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Found 5 results

  1. It's a pretty common opinion that Severin Manor from the Dragonborn DLC is a pretty nice house, except it's so badly lit that only Falmer could live there comfortably. There are better lighting mods for Severin Manor, but none of them have patches for/are compatible with ELFX, or other lighting overhaul mods. I'm thinking, a nice way to bypass compatibility with other mods and still light up Severin, would be torch sconces! You know, those things you sometimes find in Nord barrows or bandit towers? You can press Activate on them to add or remove the torch, and it lights up the area. I figure adding some empty sconces to the home would allow for optional extra lighting without interfering with edited lights from other mods! It seems like it'd be easy enough for someone with even a limited knowledge of the creation kit, so I hope something like this can be done!
  2. Hi! I'm very new to this modding business and a total noob. Thus far I have made one mod, which puts some new mannequins in the existing houses of Skyrim (and Solstheim) and am now working on my second mod. This mod however is giving me a headache. The first mod I made I managed to build with a little help from google, the CK wiki and by looking at existing content to get everything to work, but this time I can't seem to find the connections I need to get it to work. In short, I want to erase unnecessary clutter from Severin Manor, but I only want it to disappear when I get the ownership of the house. I have figured out (by looking at existing content in the CK) that I need to connect all of the clutter that I want to remove to a XMarker (which I've already done), check the box "Initially Disabled" in the XMarker and check the box "Set Enable State to Opposite of Parent" in the clutter that I linked to the XMarker. In theory this should remove all the clutter once the XMarker is enabled in the game. However, I can't find HOW to make the XMarker enabled once a quest is finished... I have been googling and checked the forum for answers and I have found several who have said that you should write a script in the XMarker or write a script in the quest that the XMarker should be linked to, but I can't find the quest in question (when I look in the CK) and even if I would find it I wouldn't know how to write it... Can anyone help me with this? ^^ PS. Yes I could probably download an existing mod but what would be the fun of that? And I like things to be my way when I mod it, so downloading someone elses mod wouldn't really do me any good as I would still need to reconfigure it to my standards and I wouldn't have learned anything new doing that! DS.
  3. Upon completing the quest to obtain Severin Manor (the name of said quest escapes me) owner ship of said manor is indeed not transferred to me. Seeing as how I can't find any reference of this particular issue anywhere on the interwebs, I think it may be a mod conflict or miss installation. I'm not opposed to using the console to set ownership of every container and item in the house, but the issues remains that i'm still trespassing, which makes it hard to sleep. If anyone has an idea, or knows a console command to set ownership of the interior cell, I'm all ears.
  4. could someone make it so that you can move your family to raven rock including navamesh for the kids and wife i always prefered solsthiem because it reminds me of morrowind (one of the best game out there)
  5. Greetings all Modders and Modder fans. I'm hoping a skilled modder or mod team would consider making a House/Mansion mod based on the Severin Manor from Dragonborn but... on the mainland of Skyrim. Exterior look kept the same as well as the interior. The Manor from the Dragonborn DLC is one of my favourite homes but once the DLC is finished it's wasted on Solsthiem, the basics i'm thinking of would be like a copy/paste of the exterior and interior centrally placed (say a little west of Whiterun) purely for the greenery as i myself enjoy greenery outside my home instead of snow. The interior would consist of a similar layout to in the DLC version : Entrance/Kitchen = Hearthfire oven directly opposite you upon entry, spit on the left wall and a small dining table with chairs on the right wall (i estimate maybe a 5 seater at the most). Storage for this room would consist of a drop box (chest) near the door and a couple of units that would look the part for a kitchen. Downstairs. Main Corridoor = Alchemy and Enchanter in the small alcoves with a form of storage for each, maybe a couple of mannequins. Smithy area complete with everything required in the large area (as in the DLC) with a couple of mannequins, chests (preferably named) for ores and leathers etc. The first bedroom off the corridoor with 3 single beds and basic bedroom storage (wardrobe, mannequin and shield/sword plaque beside each bed with a chest at the foot of the bed). Master bedroom would double as bedroom with a double bed (same setup as guest room but wardrobe/mannequin/plaque at each side of bed with 2 chests at foot of bed) but instead of being centrally located as you enter the room it would be to one side as the other side would be like the library/study consisting of usable bookshelves, desk with seat and maybe a nice fireplace. For the Vampire lovers out there perhaps a hidden room added from a fake bookcase in the library/study with an upright coffin in it. pretty much clutter free for the whole house and it being lit via sconces like the hearthfire homes (horn shaped). I look forward to responses and hope there are others out there wishing someone could make this as much as i do.
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