Just finished the first level of my player house, and I'm pretty excited about it =) It's got a few issues, but I wanted to get some feedback/critiques of the parts that have been completed.
Dropbox Link: https://www.dropbox.com/s/wo8878fd8vvzqoa/Sweetwater%20Manor.7z?dl=0
Description:
Sweetwater manor is a complete player home, offering a number of features. I'm trying to keep it as lore-friendly as possible, if you notice an issue, let me know!
Currently Implemented:
First Floor:
Floorplan
Basic Architecture
Work in Progress:
Second Floor (have floorplan)
Master Suite (have floorplan)
Basement (have floorplan)
There are some items that need to be remodeled or retextured on the first floor so everything fits/meshes well:
Entrance floor needs new mesh.
Need new column mesh for entrance/chapel transition.
Need to alter the mesh for the 'doors' (currently windows that don't open) in the merchant area.
Need to alter the mesh for the wood walls to get a nicer looking column.
Need to build a mesh for the stairs in the main hall, so I'm not using replicated floor tiles.
Retexture wood walls so they don't look so dirty.
Retexture plaster walls so they look nicer/less dirty.
Retexture flooring in merchant area and kitchen.
New greenhouse 'windows'?
Something with the stairs?
Known Bugs:
Some areas have overlap, causing 'jittery' textures. Working on a fix.
A few areas have tiles that don't fully meet - will be fixed in next update.
Future Plans:
My original idea for Sweetwater Manor came about because there were so few player housing mods that combined the features of a mod with the vanilla 'building' experience. I'm also extremely picky =) I run a bunch of mods, so I wanted something that would maximize compatibility, have a ton of features, look really nice, offer the vanilla 'building' experience, allow the player to feel like they've invested in their home, and spectacular views.
I wanted to accomplish all this without the use of internal loading screens, and with real windows. As this is my first mod, the windows are probably quite a ways off, but I've got some ideas...
Currently Planned Features:
Obtained via quest. Once the player hits level 10, a courier will drop off a note starting the quest. The house will be in a major state of disrepair, and require time (not much!) and materials to get into a liveable state. (General quest outline complete). Certain areas have to be repaired in order, but most areas are optional. Repairing different areas unlocks more features!
Location: Picked, but not linked yet.
Interior Features/Rooms:
Entrance
Main Hall
Promenade (with merchants).
Chapel (all alters).
Kitchen
Pantry (possibly with respawning ingredients?)
Greenhouse
Servant Quarters (Houscarl, steward, cooks, maids)
Up to 6 children's bedrooms (Hearthfire Multiple Adoptions compatible, but not required).
Children's Playroom
Nanny
Library
Bathhouse
Atrium
Ability to hire skill trainers?
Trophy Room
Armoury
Training Room
All crafting stations.
Barracks?
Exterior Features/Buildings
Stables
Barracks, if they don't fit inside
Guest House
Lots of decks
Arbors
Landscaping
Additional servant quarters (grooms, gardeners ect).
Barn
Farmland
Well
Orchard
Courtyard
Garden w/ Standing Stones
Labyrinth?
Mine?
Security
Hireable guardsmen
Walls
Gates
Watchtowers
Merchants:
General Goods - Player Spouse
Blacksmith (works at forge in basement, lives with sisters in merchant quarters).
Armour (sister)
Weapons (sister)
Bowyer (married to Hunter)
Hunter (married to Bowyer)
Alchemist
Magical/Reagents
Jeweler
Fence (hidden in basement).
Let me know what you think! If you'd like to help with testing, meshes, or texturing, let me know please =)
Floorplans:
Screenshots: