique Landscapes Project
    • Armors & Weapons
    • Cities, Towns & Villages
    • Companions & NPCs
    • Dungeons
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
    • Modders Resources
    • Patches & Fixes
    • Quests & Adventures
    • Visual Enhancements
    • Tools & Utilities
  • Morrowind
    • Cities, Towns & Villages
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
  • Civilization
    • Civilization 4 Maps
  • Total War Series
  • Miscellaneous Files

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Found 6 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. 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.
  4. Arthmoor

    Dragon Claw Stands

    Version 1.1

    496 downloads

    A simple mod to provide display stands for your dragon claws. People like to display their collectibles in their homes. I am no different, but I've always wanted a way to do the same with the dragon claw keys used on the Nord ruin puzzle doors one they're of no use anymore. It always seemed silly to just toss them in a chest and forget about them since they're among the more unique things about the game. So the idea came up to make a display stand for the claws, but not just any display stand. One that was somewhat unique and fitting with their style and purpose. Thanks to some help from the folks at AFK Mods, this is now a reality Each vanilla player home, as well as the 3 Hearthfire homes, and Severin Manor in Raven Rock, now have display stands in various numbers. Simply have one or more of the claws in your inventory and activate the stand. If you have only one, it will be automatically displayed. If you have more than one, it will ask you which one you want to display, in much the same way the Paragon Gem platform in Falmer Valley does with Paragon Gems. If you should want it back for some reason, simply activate the stand a second time and it will be returned to your inventory. Under the hood, the mod takes the claw from your inventory, puts it into a hidden chest, and then places a clone of it in the visible world. When the claw is removed from the stand, the original copy in the chest is placed into your inventory and the clone is deleted to ensure there is no save bloating from creating multiple claws repeatedly. This is done in case the claw is marked in a quest alias somewhere so that the alias is not disrupted. Not all houses can display every claw due to limited space. Severin Manor is the only one with enough space to hold all 10 in the same cell. The Hearthfire houses split them up between the Main Hall and the basement, and all of the vanilla houses can only hold some. For example, Breezehome only has room for 4, while Proudspire Manor can hold up to 7. The placement of the stands are also tied to certain room upgrades, except for Severin Manor where they all get enabled once the player owns the property. As an added bonus, if other mods add more dragon claws, they can be added to the formlist used to track the vanilla game claws. All they would need is a script to access the formlist and add their base object to that list. The only condition is you would need to be sure the mod added claw is the only one in your inventory when you want to place it. This is due to limitations on how the menu works when asking for a claw.
  5. Arthmoor

    [RELz] Dragon Claw Stands

    A simple mod to provide display stands for your dragon claws. People like to display their collectibles in their homes. I am no different, but I've always wanted a way to do the same with the dragon claw keys used on the Nord ruin puzzle doors one they're of no use anymore. It always seemed silly to just toss them in a chest and forget about them since they're among the more unique things about the game. So the idea came up to make a display stand for the claws, but not just any display stand. One that was somewhat unique and fitting with their style and purpose. Thanks to some help from the folks at AFK Mods, this is now a reality Each vanilla player home, as well as the 3 Hearthfire homes, and Severin Manor in Raven Rock, now have display stands in various numbers. Simply have one or more of the claws in your inventory and activate the stand. If you have only one, it will be automatically displayed. If you have more than one, it will ask you which one you want to display, in much the same way the Paragon Gem platform in Falmer Valley does with Paragon Gems. If you should want it back for some reason, simply activate the stand a second time and it will be returned to your inventory. Under the hood, the mod takes the claw from your inventory, puts it into a hidden chest, and then places a clone of it in the visible world. When the claw is removed from the stand, the original copy in the chest is placed into your inventory and the clone is deleted to ensure there is no save bloating from creating multiple claws repeatedly. This is done in case the claw is marked in a quest alias somewhere so that the alias is not disrupted. Not all houses can display every claw due to limited space. Severin Manor is the only one with enough space to hold all 10 in the same cell. The Hearthfire houses split them up between the Main Hall and the basement, and all of the vanilla houses can only hold some. For example, Breezehome only has room for 4, while Proudspire Manor can hold up to 7. The placement of the stands are also tied to certain room upgrades, except for Severin Manor where they all get enabled once the player owns the property. As an added bonus, if other mods add more dragon claws, they can be added to the formlist used to track the vanilla game claws. All they would need is a script to access the formlist and add their base object to that list. The only condition is you would need to be sure the mod added claw is the only one in your inventory when you want to place it. This is due to limitations on how the menu works when asking for a claw. Download Locations AFK Mods Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Official Hearthfire DLC. Official Dragonborn 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 Dragon Claw Stands.esp and Dragon Claw Stands.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Reclaim any dragon claws on display. If you don't, they will be lost forever. Then delete the Dragon Claw Stands.esp and Dragon Claw Stands.bsa from your Data folder and reload your game as usual. Load Order Place before any mods which may alter the lighting data for any of the supported housing. LOOT (https://loot.github.io/) should be used for optimal placement. Compatibility May have minor conflicts with other mods that alter vanilla homes, the Hearthfire homes, or Severin Manor. Should be 100% compatible with any texture replacements for dragon claws. Not compatible with mods that change the default dragon claw meshes due to the non-colliding display models this mod uses. Known Issues When placing a claw, you may hear NPCs comment on it saying things like "Be careful" or "Watch what you're doing". This appears to be unavoidable due to how the claws need to be placed into the world. Credits Dwip - For the custom made claw stand mesh. Hana - For providing the collision on the custom mesh, and for helping to resolve some Nifskope issues with it as well. Bethesda - For the Paragon Gem script in Dawnguard that led to the solution to make this mod work to begin with. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  6. 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.
×
×
  • Create New...