Conversely, shouldn't Marcel Amelion "inherit" his daughter's house instead of letting the player buy it?
Also, i'm not sure wtf were you thinking when you designed the quest for the Clarabella, but it definitely needs to be either fleshed out better or completely redone (and shouldn't the quest start when you first visit the docks rather than the city?)
And i guess Nerastarel's House is supposed to be a joke...? (Nice one though!)
Lastly, it seems you indeed forgot to replace some containers, and some aren't disabled properly causing their replacement to clip in them: the aforementioned mod helps with the former though, and the latter is easily fixed with the console.
I took a look at this (1.7 legacy version) in Edit, curious about how it all works, and to help me decide whether to keep it installed for my next playthrough (as my previous characters only bought 1 or 2 of the houses from early-game quests, and ended up in houses from other mods or ones I've modded for my own personal use) and found a potential issue.
A Shivering Isles Dialogue topic - SE12TraitorTaunts part of the quest SE12 "The Roots of Madness" - is flagged as deleted. The records are: 0001A365 0001A379
I haven't played through Shivering Isles enough to know whether this should go under bug reports, and don't know what effect this might have on play. It does seem an odd edit to make though, and I doubt it is intended to be part of how this mod works.
Super cool mod. One proposal: Is it possible to have the option to remove all of the furniture from houses that were purchased? That way, one could customize them with mods such as imperial furniture.
I don't know whether this would be possible, but seeing as you still appear to be active in the community and recently updated the mod, I figured I'd ask:
"Landlord / rent out your houses" feature suggestion I noticed in the description that with another mod you can reject a house and a new NPC will be able to move in. So my question is if instead of rejecting it, would it be possible to make you able to purchase it, and then choose to rent it out - like becoming a landlord of sorts? Would give more incentive to purchase houses that would otherwise be ignored, turning it into a passive income of sorts.
If it could be done without the new homeowner mod as a requirement it would be even better, like dynamically checking for NPCs without an assigned bed - at the moment some of the mods I'm using sends some NPCs to the sewers during the night, as they have no beds or bedrolls to sleep in. Alternatively it could be up to the player to manually assign/ask an NPC if they want to rent the home - probably easier, and would provide more control? Not sure what the best approach would be.
Also some houses like Baenlin's house has e.g. his nephew move in after he dies in the quest, but if the nephew dies the house just remain empty - any chance of e.g. that house to be available if the nephew is dead?
Great work on the mod in any case - amazing to have so many new homes to choose from!
I know you haven't updated this in a while, but if you decide to again, could you have an optional file that doesn't automatically add quests relating to every vacant house to your quest log? I'm just very OCD about keeping my quest log clean and it being full of quests about houses I'll never buy kind of bugs me. I feel like adding the pamphlets to my inventory would be enough until I talk the NPC about buying a house myself.
I would like to try that out, but when opening the quest tab the construction set crashes and I got no clue why. But I have that in mind when things function again. There are other issues as well such as my custom pictures (like the one in Arnoras House in Bruma) that don't show propperly, so I just delete them and have the original pictures again there. But first I have to get the construction set to work again...
As a tip for now: there is always an option to not buy the house that will stop the quest. But, yes, you have to find your way to Vinicia in the IC Marketplace though.
I've done some changes and you now mostly just get the flyer. The quest starts, when you talk with Vinicia about the house. Some few quests remain due to the nature of those quests, but they should be solved quickly. I hope, all is functioning ;-) Enjoy !
85 comments
Btw for anyone wondering it works fine with better cities afaict since this mod effects interiors.
Is it normal? At Bleaker's way.
Edit: OK, SORRY it works now.
Thank you for this mod.
Conversely, shouldn't Marcel Amelion "inherit" his daughter's house instead of letting the player buy it?
Also, i'm not sure wtf were you thinking when you designed the quest for the Clarabella, but it definitely needs to be either fleshed out better or completely redone (and shouldn't the quest start when you first visit the docks rather than the city?)
And i guess Nerastarel's House is supposed to be a joke...? (Nice one though!)
Lastly, it seems you indeed forgot to replace some containers, and some aren't disabled properly causing their replacement to clip in them: the aforementioned mod helps with the former though, and the latter is easily fixed with the console.
Oh, and the chimney in the cozy option of Cadlew chapel is missing (the fire burns above the nonfunctional altar): no easy fix for this one though...
[Addendum]
Made a more organized list of the houses for sale, just because:
- Anvil
Lighthouse Basement Cellar
The Sea Tub Clarabella
The Serpent's Wake
- Bravil
Ranaline's House
Ungolim's House
- Bruma
Arnora’s House
Jearl’s House
J'Ghasta's House
- Cheydinhal
Aldos Othran's House
- Chorrol
Eugal Belette's House
Francois Motierre's House
Reynald Jemane's House
Valus Odiil's House
- Imperial City
Agarmir’s House (Talos Plaza)
Jakben Imbel's House (Talos Plaza)
Lorkmir's House (Elven Garden)
The Marie Elena (Waterfront)
Roland Jenseric's House (Temple District)
Umbacano Manor (Talos Plaza)
- Leyawiin
Alval Uvani's House
Blackwood Company Hall
Cingor's House
- Skingrad
Bernadette Peneles' House
Glarthir’s House
Nerastarel's House
Summitmist Manor
Totius Sextius‘ House
- Others
Applewatch (Bruma)
All houses in Bleaker's Way (Bruma)
Cadlew Chapel (Bravil)
Greyland (Leyawiin)
Gweden Farm (Anvil)
Roland Jenseric’s Cabin (Imperial City/Cheydinhal)
Shetcombe Farm (Kvatch)
All houses in Water's Edge (Leyawiin)
A Shivering Isles Dialogue topic - SE12TraitorTaunts part of the quest SE12 "The Roots of Madness" - is flagged as deleted. The records are:
0001A365
0001A379
I haven't played through Shivering Isles enough to know whether this should go under bug reports, and don't know what effect this might have on play. It does seem an odd edit to make though, and I doubt it is intended to be part of how this mod works.
"Landlord / rent out your houses" feature suggestion
I noticed in the description that with another mod you can reject a house and a new NPC will be able to move in. So my question is if instead of rejecting it, would it be possible to make you able to purchase it, and then choose to rent it out - like becoming a landlord of sorts? Would give more incentive to purchase houses that would otherwise be ignored, turning it into a passive income of sorts.
If it could be done without the new homeowner mod as a requirement it would be even better, like dynamically checking for NPCs without an assigned bed - at the moment some of the mods I'm using sends some NPCs to the sewers during the night, as they have no beds or bedrolls to sleep in. Alternatively it could be up to the player to manually assign/ask an NPC if they want to rent the home - probably easier, and would provide more control? Not sure what the best approach would be.
Also some houses like Baenlin's house has e.g. his nephew move in after he dies in the quest, but if the nephew dies the house just remain empty - any chance of e.g. that house to be available if the nephew is dead?
Great work on the mod in any case - amazing to have so many new homes to choose from!