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Found 3 results

  1. Version 2.0.12

    780 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. Version 01

    87 downloads

    Elfmoose Farm is the place to go for storage, ingredient picking and growing and all your crafting needs. Exterior: From the main road to the river you'll find all sorts of unexpected plants for harvesting (look carefully!) as well as a garden for food, chicken nests and sheaves of wheat. The house is decorated with mounted animal heads including an extra large slaugherfish. A full blacksmithing area is on the side porch with a smelter and woodchopping area nearby. Also on the porch are 2 respawning fish barrels (don't store stuff in those) Interior 1st floor: You'll find an achemy table, enchanting table, cooking spit and oven along with lots of storage, table and chairs and sleeping area with double bed and more storage. The sleeping area is separated from the main room by dividers designed by InsanitySorry. Many thanks to Insanity for designing them! [The divider file can be downloaded here: /index.php?/files/file/1394-%20%20insanitys-room-dividers/">http://tesalliance.org/forums/index.php?/files/file/1394- insanitys-room-dividers/ Weapon plaques (the kind that hold a shield and 2 weapons) are scattered throughout. Interior basement: Here you'll find a lockpicking practice area just like the thieves guild has with 5 different locked containers that respawn (don't store stuff in those). Theoretically they'll re-lock eventually as well as respawn. There is are also 4 large planters for growing mushrooms, deathbells and nightshade only. (You can't expect to grow flowers in a basement, afterall). And there's also an archery target area. Interior 2nd floor: Massive amount of assorted mannequins and weapon racks. The walls are covered with pale yellow wallpaper so the weapons show up better, which was one of my main reasons for embarking on modding inthe first place. Many thanks to Lilith for creating the wallpapers which can be downloaded here: /index.php?/files/file/1253-%20%20liliths-wallpaper-panels-modders-resource/">http://tesalliance.org/forums/index.php?/files/file/1253- liliths-wallpaper-panels-modders-resource/ Also on this floor is more storage and 3 planters in which you can plant anything that can normally be planted. at the far end is another bedroom with 2 twin beds and a little more storage. All containers contain little goodies. A HUGE thank you to DarkRider for teaching the modding class which was incredibly thorough and challenging. This mod is the final exam for the modding class. My goal was to create a compact house with lots of storage and a place to display keen weapons and armor so I could actually SEE it. I am immensely grateful to the folks at Bethesda for creating Skyrim and for giving us the tools to tweak it. Last but not least, I thank my husband for getting me to play Skyrim. He's been a gamer forever. Skyrim was my first game.
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