After some touch and go since the Skyrim Special Edition release, I’ve decided to hang up my modding hat on Skyrim. I have enjoyed the game immensely over the years but my interests have since moved on.
All of my mods that I am the SOLE author of that use OPEN assets are open to anyone wanting to translate, edit, pick apart, derive, fix, patch, release to other sites, and port to any system/platform SO LONG AS THE FILES ARE NOT BEING SOLD UNDER ANY CIRCUMSTANCE FOR ANY TYPE OF CURRENCY. All I ask is that I am credited as the creator of the original mod. If I am not the sole author of a mod or the mod uses assets that require permission from another author, you MUST contact them for written permission to perform any of the above actions.
Feel free to PM me with questions. I will occasionally lurk the site and answer questions on my mod pages as well.
These hideouts are really hard to find. How can I find them if I'm using the Merged - No Map Marker or Merged - Deep Immersion versions?
You have a few options available to you:
1) There are pictures under the Image tab of each hideout entrance and the map marker used in the Standard version (the hideouts are in the same locations across all versions).
2) The Merged - No Map Marker version contains a storybook guide that can be found on the upper level of the Riverwood Trader that gives clues to each hideout location.
3) There is a .jpg picture file of a Skyrim map under the Files tab with the general location of each hideout marked with an X.
The Modular version does not include the guide book so that you are not looking for hideouts that may not be installed.
Will you make a Deep Immersion version of the hideouts with the guide book and/or map markers?
No. I made this version to be the equivalent of these hideouts to have never before been found or explored so there would be no book to guide you or marks on your map. It's the hardmode version of this mod for a reason. You are, of course, free to grab the map picture file in the File section for a general feel of where they might be, but they should still be very difficult to find.
Does this mod conflict with other mods?
I strictly used Bethesda assets in this mod so the only conflicts regarding that would be if you have a mod that DRASTICALLY alters an original asset; eg. a mod that turns a tanning rack into a horse. Texture and model mods are fine.
However, this mod has 21 hideouts spread all across the game, so it's inevitable that some mod will conflict with the worldspace cells I've chosen (no matter how out-of-the-way they might be). The only way to know if a mod conflicts in the worldspace is to have both mods installed and see if the hideout entrances are clipping into (or being completely covered by) other objects. You can also load both mods into SSEEdit and it will show overlapping cells. If that becomes an issue, your best course of action is to use the Modular HHoS file and exclude the hideout(s) that that are interfering with your other mod.
Will you check if a mod is compatible for me?
No. Sadly I don't have the time to check every mod for compatibility. However, I will work on fixing bugs that are reported to me. If you do happen to find a mod conflict, feel free to let me know and I will add it to the compatibility list posted under the ReadMe tab.
Awesome mod, really enjoying it! Quick question: Are ALL containers in the hideouts considered safe (even stuff like barrels with are normally not safe)? Our should I only store stuff in chests (if they are available, cus I'm using the deep immersion version)? Thanks!
Thanks for your comment(s). I have BEES on my 1.5.97 game, haven't tried to work with ESL-flagged mods over the earlier 2048 limit yet. I also have a busted CK install but my xEdit works fine. I'll keep this in mind for those mods with <4096 records.
Quick Auto Cleaning and ESL flagging the 21 ESP files in this mod file took some time, but it was well worth doing.
Abandoned Wolf Den is one of the smallest locations, basically just a cook pot and a bed.
Ancient Shrine is a place of rest in a place where rest is hard to come by.
Collapsed Mine is a great crafting area, you could use it as a makeshift base. There is a minor world hole outside, but it is not very large, and does not really detract.
Deserted Outpost is also nice, my follower came in with me and immediately set to sharpening her weapons.
Empty Well is another tiny one. Amazing that all these hideouts are as unique as they are.
Flooded Cellar would work great as a hideout in any town filled with foes. Very inspiring, it makes me want to break out Creation Kit and see if I can design something.
Glacial Rift is a comfy little hiding spot, warm and inviting after being stuck on the icy coast for too long.
Hollow Tree Stump might be my least favorite of all these lovely little locations, this one does not stand out.
Maintenance Vestibule is a welcome refuge in the otherwise inhospitable Blackreach.
Marooned Cargo Ship is creative and would make a lovely location for a secret base.
Mountainside Crevice is another warm and inviting hideout, not far from Windhelm.
Overgrown Temple is a clever little safe room with two shrines.
Ransacked Catacomb is the type of room I would not mind seeing in some of the larger Nordic tomb complexes, a place to hide and recover from endless waves of draugr foes.
River Inlet is another small one and makes me think our mod author really wanted to make basically one of every type of location. Not that that is bad in any way!
Seaside Cove is another warm and inviting location, with a fire, cooking pot, bedroll, and an enchanter.
Secluded Grotto is another small hideout featuring just a bed, fire, and a cooking pot. It also helps to prove the gaming trope of always checking behind the waterfall.
Subterranean Hot Springs is lovely, I would not mind using this location as a main base. In my testing, I was able to sleep the night away without being drug into one of Miraak’s annoying construction projects, so that is nice.
Sundered Mountain Peak is laid out like one or two of the others, but with a key difference. It has a second entrance. Which is a good thing, as there is a conflict with Enhanced Landscapes that fully hides one of the ways in. The other entrance still works.
Underground Pit is like other locations, but also features an alchemy table.
And finally, Windswept Alcove, an unexpected delight along the otherwise windy and cold 7000 steps to High Hrothgar.
Kudos to lesi123 for the creativity, imagination, and skill with the Creation Kit to create all these unique locations! Also Endorsed, and now I am going to see what other mods our author has created.
Which of the mods in the requirements are actually required? I think most of them are different language versions of this mod. My mod isn't working and I can't enter the hideout I found. It just goes "open ladder/close ladder" so I know I'm missing something.
Thank you so much for this mod! I had it on a previous modlist and just 're-discovered' it recently. The hideouts really come in handy, especially for a survival playthrough as I'm doing.
Per your sticky (and subsequent approval via PM), I'm advising you on some modifications I did to get the record count below the 2048 limit so I could ESL-flag this ESP. Spoiler contains info on two types of hideouts so reader has been warned! I'm using the Deep Immersion version.
Spoiler:
Show
I wanted to keep most of the locations but decided on removing the records from two of them: Bottomless Sinkhole and Underground Pit. I always have trouble accessing the latter and the former - well, it kind of speaks for itself. I initially deleted the two cells but then had navmesh errors in xEdit so instead I removed most of the placed items and kept the navmesh in place. You can enter the areas but you'll be falling forever. I changed the location names to essentially reflect the fact that they were 'Gates to Oblivion' (don't enter - really!).
The ESP's record count is now 1579 and by using the ESPFE Follower 'Cell Free' version of MaskedRPGFan's wonderful script, I've re-gained an ESP slot and can happily utilize 19 hideouts.
The edited ESP is here: Mega and lesi123 granted me permission to post the link for others to use. Of course, be aware that any mods that edit the same cells (unlikely) could cause the game to crash, so modder be ware as always!
It would be nice if these were actually called hideouts instead of normal names. It would be hard to find these on map, if you have hundreds of locations discovered.
For anyone using TPOSC, only one hideout had a minor incompatibility. I believe it was Windswept Alcove. TPOSC had put a cave entrance in nearly the same location and a TPOSC boulder slightly blocks the entrance. Disabling the rock allows entrance to the Hideaway on the left and the TPOSC shortcut on the right. (It looks like one continuous cave entrance!) Also, for anyone using Magical Blackreach or Unmarked Locations Pack Forgotten Vale, both are compatible without issues. The hideaways there had no problems. Great mod. I absolutely fell in love with the idea and each hideaway I checked out I was more and more impressed with this mod. I have a hardcore survival build going so some nice hideaways to tuck into is handy. Thank you very much!
90 comments
After some touch and go since the Skyrim Special Edition release, I’ve decided to hang up my modding hat on Skyrim. I have enjoyed the game immensely over the years but my interests have since moved on.
All of my mods that I am the SOLE author of that use OPEN assets are open to anyone wanting to translate, edit, pick apart, derive, fix, patch, release to other sites, and port to any system/platform SO LONG AS THE FILES ARE NOT BEING SOLD UNDER ANY CIRCUMSTANCE FOR ANY TYPE OF CURRENCY. All I ask is that I am credited as the creator of the original mod. If I am not the sole author of a mod or the mod uses assets that require permission from another author, you MUST contact them for written permission to perform any of the above actions.
Feel free to PM me with questions. I will occasionally lurk the site and answer questions on my mod pages as well.
Thank you for all the fun times!
These hideouts are really hard to find. How can I find them if I'm using the Merged - No Map Marker or Merged - Deep Immersion versions?
You have a few options available to you:
1) There are pictures under the Image tab of each hideout entrance and the map marker used in the Standard version (the hideouts are in the same locations across all versions).
2) The Merged - No Map Marker version contains a storybook guide that can be found on the upper level of the Riverwood Trader that gives clues to each hideout location.
3) There is a .jpg picture file of a Skyrim map under the Files tab with the general location of each hideout marked with an X.
The Modular version does not include the guide book so that you are not looking for hideouts that may not be installed.
Will you make a Deep Immersion version of the hideouts with the guide book and/or map markers?
No. I made this version to be the equivalent of these hideouts to have never before been found or explored so there would be no book to guide you or marks on your map. It's the hardmode version of this mod for a reason. You are, of course, free to grab the map picture file in the File section for a general feel of where they might be, but they should still be very difficult to find.
Does this mod conflict with other mods?
I strictly used Bethesda assets in this mod so the only conflicts regarding that would be if you have a mod that DRASTICALLY alters an original asset; eg. a mod that turns a tanning rack into a horse. Texture and model mods are fine.
However, this mod has 21 hideouts spread all across the game, so it's inevitable that some mod will conflict with the worldspace cells I've chosen (no matter how out-of-the-way they might be). The only way to know if a mod conflicts in the worldspace is to have both mods installed and see if the hideout entrances are clipping into (or being completely covered by) other objects. You can also load both mods into SSEEdit and it will show overlapping cells. If that becomes an issue, your best course of action is to use the Modular HHoS file and exclude the hideout(s) that that are interfering with your other mod.
Will you check if a mod is compatible for me?
No. Sadly I don't have the time to check every mod for compatibility. However, I will work on fixing bugs that are reported to me. If you do happen to find a mod conflict, feel free to let me know and I will add it to the compatibility list posted under the ReadMe tab.
Abandoned Wolf Den is one of the smallest locations, basically just a cook pot and a bed.
Ancient Shrine is a place of rest in a place where rest is hard to come by.
Collapsed Mine is a great crafting area, you could use it as a makeshift base. There is a minor world hole outside, but it is not very large, and does not really detract.
Deserted Outpost is also nice, my follower came in with me and immediately set to sharpening her weapons.
Empty Well is another tiny one. Amazing that all these hideouts are as unique as they are.
Flooded Cellar would work great as a hideout in any town filled with foes. Very inspiring, it makes me want to break out Creation Kit and see if I can design something.
Glacial Rift is a comfy little hiding spot, warm and inviting after being stuck on the icy coast for too long.
Hollow Tree Stump might be my least favorite of all these lovely little locations, this one does not stand out.
Maintenance Vestibule is a welcome refuge in the otherwise inhospitable Blackreach.
Marooned Cargo Ship is creative and would make a lovely location for a secret base.
Mountainside Crevice is another warm and inviting hideout, not far from Windhelm.
Overgrown Temple is a clever little safe room with two shrines.
Ransacked Catacomb is the type of room I would not mind seeing in some of the larger Nordic tomb complexes, a place to hide and recover from endless waves of draugr foes.
River Inlet is another small one and makes me think our mod author really wanted to make basically one of every type of location. Not that that is bad in any way!
Seaside Cove is another warm and inviting location, with a fire, cooking pot, bedroll, and an enchanter.
Secluded Grotto is another small hideout featuring just a bed, fire, and a cooking pot. It also helps to prove the gaming trope of always checking behind the waterfall.
Subterranean Hot Springs is lovely, I would not mind using this location as a main base. In my testing, I was able to sleep the night away without being drug into one of Miraak’s annoying construction projects, so that is nice.
Sundered Mountain Peak is laid out like one or two of the others, but with a key difference. It has a second entrance. Which is a good thing, as there is a conflict with Enhanced Landscapes that fully hides one of the ways in. The other entrance still works.
Underground Pit is like other locations, but also features an alchemy table.
And finally, Windswept Alcove, an unexpected delight along the otherwise windy and cold 7000 steps to High Hrothgar.
Kudos to lesi123 for the creativity, imagination, and skill with the Creation Kit to create all these unique locations! Also Endorsed, and now I am going to see what other mods our author has created.
Thanks lesi123!
Per your sticky (and subsequent approval via PM), I'm advising you on some modifications I did to get the record count below the 2048 limit so I could ESL-flag this ESP. Spoiler contains info on two types of hideouts so reader has been warned! I'm using the Deep Immersion version.
The ESP's record count is now 1579 and by using the ESPFE Follower 'Cell Free' version of MaskedRPGFan's wonderful script, I've re-gained an ESP slot and can happily utilize 19 hideouts.
The edited ESP is here: Mega and lesi123 granted me permission to post the link for others to use. Of course, be aware that any mods that edit the same cells (unlikely) could cause the game to crash, so modder be ware as always!