About this mod

Mod overhauls the iconic Whiterun player home to be worthy of the thane of Whiterun.
This is not Breezehome TNF - Elianora's Flavour. It is a completely new mod, made especially for SSE and it is glorious af.

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DISPLAY ALL YOUR HEROIC CAREER'S LOOT IN A GLORIOUS ARMOURY!
LOCK THE DOORS WHEN YOU LEAVE HOME!
ENJOY STEAMY SAUNA AND BATHS BETWEEN ADVENTURES!

THE BREEZEHOME LIKE YOU'VE NEVER SEEN IT BEFORE!!




[000] TABLE OF CONTENTS

  • [000] TABLE OF CONTENTS
  • [001] GENERAL PAGE INFO
  • [002] MAJOR FEATURES
  • [003] REQUIREMENTS
  • [004] INSTALLATION/USAGE
  • [005] LOAD ORDER ADVICE
  • [006] COMPATIBILITY NOTES
  • [007] OPTIONAL ADDONS
  • [008] OPTIONAL PATCHES
  • [009] TECHNICAL AID SECTION
    • This is the first place you should check if undesired issues are materializing in the Breezehome
    • If you use "Hearthfire Multiple Adoption (HMA)", choosing wrong dialogue prompt options can happen easy. Info in here on that should be read 
  • [010] FREQUENTLY ASKED QUESTIONS (FAQ)
  • [011] FOR HAPPY CAMPERS ;-)
  • [012] ENDING




[001] GENERAL PAGE INFO
PAGE BASICS:
  • All fix history done to and prior of the 2024 "Elianora's Breezehome Overhaul" rebirth from the "Optimization Page" is in a dedicated readme/changelog text you can install from the FOMOD. The installed text is named "BY TALOS DO NOT READ THIS EVER.txt". It contains EVERYTHING
  • Breezehome BETA (aka v1.6) will be left in the 'Old Files' publicly accessible incase of users unwilling to move on from it. However, it is fully unsupported, no longer maintained and not to mix with anything from the 2024 Elianora's Breezehome Overhaul FOMOD v2.0+. We have absolutely no interest in hearing about problems associated to it. Being its a choice to use it, know how to fix issues yourself and take it elsewhere for troubleshooting advisement
  • Never be hesitant to request stuff in the Posts Section. Regarding patches; depending on the nature/complexity of proposed patch will determine how quickly it can be done (if it is worth doing so)


[002] MAJOR FEATURES

FEATURES: (from beta original)
Spoiler:  
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  • All crafting stations
  • Display for all daedric weapons, unique shields, staves, dragonpriest masks, dragonclaws etc.
    • The Ebony Blade display has 2 different activators
      • The top is for the sword if you didn't kill a friend with it
      • The bottom activator is for the "Real Ebony Blade" which you turn the sword into when you betray a friendly
        • Use whichever version of the blade you have
  • Tons of unique and custom labeled storage
  • Lockable doors (Lock Lydia in her room!!)
  • Bath tub and sauna
  • Tons of custom and unique storage
  • Mirror to change your appearance (Recommended to save before using)

ADDITIONS: (v2.0 2024+)
Spoiler:  
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  • Shrines of the Divines 
  • Wash Basin with an attached player interactable Marker in-front of Racemenu Mirror
  • Bunk beds (2x) replacing the children single beds adhering to Eli's original bedding color scheme (4 Children Total)
  • Dinner table seats 4 NPCs now staged for children all to go to at their AI packaged times
  • Dinner table now has a "Serve Table/Clean Table" toggle to present a table filled with food that has subtle steam coming from it
  • Two new containers in Children's room "Wooden Swords/Shield" (Default has 4 of each) and "Dolls and Clutter" (default has 4 dolls)...
    Gift give to children so the boys use the practice dummies and girls use the invisible doll-play idle markers dispersed around home and exterior
  • Enhanced Disenchanting Font and new Player/NPC auto undress/redress mechanics for Bath tub and Sauna
    • Enhanced Disenchanting Font:
    • Player/NPC auto undress/redress mechanics for Bath tub and Sauna (button to operate it is on beam by bathtub):
  • Tons of new Furniture Markers and Idles the Player and NPCs can engage with (inside and the outside close surroundings of home) 
  • DLC2ImbuingChamber and Imbuing Chamber Materials Chest. Chest provides ingredients to make some homebrew and a provided guide book for it
  • Added one Magic effect (per station) above all crafting stations that suited their crafting mechanics.
  • Added in Sauna rocks a fxfirewithembers.nif just to be slightly viewable to give that sizzle sound and partial ember red effect promoting hotness.
  • FXAmbBeamDust for the Windows and Roofing Cracks - were originally there and disabled. Repositioned them and re-enabled them
  • Reserve

ARTICLE: UNIQUE OBJECT DISPLAY PLETHORA

OPTIMIZATIONS-IN-BRIEF: (v2.0 2024+)
Spoiler:  
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  • Lighting Adjustments
  • Model Collision Edits 
  • Removes ITM's 
  • Removes Hearthfires.esm Deleted NAVM override
  • NAVM Re-Work  
  • Errors on Disenchanting Font
  • RaceMenu Mirror re-scripted
  • Occlusion Plane Marker optimization taken rather then Roombounding (RB). RB promoted bizarre ShadowSceneNode CTDs combined ONLY with our Lux Patch
  • Most architectural models used in Cell Segmented to fight against the Engine Lighting Limitations
  • Many little subtleties 
  • Much more cover within Spoiler OPTIMIZATIONS (IN-DEPTH)

OPTIMIZATIONS-IN-DEPTH: (v2.0 2024+)
Spoiler:  
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Change Appearance Mirror:
  • ShowLimitedRaceMenu() Function had very limited use subject to cause crashes if used multiple times in a single game session
  • New Script not using the ShowLimitedRaceMenu() but using the Real RaceMenu() and coded to safekeep all the players current stats, level, progress, etc...
  • Change your Race, Sex and whatever floats your boat anytime you want freely without worry or crashes. Saving first is still recommended prior
Collisions Added:
  • Incorporated a few standalone collision markers as steps in the Sauna room to make movement up and down the sitting area to the top ledge very accessible. Gives the room more freedom of movement for being such a confined area
Exterior NAVM Edits (Redone):
  • Fixed all Whiterun NAVM from how Base Game and USSEP left it in preparation to be good for patches to continue from
  • Eli's Home exterior is obviously compensated into the NAVM equation
Interior NAVM Edits: (Redone):
  • Added kitchen area NAVM where none were originally preventing the use of the FURN markers therein by children and NPC's
  • NAVM Edits compensated where doors swing at corridors so NPC's wont crash into them while open
  • Re-did it which was overboard to be honest. If I get bored down the road, probably will happen again just for the sport of it
Lighting Renewal From Ground Up:
  • New Color Palettes up to 10 different new bulb types not including the window rays (window lighting is same colors but I had to decrease the sizes by quite a bit because those too also have influence on engine limitations). This particular home is being pressed right now to its limits regarding lighting implementation including the sizes of bulb radius's just before meshes have side effects due to the engine lighting limitations. I did the best I could given the circumstances.
  • Remade and Utilized to be under the Engine Lighting Limitations while maxed to have as much brightness as respectively possible
Model Edits:
  • Meshes\Elianora\Eli_DisplayCaseLgAngled01.nif (New Model)
    > Collision Type-Layer caused interference to Player HUD reading Activator Prompts. Fixed 
  • Meshes\Elianora\Eli_DragonboneArmourStandM.nif
    > Collision box around model was significantly reduced in size
  • Meshes\Elianora\Eli_FlatbBYOHTrophyBase.nif
    > Collision box protruded above base half a foot probable to cause Mannequin float 
  • Meshes\elianora\eli_soulgemchest.nif
    > Collision box around model was significantly reduced in size
  • Meshes\Elianora\Eli_StormcloakArmourStandm.nif
    > Collision box around model was significantly reduced in size
  • Meshes\Elianora\Eli_WRIntFreeWallStr01Low.nif (New Model)
    > Prompts to Place/Take Said weapon from wall plaque at stairs cant be read to take weapon. "Place" seemed ok but "Take" was borked from Wall collision. Fixed
  • Meshes\Elianora\Modder's Resources\Batmanna\Batmanna_SteelArmourStand.nif
    > Collision box around model was significantly reduced in size
  • Meshes\Elianora\Modder's Resources\Darkfox127\DF127_RugRed.nif
    > Segmented this model heavily from 2 BSTriShapes into 16 to alleviate flicker. Flicker-Proof 
  • Meshes\Elianora\Modder's Resources\MrPDean\MrPDean_NobleCupboard.nif
    > Re-did collision so the HUD prompt for "Open Dresser" in Master Bedroom wasn't so sketchy
  • Meshes\Elianora\Modder's Resources\RefurbMadness\RefurbMadness_HotTubSquare.nif
    > Custom Collision Edit for Butter smooth enter/exit bathtub for player/followers which has no unusual look attached to it. No more Player needing to jump out
  • Many More but I can't list them all
Other Inconsistency Corrections and Performance Gains:
  • Fixed 1 deleted NAVM.
  • Removed 1 Hearthfire deleted NAVM.
  • Removes 39 ITMs.
  • Fixes error on Disenchanting Font.
  • Forwarded USSEP changes to both versions
  • Locally "Inherited and Removed" script references on several stats whose bases did not own these scripts. CK logger fussed over it so that's fixed.
  • Cell data inconsistencies
  • Housecarl was Link Ref holder to CommonDoubleBed (Vanilla and disabled deep in void) with SpouseBedKeyword. Rigged wrong
    • Housecarl is now Link Ref holder to EliMasterBed with SpouseBedKeyword meaning if wed, she now sleeps with player in Master bed. Before she would not
  • Moved base game original Breezehome in the cell way into the void ensuring all was initially disabled and out of the way for workspace purposes.
  • Moved the Basement assembly Z-2400 Units in Cell lower so more breathing space for lighting setups from one assembly to the other was better
  • Occlusion Plane Marker optimization approach taken rather then Roombounding. Roombounding promoted bizarre CTDs combined explicitly with our Lux Patch
  • Qualified Bash Tags incorporated
Segmented Architectural Models (FOMOD Install Option):
  • Provided meshes down file-path "Meshes/Architecture" are heavily segmented models replacing base game ones highly immune to flicker by the Engine lighting limitation matter. Its a gamble really: Segmented models (more impact on performance/way less light flicker) VS. Models with less shapes (better on performance/very prone to flicker under varying circumstances)
  • All the SEG models down "meshes/architecture" will be installed in a file format no game, software can understand <-- "ModelName.NIF_RESERVED"
  • This gives user more control over which models they NEED (depending on there setup) opposed to being forced (by default) to use them all saving lots of FPS
  • Choose ONLY up to how many SEG models you need depending how lighting is having handle on your Breezehome (as it will have different influences per setup)
  • Identify in-game which base-game models (or 3rd-party mod replacer models) flicker by using More Informative Console
  • Exit game > remove the "_RESERVED" portion of that models file extension restoring it to a ".NIF". Click YES Windows prompt > refresh Mod Manager > Done
Subtle Adjustments/Tweaks:
  • Added Mesh To Hide Ground Mismatch outside Home. Outside of home mismatch of grass mound and side of path. Fixed.
  • Some floating beds and other randoms. Fixed
  • Weapon Wall Plaques - Activator/Orientation Fixed
  • Tilted the Main Home Upper Floor to Lower Floor Ladder Angle 4 Degrees - Snag or holdup top of Eli ladder upon running was consistent. Tactic to cheat native model collision flaw. Fixed

The List Can Keep Going:
  • The list keeps going based on prior spread-out updates and likely will continue from future ones. I am just going to cut it off here from further listing



[003] REQUIREMENTS





[004] INSTALLATION/USAGE


BUILD: 2.4+
  • (A) For best outcome: Install with a new save
  • (B) A save where you already bought the home or haven't, upgraded it or haven't all equals safe and ok
BUILD: 2.3 AND BELOW
  • (A) For Best outcome: Install with a new save
  • (B) A save where you have not bought or entered Breezehome yet!


BUILD: 2.4+
  • First - buy ONLY the house from Proventus Avenicci
    • No need to upgrade at all. If you want to upgrade any Steward prompts, that is fine. That system has no association to interior objects anymore
      • However, If you plan to adopt children, you MUST upgrade the children's room even though its already fully furnished by default
      • This is a beyond our mod. The Adoption System is a woven web of quest related mechanisms. That upgrade bit is a requirement or kids won't move in
    • As soon as you install this mod; whether you purchased the home (before or after install), the place is ready for full use
BUILD: 2.3 AND BELOW
  • First - buy ONLY the house from Proventus Avenicci
  • Second - Go into the house
  • Third - Go back to Avenicci and buy ONLY the "Children's Room Upgrade" and NOTHING more!!
  • Fourth - Profit but ONLY upon managing to accomplish the first three extremely difficult conditions stated... I know its hard, been there :-)

SOME EXTRA TID-BITS (ALL BUILDS):
  • To lock Breezehome door when you leave, just click the "Key To Breezehome" in your inventory. It will say you can't equip it, but also say the doors are locked. 
  • On the bar table you will find 2 more keys. One is for Lydia's room and the other one is for the armoury. Clicking them in your inventory will close and lock the door.
  • You won't have to worry about your kids playing with Staff of Magnus or taking the Blackbooks while you're gone
  • The Elder Scrolls are outside of the armoury though. I ran out of space in there...) 
  • As NPCs warp around markers wildly when you're not around, Lydia might not actually remember to stay in her room. It's beyond my control.



ARTICLE: EBO VERSION UPDATING INFORMATION TRACKER




[005] LOAD ORDER ADVICE

This list reflects ALL content provided on page into groups and also illustrates other mod kind categories and how to order things
I will try to keep this list as generic as possible and should be followed as a disciplinary reflex for this pages content

  • Base-Game
  • CC Content
  • USSEP
  • All other Pure ESM, ESL mods
  • City Overhauls
  • Anything else that edits the inner cities
  • Third-Party Patches relative to all the City changes
  • Open Cities Skyrim or SREX
  • OCS Patches/SREX Patches making the ladder City Overhaul mods Open Space compatible
  • Eli_Breezehome.esp
    • If LOOT disallows you to load Eli_Breezehome.esp AFTER Open Cities Skyrim.esp or SREX (if you use these), it should be ok. 
    • Put right above or as close as possible
  • Eli_Breezehome [ADDONS].esp
  • Eli_Breezehome [PATCH - All patches besides lighting].esp
  • Eli_Breezehome [PATCH - Lighting].esp
  • Very Late loaders
  • DynDOLOD
  • The Last ones I.e Occlusion.esp, etc....


[006] COMPATIBILITY NOTES
COMPATIBLE - FULL:COMPATIBLE - NO IDEA:COMPATIBLE - REDUNDANT || NON:
COMPATIBLE - FOR FOLLOWING: REFER TO "TECHNICAL AID SECTION" (DOWN PAGE)RECOMMENDED MODS FOR FUNCTION BETTERMENT
  • Another Mannequin Script Fix (AE/SE) - Painless Cure for all Base Game (+3DLCs) Mannequin Form Object References
  • Immersive Display Overhaul - Select the item you want to display from your inventory instead of needing to equip it beforehand!
  • Interior Vs Exterior Brightness Settings SSE  - Not so much a mod that betters any particular gameplay issue but I had to mention it. For years I have had this utility handy in my Load Order. Adds sliders for Interior and Exterior brightness calibration via SkyUi's MCM to hone lighting strengths easily to preferred amount. Has always worked for me. Some ENBs it does not work with so I read. Eli's home would fall under the Interior Dwelling Slider
  • Multiple Floors Sandboxing - tweak will encourage NPCs to climb stairs around them and explore their surroundings more
  • NPC AI Process Position Fix - NG  - Will detect every waiting, sleeping, and fast travel event, and calculate the time difference updating NPC AI process positions


[007] OPTIONAL ADDONS

ADDON provides "support for" {insertModName} features differing from a patch weaving mods together despite incompatibilities/conflicts
UNLESS explicitly stated otherwise in FOMOD or Description Page on any provided PATCH option details:
  • All ADDONS load BEFORE all provided patches (lower in load order priority)
  • ALL Lighting Patches load LAST (highest in load order priority)
    • Interior lighting patches have special edits added to the WhiterunBreezehome "Breezehome" [CELL:000165A8] Cell record
    • If they aren't winning; it really breaks lots of the enhancements the lighting mods provide EX> Imagespace, Lighting Template, etc....
PROVIDED ADDONS
NOTE: DETAILS/REQUIREMENTS/LOAD ORDERS FOR EACH ADDON IS DISCLAIMED IN THE INSTALLER ON SELECTED OPTION
NOTE: DETAILS FOR AUTO SYSTEMS PROVIDED IN: ARTICLE FROM THE LINK BELOW OR THE "ARTICLE CATCH ALL" LOCKED STICKY POST

HOME INTERIOR

  • Eli's Breezehome [ADDON - Aquarium (Fishing CC)]
  • Eli's Breezehome [ADDON - Auto Systems]
  • Eli's Breezehome [ADDON - Basement Mannequin 2Plus]
  • Eli's Breezehome [ADDON - CC Armoury Expansion]
  • Eli's Breezehome [ADDON - ELFX-FX]
  • Eli's Breezehome [ADDON - Fenix Disenchanting Font]
  • Eli's Breezehome [ADDON - Molag's Will] (VER: 3.2+)
  • Eli's Breezehome [ADDON - Sorcerer Staff Scroll Overhaul]
  • Eli's Breezehome [ADDON - Tower Top Soil Sprinkler]
  • Eli's Breezehome [ADDON - Use Those Blankets]
DETAILS/FEATURES OF AUTO SYSTEMS
ARTICLE: ADDON - AUTO SYSTEMS INFO
DO NOT BOTHER USING THIS IF YOU DON'T KNOW HOW IT WORKS


[008] OPTIONAL PATCHES

This section so far provides Lighting, Gameplay/Bugfix and some Leftover/Miscellaneous Patches
UNLESS explicitly stated otherwise in FOMOD or Description Page on any provided PATCH option details:
  • All ADDONS load BEFORE all provided patches (lower in load order priority)
  • ALL Lighting Patches load LAST (highest in load order priority)
    • Interior lighting patches have special edits added to the WhiterunBreezehome "Breezehome" [CELL:000165A8] Cell record
    • If they aren't winning; it really breaks lots of the enhancements the lighting mods provide EX> Imagespace, Lighting Template, etc....
IMPORTANT NOTE ON: LUX (If you use it):
  • DO NOT mix Lux - Patch Hub's "Lux - Eli Breezehome Patch.esp" with Elianora's Breezehome Overhaul (v2.0+)
  • You will HARD CRASH entering the home so WATCH OUT. That patch is ONLY designed for Breezehome BETA (aka v1.6 "old-files")
  • We provide on this page (in the FOMOd installer) our own Lux Patch for Eli's Breezehome 2.0+ 
  • Also be mindful with Lux - Patch Hub's FOMOD installer that it will auto-select the crashing patch if the Eli_Breezehome.esp plugin is active
IMPORTANT NOTE ON: CITY OVERHAUL MODS
  • Eli_Breezehome.esp & ALL our patches (since version 2.2+) DO NOT touch any Whiterun City Navmesh AT ALL
  • This makes all page content far more compatible with all mod stack kinds overhauling the city in ever which way
  • There is no need for patching: JK's Skyrim, Dawn of Skyrim, Skyrim Sewers, EEKs Whiterun, Whiterun Has Walls, Immersive Citizens and many more
  • Everything should work SO LONG AS:
    • Third-party city altering mods DO NOT break the navmesh where Eli's Breezehome exterior resides
    • Third-party city altering mods DO NOT directly overhaul the outside of the Breezehome
    • Third-party mods (not only exclusive to City related mods) DO NOT edit as a winning override the interior front-door RefID. The interior Navmesh is custom and the inside door targets a special navmesh triangle for door teleporting. That needs forwarding if another mod handles the inside door 
PROVIDED PATCHES
NOTE: DETAILS/REQUIREMENTS/LOAD ORDERS FOR EACH PATCH IS DISCLAIMED IN THE INSTALLLER ON SELECTED OPTION

HOME INTERIOR - LIGHTING (Only use ONE):

  • Eli's Breezehome [PATCH - Enhanced Lighting for ENB (ELE)]
  • Eli's Breezehome [PATCH - Lux]
  • Eli's Breezehome [PATCH - Relighting Skyrim]
  • Eli's Breezehome [PATCH - Relighting Skyrim + Enhanced Lighting for ENB (ELE)]
  • Eli's Breezehome [PATCH - Window Shadows Ultimate]
HOME EXTERIOR - BUGFIX/GAMEPLAY (Only use ONE):
  • Eli's Breezehome [PATCH - SR Exterior Cities AIO (SREX AIO)]
  • Eli's Breezehome [PATCH - SR Exterior Cities Whiterun (SREX WR)]
  • Eli's Breezehome [PATCH - Unofficial Skyrim Special Edition Patch (USSEP) + Open Cities Skyrim (OCS)]
  • Eli's Breezehome [PATCH - Unofficial Skyrim Special Edition Patch (USSEP) + SR Exterior Cities AIO (SREX AIO)
  • Eli's Breezehome [PATCH - Unofficial Skyrim Special Edition Patch (USSEP) + SR Exterior Cities Whiterun (SREX WR)]
  • Eli's Breezehome [PATCH - Unofficial Skyrim Special Edition Patch (USSEP)]
HOME EXTERIOR - CITY OVERHAUL:
  • Holds The City Overhaul Complete and Whiterun (Patch Choices:2) (VER: 3.1+)
    • Patch modifies: [NAVM:00051575]
      • Holds patches are the only addons/patches on page (so far) that edit Navmesh
      • This NAVM edit of ours restores the homes back island Navmesh which Holds removed
  • Open Capital Expansion (VER: 3.1+)
  • Spaghetti's Cities AIO (VER: 3.1+)
  • Spaghetti's Cities AIO + NavCuts (VER: 3.1+)
  • Spaghetti's Cities AIO + SREX AIO (VER: 3.1+)
  • Spaghetti's Cities WR (VER: 3.1+)
  • Spaghetti's Cities WR + NavCuts (VER: 3.1+)
  • Spaghetti's Cities WR + OCS (VER: 3.1+)
  • Spaghetti's Cities WR + SREX AIO (VER: 3.1+)
  • The Way Of The Nords' and Light (Patch Choices:2) (VER: 3.1+)
  • Whiterun Capital Expansion (VER: 3.1+)
  • Whiterun Capital Expansion + SREX-AIO (VER: 3.1+)
HOME WHATEVER - MISCELLANEOUS (Choose as needed):
  • Eli's Breezehome [PATCH - Dawn of Skyrim - Non-Collidable Clothesline Meshes]
  • Eli's Breezehome [PATCH - Halla A Whiterun Player Home]
  • Eli's Breezehome [PATCH - Skyrim Family Life Pregnancy SSE]
  • Eli"s Breezehome [PATCH - VRIK Wash Basin Fix]

[009] TECHNICAL AID SECTION

USING: "Embers XD" and "Lux" together
  • Embers and other fire related stuff enabled when it should not be EX. "under the center room coffee table". Refer to CLICKME
USING: "Enhanced Lights and FX (ELFX)" with or without "ELFX Shadows"
Spoiler:  
Show
EITHER/OR WILL BE REQUIRED BUT ONLY CHOOSING ONE
ELFX - NoBreezehome.esp
  • Be mindful of load order if using 
Load Order:
Visual Reference (if it helps)
Spoiler:  
Show
ELFX - NoPlayerHomes.esp
  • Be mindful of load order if using 
Load Order:
Visual Reference (if it helps)
Spoiler:  
Show

USING: "Hearthfire Multiple Adoptions - Now With Custom Home Support for Kids and Spouse
Spoiler:  
Show
THERE ARE SOME KEY THINGS ABOUT HMA THAT HAVE TO BE UNDERSTOOD
SPOUSE
01) Choosing Proper Marriage Ceremony Closing Dialogue Prompt 
  • Picking wrong option influences rest of playthrough. Proper HMA home functionality is down its dialogue prompt option. Not the Vanilla one
  • I felt this was a must to mention. The natural reflex wants to pick "We could live in my house in Whiterun".... DON'T DO IT
  • Visual In-Game Reference (if it helps):
    Spoiler:  
    Show

CHILDREN
01) Choosing Proper Constance Michel Adoption Dialogue Prompt 
  • Picking wrong option influences rest of playthrough. Proper HMA home functionality is down its dialogue prompt option. Not the Vanilla one
  • I felt this was a must to mention. The natural reflex wants to pick "At my house in Whiterun".... DON'T DO IT
  • Visual In-Game Reference (if it helps):
    Spoiler:  
    Show

02) The 4th Adopted Kid Sleeping in Bed Issue:
  • Having tested countless times over and over just getting married and adopting 4 kids (fresh game, fresh start), there is always a hit or miss chance where the 4th kid will find their bed or they wont. 9 times out of ten; they won't
  • If they find there bed, this is great because they should consistently continue using that assigned bed
  • If they don't find their bed and just idle beside it, this will carry on for the remainder of your game
  • Its usually caused by the distance factor between the furniture markers they sleep on (tight space)
    • NOT TO WORRY AS THERE IS A FIX
      • Assuming after waiting an hour, two, three, a day, a week fixes nothing and they still remain idling when they should be in bed, lets move on then
      • Using More Informative Console > select the troublesome BYOHAdoptedChild > enter these TWO console commands stated below:
      • addfac 030183a8 0 and press enter <--- Hearthfires.esm [03] should occupy the 3rd mod index slot in your overall stack
      • addfac 030042b0 0 and press enter <--- Hearthfires.esm [03] should occupy the 3rd mod index slot in your overall stack
      • Visual In-Game Reference (if it helps):
        Spoiler:  
        Show
      • Now exit the console and I find exiting the cell and re-entering fixes them
      • After the console commands have been executed on the kid, they may still from time to time idle or be confused about the bed.
      • Just exit the home and re-enter from then on if the glitch still materializes from time to time. I think eventually, the game figures itself out and the AI transition syncs into place kind of like how a new home takes time to settle into the foundation its built upon
    • Still Not Working? 
    • Possible Reasons Could Be:
      • 01. A mod making the kids unkillable
      • 02. A mod conflict you will have to track down
      • 03. I'm sure there are more but that's all I have at the moment
  • If you don't want to deal with the NEED of having to go through this, then just adopt a maximum of three children
  • Personally, I don't find going through this step-work irritating as I have done it so much now, to me its like breathing air

USING: "Follower Framework Mods" EX:
Amazing Follower Tweaks (AFT), Extensible Follower Framework (EFF), Nether's Follower Framework (NFF), etc.... 
  • Upon lengthily testing by stalker13377, we have provided a Pastebin of info pertaining to how the Followers handled under said Follower Frameworks behave in conjunction to Eli's provided Undress/Redress Framework. Link is HERE:  Follower Frameworks Working With diz Undress/Redress Framework
  • This is very good info so user knows what to expect with followers (depending on Follower Framework used) and how they work with the Undress/Redress System
  • I have also provided the given link to diziet so they are aware and very interested to investigate why and how certain follower frameworks behave as such in relation to their framework. Perhaps in the future and depending on diziet's discoveries, the Undress/Redress Framework may be subject to advancement. We will see
USING: "Skyrim Project Optimization SE"
  • Make sure you ARE USING Optional Files "NO HOMES" Version or you will experience lots of behavioral issues inside overhauled Interior purchasable Homes
  • Symptoms of oddities from using the wrong version could be from things disappearing to models being discolored. A lot different things can happen when Occlusion Plane markers or Roombounds are clipping through gameplay zones and the models in the surrounding environment
USING: "Whatever After (Reserve)"
Spoiler:  
Show

  • Be mindful of load order if using
Load Order:
Visual Reference (if it helps)
Spoiler:  
Show



[010] FREQUENTLY ASKED QUESTIONS (FAQ)



[011] FOR HAPPY CAMPERS ;-)





[012] ENDING

Modding is like a second (dream) job for me, and takes up most of my free time (♥).
If you want to support my artistic endeavours, or thank me for something that has enriched your game, you can donate so I can buy more coffee to fuel my creative engine! 




You can also donate through Nexus, or join my Patreon.
Khrysinxs too has his donate through Nexus setup as well

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