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Found 19 results

  1. Version 2.0.12

    781 downloads

    Feeding the empire, one roast chicken... or pork chop... or rabbit steak at a time! Cyrodiil demands MEAT! Ever notice how there's no real farming presence in Cyrodiil? Except for some really small isolated places, there's perhaps one major operation going on outside of Skingrad. And they make wine. Wine is great and all, but where do folks get the meat? I mean the good meat. Chicken, pork, rabbit. We have plenty of mutton, but, well, mutton can only go so far before it gets old. There's also a noticeable lack of traditional crops being grown anywhere on any kind of meaningful level. So I got bored while thinking about this and decided it was time to do something about it! I searched high and low and found only a small number of farming mods. The usual. Sheep, sheep, sheep, and oh, more sheep. Wonderful. Got the mutton sources covered now. So I'm attempting to fill in some of the gaps. There were a number of other good farming mods but they all landed in locations that were less than ideal, at least for my game. The UL team has someone working on a grand implementation out by Anvil, so I figured on letting them take care of that. So why Faregyl? What's so special about this place? Nothing really. When I scouted for locations it wasn't used by anything I could find. So I figured it was as good a place as any to stick some small farming operations. This mod adds a pig farm, chicken farm, rabbit farm, some traditional crops, and a local smithy to the Faregyl area. Instead of an isolated sleepy old inn, now there's a useful farming village to help sustain the population. Each farm is owned by an NPC who has a work schedule and a normal eat/sleep schedule. Don't try and mooch off the stuff though. Killing the livestock or stealing the crops is going to make someone angry if they catch you! There's also a local smithy who will repair gear and sell mundane supplies and equipment. He's got an ox to pull his cart, but the ox is mean. Don't mess with him. There's also two local legionaries who patrol the area to help keep the peace. And of course, the abandoned gold mine. Something the locals are reluctant to talk about.... Requires OBSE 0019b or higher.
  2. Version latest version

    162 downloads

    This is homes for the player I made for the final exam of the CK basics course DarkRider kindly put up for us here. Thank you so much! This mod adds two houses for the player to buy: Whitewater Farm, located in Whiterun hold, east of Whiterun city, near Battleborn Farm, Eir's Rest, a small house situated in Riverwood, behind the Sleeping Giant Inn. -------oOo------- Permissions: No redistribution. This mod must remain exclusive to TES Alliance. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification. -------oOo------- Skyrim Special Edition versions: To use this mod with Skyrim Special Edition, download the file named WhitewaterfarmSE.zip and extract its content into your Data files folder, exactly as you would do for the original Skyrim. Once this done, launch the game, click on "mods" on the menu page and place it at the lowest place possible in your load order, using the "X" key and the up and down arrows. -------oOo------- Requirements: Dawnguard Hearthfires Dragonborn Installation: extract the content of the archives into your ~\Program Files\Steam\steamapps\common\Skyrim\Data directory. Over write when windows ask for it. Launch the game, click on "Data Files" and make sure the esp is activated. Consoles Versions: There will not be consoles versions of this mod. Incompatibilities: 1) Any mod making changes to the following cells: - Tamriel (9, -1), Whitewater Farm's main cell, - Tamriel (8, -1), Tamriel (9, 0) and Tamriel (10, -1): navmesh modified after finalisation of the main cell's one, - Tamriel (9, -2): navmesh modified after finalisation of the main cell's one and repositioning of a lavender bush. - Riverwood05 (6, -12). Eir's Rest main cell, - Riverwood04 (5, -12), landscape and navmesh modified after finalisation of the main cell' one, - Riverwood03 (6, -11), navmesh modified after finalisation of the main cell's one. 2) Do not use with any mod that makes changes to Riverwood as a whole. Can the player move with spouse and children in the houses? No. I had this in mind but, as a player myself, I felt the need for a place that would be for my character only, a place to crash and rest and heal and think and feel safe. And maybe keep stuff away from children. -------oOo------- Tip: The game has trouble "remembering" where you placed objects when you decorate your house; if you drop objects in your house and place them immediately where you want them to be and leave the house, you'll find them scattered on the floor when you come back. There is a simple fix to that glitch: drop the objects you want to place in your house on the floor, leave the house, come back into the house and place them where you want them to be. Fixed! -------oOo------- I - Whitewater Farm: As it's name says, Whitewater Farm is a farm. It's fully functional and tended by an old couple of Nords, Allia and Bjorn. The current owner fled the country just after Alduin flew over his head after destroying Helgen but Allia and Bjorn decided that they would stay. Location: Whitewater Farm is located in Whiterun hold, east of Whiterun city, near Battleborn Farm. How to get it? Like all the other player houses, Whitewater Farm can be bought, the condition being that the Jarl permits that you buy property in their hold. As far as Whiterun is concerned, you will be allowed to buy the property after you have given the Dragonstone to Farengar. To do so: go to Whitewater Farm and pick up the note that is pinned on the door, gather 10,000 Septims, go see the current Jarl's steward in Whiterun. In exchange for the money, the steward will give the player the key to the main house and take the note. What does the player buy exactly? The player buys the entire farm and all it's dependencies: buildings and animals, except for the dog. Old Boy, the dog, belongs to Allia and Bjorn and is not for hire. Allia and Bjorn live in the basement of the farm; they don't own it, the player does, but, all its content belong to the couple. Taking anything there is stealing. What about safe storage? the main house is a safe storage in itself as it will never reset. Anything the player takes, whether it's displaying on furniture or stored in sacks, barrels, chests, cupboards, dressers, end tables, will never come back. Anything the player puts there will stay there. the house contains three bookshelves set to contain up to 6 times 18 books. the basement being Allia and Bjorn's home, it resets. all the containers outside reset. What else? Old Boy Allia and Bjorn will not respawn once they have died. once a week, on Saturday morning, Allia will spend three hours cleaning the house. Allia sells food and produce from the farm, once a month, beginning one month after the player bought the farm, talk to Allia, ask her how the farm is doing and she'll give the player their share of the profits the farm generated. -------oOo------- II - Eir's Rest: Eir's Rest is a small house situated in Riverwood, behind the Sleeping Giant Inn. How does the player buy Eir's Rest? go fetch the dragonstone for Farengar and deliver it to him, go to Eir's Rest in Riverwood and pick up the note that is pinned next to the door, gather 2,000 Septims, go see the current Jarl's steward in Whiterun. In exchange for the money, the steward will give the player the key to the house and take the note. What about safe storage? the main house is a safe storage in itself as it will never reset. Anything the player takes, whether it's displaying on furniture or stored in sacks, barrels, chests, cupboards, dressers, end tables, will never come back. Anything the player puts there will stay there, all the containers outside reset. Anything else? Yes! Eirs was a hunter, she died some time ago, probably killed by bandits. Her dog, Baldwin, survived and will greet the player when he comes close to the house, eager to follow the Dragonborn during his/her adventures. Note: the dog will force greet the player only one time, the player will know the dog's name after reading Eir's journal that she left on the table outside the house, hiring Baldwin will still allow the player to hire another dog or animal (tested with both Meeko and Vigilance, should work with the animals added by Dawnguard), the player can ask the dog to do things for him but you cannot have him attack people he likes. If you asked him to wait for you: -------oOo------- If you have any problem with this mod, please leave a message below. If you like this mod, please, leave also a message below and rate it! Thanks! To DarkRider and the TES Alliance team for the wonderful job they do here. To Tood Howard and his team for their efforts at making the Elder Scrolls world real, although virtual. -------oOo------- Note: there is another mod by the name Whitewater Farm. I recently learnt about it; it's a pure coincidence if my mod wears the same name. Here it is: http://www.nexusmods.com/skyrim/mods/60747/?
  3. Hi all, I'm working on my very first mod - a reboot of Breezehome (https://www.nexusmods.com/skyrimspecialedition/mods/21214). Things are going great and I've found most aspects pretty straight-forward, but now I'm encountering a couple of issues that I can't find any answers to online through my searches. The mod doesn't seem to allow families to move to the home (it shows Breezehome as an option and spouse says "okay," but then they just stay put). In a new game, when I try to adopt a child into the home, they go to it, but just keep saying "I can't wait!" rather than registering that they are now home (tested with multiple children). I can first buy Breezehome, get the kids' room, adopt the kids, and THEN activate my mod --- they then work fine! (Sleep in their beds, etc.) But moving them, means they can never move back... I'm wondering if family compatibility is just more complicated than I thought? Or am I missing some kind of a marker or script or something? Any advice really appreciated! Thanks! Lana
  4. Version 1.0.0

    13 downloads

    == Gray Fox Retreat v1.0 by WhoGuru == The Gray Fox was a title passed from generation to generation in the Thieve's Guild of Cyrodiil. Those who managed to survive their tenure, retired to the shores of Lake Honrich in Skyrim and a small, unassuming house on her shores not so far from the lost stronghold of the Nightingales; a handy location for forays into Riften, escape across the lake, and a few treasures left behind by former Foxes. Be sure you take a close look at the model of a Dwemer ruin's entrance. It is said the model was 'borrowed' from an Aldmeri museum and holds a secret entrance to another location. ------------------ The Gray Fox Retreat is located due West of Riften on the south shore of lake Honrich and just East of Heartwood Mill. The front door is locked but any self-respecting thief won't have a problem with that. There is also a horse should you need a mount. Savior is a cheerful boy, happy to thump mobs alongside you. == Requirements == TES V: Skyrim == Installation == Extract the GrayFoxRetreat.esp, Meshes, and Textures folders to your Skyrim/Data Directory then enable GrayFoxRetreat in the Oblivion Launcher == Uninstallation == Remove the following files and folders from your Oblivion directory: GrayFoxRetreat.esp Data/Meshes/Red/GrayFoxRetreat Data/Textures/Red/GrayFoxRetreat == Changelog == v1.0 -Public Release == Bugs/Incompatibilities == None Known == Credits == *Darkrider - Without who's patient tutelage I would not be the modder I am today. *TES Alliance for the brilliant Creation Kit Basics courses that helped me brush up on old skills and learn what had changed since Oblivion. == Resources Used == - Orient Set 1.0 by garnet18 - Wicker Set 1.0 by garnet18 - InsanitySorrow's Dwemer Telescope from the TESA Resource Kit == Contact == Contact WhoGuru on TES Alliance for prompt support. == Permissions == As everything in my mod is either vanilla content or a resource, you may do with it as you wish. If you use any resources from this mod, be sure to give credit in your readme to their authors.
  5. A tribute to Helgi View File Had such emotions for Helgi's situation that I had to do something to honor her (a fab idea from Bethesda's part). As you may have noticed there are two versions, vanilla- and 'Tropical Skyrim' (by Soolie). I ran 'Skyrim' for a long time, actually till I left 'nexusmods' now. I have even created a cleanup named 'Tropical Skyrim II'. More free space in the dungeons and the caves and some concentrated vegetations where it was fit - otherwise tried yo keep Soolie's original idea alive. Soolie is a one-of-a-kind modder, maybe a genius, but he wasn't very active the last year. Sorry for us! Submitter fredlaus Submitted 03/08/2016 Category Houses Usage Permissions
  6. You know in a player home mod, when you have plaques that only accept a unique weapon, like a daedric item? Would it be possible for someone to explain how to make that, or just do the script for me? Thanks in advance
  7. From the album: max things

    definetly so grounded you don't even know it exists.

    © m. kaufman

  8. demonange

    perfume

    From the album: max things

    one of my real life perfume bottles was recreated by Dustin in Oblywaen <3333 and oh, Eden got slapped around, yea right

    © m. kaufman

  9. demonange

    Flan Art Gallery

    From the album: max things

    A bedroom in Flan's art gallery. The Art gallery itself can be seen in my blog. This is a private mod, a present I made for Dustin in winter 2013/14. His digital artworks are exposed in the gallery. Go and take a look.

    © m. kaufman

  10. From the album: max things

    WIP - bathroom. this time without the character, he's not gonna be included in the release anyway.

    © m. kaufman

  11. Current progress - Got the front door down and a rudimentary floorplan completed! After entering you will go down a cave-like hallway to a large central cavern. The central cavern will feature a huge table, roaring fireplace, and plenty of glorious reminders of your dragonborn heritage. There will also be nine doors, two of which lead to different cells. Proceeding clockwise from the entrance hall will be the family quarters a kitchen with storage trophies from your conquests an armory a very amazing library which will include enchanting and teleportation circles to all player homes (if they have been purchased) an alchemy room with storage a different cell for an underground garden area (so that it will respawn without endangering your home storage and in a reasonable amount of time) and a blacksmith and stables added outside. I've noticed a minor bandit encampment just outside Whiterun, complete with a carriage and horse and I'm thinking of making the stables an addition you can purchase after clearing out the vagrants. Not sure what I'm going to do to add the blacksmith in, maybe you can hire Haedrig from D3 or something Housecarls for now I'm thinking I will just leave so that they default go home to the city in which you are Thane (makes sense to me). But it'd be awesome if I could get the barracks so that any mercenaries you hire that would rejoin you for free (some do, I've heard) will instead move in with you in addition to your personal bard, chef, blacksmith, ect. This is gonna be pretty big mod if I ever finish it D:
  12. Version Version 1

    51 downloads

    A simple home for those of us who do everything in Skyrim before the main quest. This is a small and simple home in Riverwood. This is my second mod, so please Enjoy
  13. Version V.1

    32 downloads

    Tafiir Hofkah Read-me V.1 ================= Description: ================= “Tafiir Hofkah†dragon tongue for Thief House, is a player home set in the Rift hold on the banks of Lake Honrich. With amazing views of Goldenglow Estate Snow-Shod Farm and Riften. There is a path that leads through the grounds to Nightingale Hall. All custom shelves and chests are safe to store player equipment. There is no real clutter on the floors of this house, which is personal preference. The house offers all what the player needs: A chopping block, a tanning rack and a smithy with a smelter in the basement.. Inside there are cooking station, enchanter, alchemy station, weapon racks, book shelf, mannequins. This is a WIP and more will be added as I understand the Creation kit. Installation: ============= Use the NMM to install/uninstall Version 1.0 ============= Nothing was deleted from the cell just moved. RockCliff08FallForestGrass01 (0008BF22) has been moved underground to make way for the house. Made in Creation kit 1.8.151.0 Compatibilities ============= Is not Compatible with any mod that changes the cell 41, -26. But Lanterns on the Roads works fine with it. To do list ============= this house is meant to be given to the player at the end of the mean thief guild missions, and will be adding a quest to get the house. Nocturnal spell. I would like this house to appear out of the mist after Nocturnal gives it back to Karliah. So that the cell would look like it does in the normal game until that time. To add back story to this. This mod was done for the TESA finale exam. Recommend mods. ============= Vanilla Mannequin Script Fix by SluckyD http://skyrim.nexusmods.com/mods/10652 Lanterns on the Roads by Svabbarjack http://skyrim.nexusmods.com/mods/10143 ================= Contact: ================= lonewolfe10@ SteamCommunity ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. And to Rob for testing it.
  14. jMichael

    Pinaud Lodge

    Version V2.1

    91 downloads

    This is a Mid-sized Mountain Home for the player. No Key or quest needed The Version 1.0 (07/27/12) home has library/study 1 bedroom Kitchen wine room armory with target range All crafting stations safe storage Extras: There is also a secret teleport to the armory.As you enter through the main door, the banner on the left will teleport you to the armory. On the left of the armory door as you leave is a banner that will teleport you to the main door. The armory also crafting materials and soulgems to get you started with weapons and armor crafting. Version 2.0 kitchen moved more food and storage added armory moved Secrete room with Pinaud light armor and Pinaud weapons added Great Hall added Pool (swimming area with fish) added Temple (with all doomstones and shrines) added Garden (with plants and mushrooms) added Version 2.1 just bug fixes, no additions
  15. Version 1.1

    156 downloads

    Mammoth's Rest Farm is a cozy but spacious player owned house near Whiterun with all crafting stations, plenty of storage, an indoor rock pool and nice sunset views from the patio. Named after the mammoth bones sitting in the middle of the grounds (and because I love mammoths). A lore friendly place to relax and display your stuff, conveniently located smack in the middle of Skyrim. On the farm grounds you will find a garden, a Vendor in his own house and a stable for your horse. The key to the house is located in a locked strong box in the crafting shed, or can be found on the previous owner. You'll find a hint to his whereabouts on the note by the front door. Features: - Alchemy Table - Enchantimg Table - Cooking Spit - Player bed ("Well Rested" Bonus) - 16 Mannequins - Weapon Racks - Shield Racks - Display Cases - Bookcases - Safe storage, indoors and outdoors - Indoor freshwater pool - Archery Range - Tanning Rack - Smelter - Forge - Wood Chopping Block - Grindstone - Workbench - Harvestable Plants - Respawning Insects - *NEW* more space to park your followers Enjoy! ================================================ Installation: Extract the Mammoth's Rest Farm.rar and copy/paste the Mammoth's Rest Farm.esp into the Skyrim/Data-Folder, activate it in the launcher. ================================================ Conflicts: With every mod that alters the same cells (2,-2 and 2,-3). See screenshots for the exact location. ================================================ Known Issues: - The bed in the Master Bedroom does indeed give the "Well Rested" Bonus, although the appropriate message is not displayed. The Unofficial Skyrim Patch fixes that. - The Mannequins may behave strangely. I recommend the Vanilla Mannequin Script Fix Mod - http://skyrim.nexusm...le.php?id=10652 - When exiting the front door it may take a while to load, due to the amount of stuff that needs to be rendered, and having it all in the Tamriel Worldspace. ================================================ Thanks to: Bethesda for making another fantastic game tesalliance.org for getting me started on modding
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