If using, install the Verdant patch (for any other grass mod you will have to remove the "master" requirements)
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
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File credits
Thanks go to Preeum, RichWebster, SKVINDT, and WizKid34
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Changelogs
Version 1.0
Initial release
Many things had to be addressed. I did my best to not diverge too far from what I thought original mod author's vision was. I focused on fixes and upgrades, not changes..
TWEAK PATCH: General exterior tweaks: - Adjusted water troughs because they were floating slightly (adjusted geometry to match terrain) - The manor house and farm house exterior doors had visible gaps with the door frame (adjusted) - The manor house chimney was not aligned leaving gaps (adjusted) - Added insect spawns at flower gardens - Grocer shop door was reversed and would knock you off the stairs when opening (adjusted) - I noticed that the grocer and alchemist shops had bars to protect the stock and merchants. I thought it must be a dangerous area. So, I replaced the doors with the DLC's reinforced doors (they have matching bars) - Added smoke to Alchemist Shop chimney Greenhouse interior tweaks: - Replaced the apiary clutter with functional apiaries (something in the mod causes the following bug: when you plant something in the planters, the bee hives disappear. Save the game, and re-load save to make the bee hives return) - Added Bee spawns - Gaps between wall panels (adjusted) Farmhouse manor interior tweaks: - Master bedroom had a lamp sinking into a table (adjusted) - Gap between the master bedroom entry frame (adjusted) (nav mesh adjusted) - Gap between the master bath entry frame (adjusted) (nav mesh adjusted) - Chamber pot activatable - Some doors opened into hallways instead of into rooms and blocked passage (adjusted) - Gaps between wall panels (adjusted) - Basement forge clipping (adjusted) - Added a reading light (candle and bulb) to study - Added minor clutter (table, vase, painting, and runner) to the second floor landing and hallway (runner), to make it look less spartan - Adjusted/replaced light bulbs for better visuals
VERDANT PATCH: I did not alter Heljarchen Farm's landscaping adjustments as you build. So you shouldn't see any anomalies as your farm improves. Once construction is complete, areas that should be clear of foliage will be Cairn stones clipping with stone walls that lead to Heljarchen Hall location (adjusted) Fixed the floating corner of the Greenhouse next to the Stables (raised the terrain slightly), while I was at it, I adjusted the sunken chair next to the door This patch removes tall grass from where it obviously does not belong: - All the fields where crops can be planted - Chicken coop and pen - The small goat pen and their water trough - The stable and the water trough - Around the smelter and the forge (what a fire hazard!) - Removed grass that was poking up through the solid boards of the porch - Inside the windmill - Inside both guard towers - The path leading up to the location of the Hearthfire player home Heljarchen Hall - Frequently walked routes that the NPC hirelings follow. I did not edit any NAV meshes. I just watched them walk their routes and cleared the grass accordingly. Occasionally an NPC will stray from the usually walked path - Other obvious thoroughfare routes This patch does NOT remove grass from: - The large area to the north of the farm by the cattle pens. I decided to leave the grass there under the assumption that cattle would be allowed to exercise and graze there Due to Creation Kit limitations: - I tried to use ground textures that most closely looked like tilled ground for the crops and rough ground for animal pens - I chose ground textures that looked like they could be frequently used paths. I attempted to faux layer "path" and "dirt" textures so the ground would not look "tiled." In some locations it worked, in others not so much
LANTERNS OF SKYTRIM II PATCH: - This patch replaces the post light lanterns with swinging lanterns from Lanterns of Skyrim II - Adds the missing lantern for the work shed light source - Removes/replaces outside candles with lanterns (or torches) for immersion reasons (unshielded candle flames would be blown out in the wind) - Addresses lighting flicker (corrected as best I could/what was possible) - Most light fixtures do not appear until you hire the appropriate personnel (this is how the mod was designed). Once they move in, the lights come on - All building windows now share the same lighting color and are day/night aware
iNEED Patches: - Choose between the water barrel, water bucket, or use both. - Be careful not to disassemble the water tower, odds are you will not be able to place it back precisely where it was. Yes, I could have replaced the water tower with a well, but I wanted to stay as close as possible to the mod authors vision. Fixes and upgrades, not changes
I like building things. I like seeing my character make physical changes to Skyrim. I wish there were more mods that did so. Heljarchen Farm - Skyrim Special Edition (Revamped) in particular does this very good. My desire was to fix and add minor upgrades the mod. To keep it as close to the author's vision - not make sweeping changes.
What these patches do:
iNeed - Food Water and Sleep - Continued: One patch adds functionality to a bucket, the other patch adds functionality to the water barrel. Use either one, or both!
Lanterns of Skyrim II : This patch replaces the post light lanterns with swinging lanterns from Lanterns of Skyrim II. It adds the missing lantern for the work shed light source. It removes/replaces outside candles with lanterns (or torches) for immersion (candles usually don't stay lit in the wind). I attempted to address the external lighting flicker as well.
Verdant - A Skyrim Grass Plugin: Verdant does what it does, and it does it very good. When mods are placed into the wilderness of Skyrim, they get covered in tall beautiful grass. Unfortunately, that grass is in the middle of your farm's cash crop! As usual, I experimented with other grass removal mods, but nothing worked to my satisfaction. See the "Logs" tab above, and then select "Changelogs" for the specifics.
General Tweaks: After clearing the grass I started noticing a couple exterior tweaks were needed, which made me notice that some interior tweaks were also needed. This patch focuses on fixes, not altering the mod for my personal preferences. Click on the "Logs" tab above, and then select "Changelogs" for the specifics.
Remove the master requirements using SSEEdit. If you remove the masters be sure to add the correct masters back so LOOT can sort correctly. If you do not, you will have to manually sort your load order (place the patch after/below your grass mod of choice and Heljarchen Farm Revamped)
Appreciation and thanks to Preeum, RichWebster, SKVINDT, and WizKid34 for creating the mods that we all enjoy. Special thanks to LeonardoTrote for doing an excellent job of porting Training Dummies and Targets to SE.