ARTCLES OF INFORMATION THAT SHOULD BE READ THIS IS OUR QOL WAY TO: • Take out the most important information which gets lost within the Description page wall of text noise • • Especially, from hard to find spoilers opening up a huge amount of important info on subjects to an already text busy page • Relieve the need to have text congested Sticky posts that bloat the overall post section area • • Providing quick-links to the most valuable knowledge-worthy subjects each in there own article space
The Desc. Page warehouses lots of great info where shards of knowledge are usually sought on a "momentary need-to-know" basis This area warehouses links to a knowledgebase of key subjects that should be taken on a "mandatory to-know" basis
ADDON - AUTO SYSTEMS INFO • Only for read: if you use it, plan on using it or are just interested • • Highly informative breakdown of the whole sha-bang. • • • There is two spoilers at the bottom as well. One on the Sort and other on the Loot system in the Auto Systems addon
EBO VERSION UPDATING INFO TRACKER • The most important place on the page for folk that want to update from an older EBO Build save • This exists for our and your safely and we keep things completely real. We don't just make this up for our amusement • Certain data save bakes and has so since saves existed. Here is a great, short/sweet Article on Levels of Persistence by: Arthmoor • • PLEASE, do not waste a post space asking for help without being 100% compliant to the UPDATING TRACKER • • • You waste our time and others playing detective solving your crime of why your where your at all due to ignorance
HOW TO PROPERLY ASK FOR HELP • Incase you need to post for some help, this Article details what WE NEED from you to help you • In a perfect world, an inquiry based on a simpler matter (simpler only because all we need is present in the initial post): • • Would result in max two posts. The initial one and the reply. OFC, this could elongate based on the complexity of the initial matter • • • This is just the ideal way to strive towards. You want the matter solved quick. We want your matter solved fast. • • • • Why not knock-off all middle back<>forth posts detailing the stuff needed in the first one? We will save so much time right xD
TROUBLESHOOTING: TOPICS OF VARYING FREQUENCY • A large article with answers to many common issues one can experience with solutions • It has pointers to follow for best performance, info on conflict resolution plus hits indicating a patch is missing. Lots in here • If a matter encountered is not covered here, check the bottom of Desc. Page TECHNICAL AID SECTION to see if the solution is there
UNIQUE OBJECT DISPLAY PLETHORA • Details every unique object display the home provides with small description where each is located
I installed this beautiful MOD and I love it! However, in the middle of the living room where the floor fire pit used to be, there is still smoke coming out from under the rug. Anyone have anu suggestions on fixing this?
I am getting duplicated beds in the children's room (one on top of another for each bed). I am using SFCO3 and both its addons and patch for this mod, you think the duplicated beds are a result of that ? When I click on the beds with console, there's no mention of anything related to SFCO3.
Your aware that the childs room intentionally has bunk bed models? You are saying that another bed is slapped into the bunks? If so, can you provide an image in a spoiler or uploaded somewhere with a link? If I have a visual, maybe I can help better
Thing is the beds in children's room look very weird, like instead of a bunk bed it looks like one bed snapped on top of the other. In the downstairs room, the bunk beds look fine. Probably an issue with the SFCO3-Eli Breezehome patch.
select that bed with MIC and paste the picture IN FULL (important), so I can read all the data on it. Then I can help you solve it You have another mod in the picture handling those bed RefID's it its own way and our own way is loosing the conflict against it
I just doubled checked and it is the SFCO3-Eli Breezehome patch that is causing those beds to appear alongside your bunk beds. I disabled them (SFCO3 beds from patch) in console and the bunk beds of your mod are there. Does this mean the patch is not compatible anymore ?
I would assume so. I bet the patch was built against breezehome 1.6 beta which is, on a technical level, an entirely other mod since all the updates after it till now... You can always let that author know its outdated in the post section there. I wouldnt doubt it is fully outdated or they should make a note what breezehome version its made for
Also, I am not entirely sure what that patch was doing. I personally would go back in-time to a save that did not have that installed... Here is my suspicion (and its a highly probable one): We have two bunks in the child's room there (static models) and 4 markers that cannot be seen or accessed by player hud. ONLY the kids use them to lay down. I think that patch turned two of those markers into 3d beds and now you disabled them thus, only 2 of the 4 beds will have those functioning markers....
I would rollback to a save prior to that patch being installed or you might only have 2 functioning child beds now and I would let that author know asap to write down what Breezehome version that patch is for before it screws anyone else up
Hey, I saw in a previous comment that it was mentioned
"Even GGs old lux patch for the bulb toggling is the same style when I looked on in that patch later. Basically, the box edges will be tripped 3/4 up the stairs ladder and it will also trip if the player jumps off main floor at the loft edge..."
I wonder if a separate patch/.esl could be made for those using lighting mods to disable the light above the chandelier (where the alchemy/enchanting stations are) on the second floor? Since LUX and others behave differently to vanilla, LUX at least seems more emissive (so originally bulb toggling not as necessary and not so distracting)
That was a comment pages back somewhere {datestamped} before many updates later. That comment is obsolete relative to todays date file content... The toggling system is much different now then it was then and is seamless in the sense the player cannot see the toggling anymore. Its very different now then GGs original style. I reworked it all since then many times. The only thing now (if looking out for the toggling) but this is without Lux is the sunlight that bleeds thru the roof at the top of the stairs. That is all that's subtly noticeable if one is looking out for toggling. I have poured since beginning this mod (on the old Eli Opt Pkg page) to now about 12 updates total of lighting tweaking. The place is on a tight rope with no play for lighting adjustment except removal or domino effects occur. I have done my long rounds with the lighting, happy with it (given i know the limited cards in hand to do anything else with it) and have moved on. Better things to do and proud to say so. If anyone else wants to make 3rd-party patches modifying the lighting, they are fully free to do so
Unless you have a video displaying exactly where an area is I overlooked that is very, very distracting and misbehaves, I would look into another approach for said area (if I can reproduce that result) but I would need real-time visual reference of the issue for something like that. If I cant reproduce, then its non-existent (as I will test on a min setup) and likely influenced by who knows what mod in an EX, 1000+ mod stack
Hi there. I cant really comment in confidence it is safe or not. I have only ever disabled the odd trees interfering with other loaded mods. I can say that disabling would be safer in a home. If your adamant to do this, I would do what you want to do on an experimental save and then test run it forward for some time to make sure it all seems safe. If its safe, continue on like regular abandoning the idea you considered it as a test but if it doesn't workout or things get weird, just rollback to the save prior of the experiment. If you use Auto systems addon, I would NOT go disabling containers and crafting/building stations involved with the auto sort/loot system. I don't know what would happen. If its just dummy static objects around the home that have no significance except to clutter the home visually, I would say disable away but other things that have more importance, be more careful
I would say to act on your own initiative but have a contingency plan IE a save stored safely just before the test so you can rollback in the event things don't workout xD
Removed grass stuff, entrance chairs, some sets of candles and many other things. It has been a few days now, all good. JUST DISABLED THOUGH, USING "DISABLE COMMAND", NOT MARKFORDELETE. And I have "No Cell Re-spawn" mod, so nth will be reset.
Hey there, it's me again. (Sorry!) I'm playing the Anniversary Edition and have the Survival Mode mod enabled, which requires paying gold to pray at shrines to the Divines. I was wondering if you would ever consider making it so you don't have to pay at the shrines located in the house? :D
Sorry if this has been asked before, but for the life of me I can't figure out what the workbench in the cellar does? The one that says, "Tweak and refine parts." I tried digging around and couldn't find anything on it. Thank you, thank you!
Get yourself a mod that fixes that base game manny problem then. Mannequins are NPCs and can behave funky sometimes. They are are setup in here and probably setup in many mods as right as can possibly be but they still need that bit of extra help from 3rd party mods dedicated to helping them more. That's one reason i recommended the mannequin fix mod which is one of several mods listed on our desc page \"Recommended Mods For Function Betterment\". I always have that mod on even when I go in-game for testing other things. I know how weird they are across the entire game
This is a problem that stems directly from mannys. In many cases, how a mod sets them up can also be wrong making them behave worse then when they are actually setup right but not here. They are setup as mechanically correct as correct gets but that does not mean they don't require extra help from 3rd-party mods attempting to fix them at manny source level better
Out of curiosity (since apparently, despite reinstalling the game and this mod within the past month, I can't remember if it happened) are you supposed to get a option pop up in Vortex when installing this mod, that lets you choose which add-ons (esp's) to activate? Because as I said I don't remember seeing one, and I've just noticed that my basement guestroom apparently has the option to become yet another armory I can display the Fancy Named Weapons that don't fit in the main armory. I know reinstalling the mod now, midway through the game, is a Bad Idea and Never Recommended, so on a future playthrough I'd need to remember these things.
I came into some prob here. I installed the mod with all default, and then I found crashing when battle. Then I disabled the lux patch and all ok However when I get into whiterun, the house disappears, only a door and the small garden still there.
Due to I installed the mod during a midgame, I did not know if the house is visiable when lux patch is enabled.
You will crash using the lux patchhub lux patch. That is disclaimed on description page and i think in our fomod. As for your house missing, that is a load order conflict related matter and the solution to that is in the troubleshooting article
It's the translation patch caused house missing, great thanks for the troubleshooting page. I removed the patch and the house can be seen. However when I entered the house, the original bed seems still in the bedroom while the mod's stuff are there too.
Congrates on solving the first issue. Now it seems you have other mods/patches influencing the interior The old bed should be way, way -30k into the void (per our last edit handling that record) BUT now you have a mod/patch loaded AFTER breezehome carrying the same record (we handled nuking it -30K) so now the winning mod last handling that records data is winning and doing what it wants with it
1020 comments
and merged the patches and optimisation here.
Enjoy a better Breezehome!!
Pics have been updated in 2025. No ENB, just Community Shaders galore and every retexture I could find :)
ONE OF NEXUS' FAVOURITE MODS OF 2024!
ARTCLES OF INFORMATION THAT SHOULD BE READ
THIS IS OUR QOL WAY TO:
• Take out the most important information which gets lost within the Description page wall of text noise
• • Especially, from hard to find spoilers opening up a huge amount of important info on subjects to an already text busy page
• Relieve the need to have text congested Sticky posts that bloat the overall post section area
• • Providing quick-links to the most valuable knowledge-worthy subjects each in there own article space
The Desc. Page warehouses lots of great info where shards of knowledge are usually sought on a "momentary need-to-know" basis
This area warehouses links to a knowledgebase of key subjects that should be taken on a "mandatory to-know" basis
ADDON - AUTO SYSTEMS INFO
• Only for read: if you use it, plan on using it or are just interested
• • Highly informative breakdown of the whole sha-bang.
• • • There is two spoilers at the bottom as well. One on the Sort and other on the Loot system in the Auto Systems addon
BUG REPORT AREA
• To be read before filing a report
EBO VERSION UPDATING INFO TRACKER
• The most important place on the page for folk that want to update from an older EBO Build save
• This exists for our and your safely and we keep things completely real. We don't just make this up for our amusement
• Certain data save bakes and has so since saves existed. Here is a great, short/sweet Article on Levels of Persistence by: Arthmoor
• • PLEASE, do not waste a post space asking for help without being 100% compliant to the UPDATING TRACKER
• • • You waste our time and others playing detective solving your crime of why your where your at all due to ignorance
FILE DOWNLOAD CONTENTS
• To know more about what File you may want to use
FOR PATCHERS: 3X'ING YOUR CONTENT
• Very simple to follow guideline for easy updating
HOW TO PROPERLY ASK FOR HELP
• Incase you need to post for some help, this Article details what WE NEED from you to help you
• In a perfect world, an inquiry based on a simpler matter (simpler only because all we need is present in the initial post):
• • Would result in max two posts. The initial one and the reply. OFC, this could elongate based on the complexity of the initial matter
• • • This is just the ideal way to strive towards. You want the matter solved quick. We want your matter solved fast.
• • • • Why not knock-off all middle back<>forth posts detailing the stuff needed in the first one? We will save so much time right xD
TROUBLESHOOTING: TOPICS OF VARYING FREQUENCY
• A large article with answers to many common issues one can experience with solutions
• It has pointers to follow for best performance, info on conflict resolution plus hits indicating a patch is missing. Lots in here
• If a matter encountered is not covered here, check the bottom of Desc. Page TECHNICAL AID SECTION to see if the solution is there
UNIQUE OBJECT DISPLAY PLETHORA
• Details every unique object display the home provides with small description where each is located
Images here:
https://imgur.com/a/gKHZBUD
You have another mod in the picture handling those bed RefID's it its own way and our own way is loosing the conflict against it
Here is my suspicion (and its a highly probable one):
We have two bunks in the child's room there (static models) and 4 markers that cannot be seen or accessed by player hud. ONLY the kids use them to lay down. I think that patch turned two of those markers into 3d beds and now you disabled them thus, only 2 of the 4 beds will have those functioning markers....
I would rollback to a save prior to that patch being installed or you might only have 2 functioning child beds now and I would let that author know asap to write down what Breezehome version that patch is for before it screws anyone else up
"Even GGs old lux patch for the bulb toggling is the same style when I looked on in that patch later. Basically, the box edges will be tripped 3/4 up the stairs ladder and it will also trip if the player jumps off main floor at the loft edge..."
I wonder if a separate patch/.esl could be made for those using lighting mods to disable the light above the chandelier (where the alchemy/enchanting stations are) on the second floor? Since LUX and others behave differently to vanilla, LUX at least seems more emissive (so originally bulb toggling not as necessary and not so distracting)
Unless you have a video displaying exactly where an area is I overlooked that is very, very distracting and misbehaves, I would look into another approach for said area (if I can reproduce that result) but I would need real-time visual reference of the issue for something like that. If I cant reproduce, then its non-existent (as I will test on a min setup) and likely influenced by who knows what mod in an EX, 1000+ mod stack
An answer would be very appreciated, THANKS.
If you use Auto systems addon, I would NOT go disabling containers and crafting/building stations involved with the auto sort/loot system. I don't know what would happen. If its just dummy static objects around the home that have no significance except to clutter the home visually, I would say disable away but other things that have more importance, be more careful
And I have "No Cell Re-spawn" mod, so nth will be reset.
This is a problem that stems directly from mannys. In many cases, how a mod sets them up can also be wrong making them behave worse then when they are actually setup right but not here. They are setup as mechanically correct as correct gets but that does not mean they don't require extra help from 3rd-party mods attempting to fix them at manny source level better
I installed the mod with all default, and then I found crashing when battle. Then I disabled the lux patch and all ok
However when I get into whiterun, the house disappears, only a door and the small garden still there.
Due to I installed the mod during a midgame, I did not know if the house is visiable when lux patch is enabled.
However when I entered the house, the original bed seems still in the bedroom while the mod's stuff are there too.
The old bed should be way, way -30k into the void (per our last edit handling that record) BUT now you have a mod/patch loaded AFTER breezehome carrying the same record (we handled nuking it -30K) so now the winning mod last handling that records data is winning and doing what it wants with it