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Elfiemyrtle3

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Elfiemyrtle3

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About this mod

A home in the Rift for a scholar, with a large library. No load doors.

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Version 1.3 is out!

I have added a Safe Room that is accessed via a trapdoor in the kitchen. It sleeps 5, has a cooking pot, seating and fireplace, and access to your items via Gen Store chest, also separate access to your Gen Stores stored books and 2 mannequins. It is meant as a safe haven from the occasional zombie attack. Also hopefully works now for Cold-related issues by providing an instanced space with heat source.
I also added curtains to the kitchen and fixed a few small errors.

There is now also a version available that replaces my custom doors with vanilla doors. Use this if you have the no door bug. ONLY USE ONE of the two Main Files.

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  There is now a version available that does not require General Stores. You can find it here. (SR V1.2 only)


XBOX users can find a 2-4K and 1k version of that mod version on Bethesda.net. Ported with my permission by CrazyArgonian_97.

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You asked, I listened. I swore a lot. I learned. I navmeshed the place.


Now, Scholar's Retreat is a very Lucien-friendly place. I navmeshed it, added a lot of idle markers and a tiny Lucien room. Yes you can take any other follower but for me, Lucien is the perfect follower in connection with this home :)
I also added a stable for your horse.

I tested the home with five followers and they idle around quite nicely. Sometimes, someone will get stuck but from my experience, that can happen in the best of homes. *Just Follower Things* ;)

How to upgrade:

It should be safe to just overwrite or merge with the old mod. General Stores uses its own system so all stuff stashed in Gen Stores containers (those are the ones that have "Open" as prompt) isn't affected.
The other containers (those that say "Search" are my custom containers. However, if all you do is a merge, they won't get touched. Just don't uninstall the old mod first, load into the game, go back out and install the new version, because then you'll lose all your stuff.
If in doubt, empty the custom containers first.


Note:
The hill below the house is terribly navmeshed by default. I took one look at it and despaired. Your followers will not be able to follow you straight up the hill to the house, or down to the river. They'll have to take the long way around.

other small changes:
Golden Claw holder now accepts Golden Claw Replica which can be crafted at the workstation.
More books to craft:
Night of Tears
On Arcaneum
The Last King of the Aleyds
Added a chest for surplus books in the library
fixed an issue with Barenziah's crown having wrong model / no textures

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Scholar's Retreat



A no-load-door home with a large library.


Built upon the ruins of an old Imperial fort, this home sits on a saddle between two
hilltops, overlooking the valley of the river that flows north out of
Ivarstead. It lies just north-west of Geirmund's Hall.


It features a large library with bookcases sorted by genre and race, a kitchen/dining
room, a bedroom with shower and toilet, a large enchanting room, a
small Unique Items Display room, and an alchemy nook. It also uses
the General Stores system throughout. There is also the complete
blacksmithing/leatherworking crafting suite. Various ingredient
plants, insects and an apiary are also available.
There are some robes, cloned from the Mythic Dawn Robes, in four colours: Grey,
blue, green and red. Respectively meant for Wind mages, Water mages,
Earth Mages and Fire Mages.
(They are not enchanted, I'm still
looking for a custom enchantment mod)
I recommend Elemental
Destruction Magic Redux
for an Elemental Mage playthrough :)

Because this is a scholar's home, emphasis lies on study; therefore you will find
plenty of deco of that kind, and the Unique Items are confined to
interesting artefacts like masks, dragon claws, paragons, and, first
and foremost, books. You will find no displays for weapons or armor.
But there are some displays for certain headwear, and the Vanilla Bug
Jars.
I included a little workstation where the player can craft replicas of items which they
will lose upon completion of the relative quest. Not much, just a few
choice items to craft.

For convenience, the house is already discovered, and it requires no key. It is highly
recommended to discover it by fast-travelling to it, because that
forces the game to load the house fully. Should you discover it on
foot, chances are it is only half-loaded when you get there. In that
case, simply open the map and fast-travel to it again, this fixes the
problem.
(With my old Graphics Card (nvidia 1650TI) it took a fair few minutes to load. I now have a better one (nvidia 3050somethingsomething) and load times are much better. In fact, on a vanilla game, loading is near instant. Fully modded with loads of custom textures and meshes it can still take a minute or two, depending on your rig.)

I have not been able to navmesh the place. I tried, but ran into multiple and unexpected
problems, and in the end I gave up, deleted the follower room that I
had already built and decided the future homeowner should be a loner,
or someone who only grumpily allows their followers to camp outside the
house. Followers will try to follow you but they will inevitably get
stuck. Hence, the double bed is also just for looks, as a spouse
would have similar troubles. You have been warned.
(Followers can easily camp out with one of the many tent mods available on the
Nexus: Campfire, maybe AFT (I seem to remember a camp function there
but don't use this mod any more), also Camping Kit of the Northern
Ranger from Oldrim will work just fine for SE.)



I use RusticWeathers, so my nights are pretty bright. I have not tested the place
with darker ENBs, but I hope the light will be sufficient.

This is also the first time I've used custom assets, and I've made quite a few
textures myself, which are not to be freely distributed.




Conflicts:


Glorious Doors overwrites my doors and makes them look ugly, although I have put custom named meshes into my package. Could not be remedied in testing.
I was made aware bySkyrimPlus that the Aspens Ablaze trees were sitting in the middle of
the build, so I l moved those trees out of the way. As long as you load Scholar's Retreat
after Aspens Ablaze, this should work fine.
There are way too many Rift tree mods and homes for me to look at and fix every single
conflict. But at least this one is sorted.

The Elder Scroll (Dragon) display will only accept the Elder Scroll (Dragon). I am not sure why there are three different Elder Scrolls in the game that all look the same but have different names, but that's how it is. Since Skyrim SE has Dawnguard built-in (and AE too), my guess is that the first two are from the vanilla main quest yet somehow retired? However that may be, I guess you can only place the scroll there once you have started on the Dawnguard questline. Feedback is welcomed.


I couldn't have done this without the help of Sarthes Arai from the xedit discord server,
and without the thorough testing of SkyrimPlus. You're the best! :)
SkyrimPlus has made a video about this home, you can watch it either here on the modpage under videos, or over on his channel on youtube.
(Please bear in mind that this review shows the first upload, which was somewhat faulty. I've fixed the mod now and added a few more features, and SkyrimPlus will add a little video about those changes soon, which I will link here too.)


Credits for modders' resources:


HQ Frames and Canvas by BetterBecause
orient set and wicker set by Garnet/flintone
wall charts by Leodoidao
Assorted Resources and New Flowers Resource by Tamira
TR_Resources by IcecreamAssassin
Liam's Clutter Resource

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