hello!! the amount of detail put into this beautiful house mod is amazing. i've been bouncing around from multiple player home mods and i feel like i've found my character's forever home. i've been having some trouble though. i always CTD in the master bedroom (using the standalone english version, no LOTD support). i've tried putting this mod at the bottom of my load order, still doesn't work for me. now i'm debating on just downloading LOTD and starting all over again just for this mod (im assuming the standalone version probably doesn't work as well as the legacy version, as you stated you were mainly doing this mod for LOTD), but then i'd have to rework all of the mods i've downloaded (and possibly my saved game) to fit LOTD, and this home. i'm sure there's an easier way, or maybe i'll have to just go without this mod :(
U don’t have to change to the LOtD version. It only depends which version of the mod u are using. I fixed a bit in the master bedroom in the newer versions (for example the stone above the fireplace- if u still have them, then u are in an older version). CTD here can happen, when the game runs out of ram or vram (overloaded cell because of to much clutter) or broken mesh. Sadly as I created that mod I used a ton of meshes from different resources and didn’t knew some of them were broken. And right now I don’t have the time to go through these hundreds of meshes. It also doesn’t damage ur save files or anything. It just only leads to stutter in that place and eventually CTD. In ur case u still can fix it by yourself. When notice stuttering or repeating CTD in certain area, follow these steps:
1. Open console command and click on any mesh that you want to disappear (for example a lamp, curtain or any other clutter) 2. As u see a number u only type into the console “disable” (without “) and hit enter 3. in case it wasn’t the right one u can undo it with “enable”, but don’t click this time otherwise the ID number is gone 4. If u know what u want to disappear - Write down the number of whatever u removed 5. keep going till u notice the game doesn’t crash or runs more smooth 6. exit game without saving 7. open up the esp in tes5edit/xedit and search in the upper left field the ID number that u just wrote down (keep in mind to change the first both numbers/letters to match with the esp first both, because they are depending from the load order and when the esp is alone loaded into xedit it is of course different than in the game where for example 70 other esp are loaded before) 8. After finding the entry with the correct ID number, right click it and remove. 9. exit and save xedit (always with backup) 10. Check ingame
!!!! PSA: For anyone using this mod with the new version of LOTD (v6), you need to extract the MapleManor.BSA and erase any scripts linked to LOTD (aka any with the "dbm" in their names) otherwise it will conflict with the new sorting chest and make it impossible to use.
(I don't know yet how it affects things in Maple Manor itself however, I'll edit later once I check)
You can also just download the standalone version. Then you don’t have to do all these steps. Of course you won’t have the functions like items sorting and the linking of crafting stations to LOTD anymore. But you wouldn’t have that with deleting the old scripts either. The mod was build for v4 LOTD. All versions after that came with their own system for the crafting stations. So no linking were nessassary anymore. The standalone version is totally enough if you just want the house. And for the LOTD part you only miss the connection to the sorting system and the fast travel between the museum to the house. But if you use the compass from LOTD you still can fast travel between both locations anyway.
No, because of limited time, I will not update the mod any further. There is also no need since LOTD has changed many things. You can use the standalone version and use teleport spells (or the Dwemer compass from LOTD for set the house and the museum for teleport points). All other functions (like linked crafting material while crafting) are already connected no matter where u craft (u can set these things manually in LOTD)
So, after digging into what works and what doesn't, the "dbm_dhdummychestscript.pex" breaks at least craft loot by stopping use to pretty much any crafting station in the game with/without craftloot on. Can't seem to find other issues with the "dbm" scripts, so you can leave them in the extracted ba2 files and be fine. It will get rid of the "sorting chest"s function, but the "store supplies" barrel works in depositing items into the storage/sorting system in the house. The spell and craftloot removal from workstations also works fine. Otherwise, most of the house seems to work, all synced chests with the craftloot storage seem to work right. I have not tried the outfit system yet, but will update this post with any new findings for V6 of LotD.
P.s. V5 of LotD works alright with the house when I used it before updating to the latest update of LotD as of 3/8/25
Hello. I like the house very much and I don't mind that it is so huge, on the contrary. Over time, one becomes fairly well-versed in it. But I have another problem. I can't enter the house with any NPC. Every NPC will remain standing outside. I would like there to be some life in the house, except for the dog. But whenever I want to walk in with an NPC I'd like to place in the house, it stays standing outside. It might be possible to port it there, but I haven't tried that. Is there a reason for this? The only NPC who settled in the house is the partner after the wedding. Thanks a lot for the info. Martin
then it definetly is a conflict with another mod which overwrites the navmesh map. Sadly I can't fix that since it is a problem on your end and depending on the mods you are using. You can load all mods in ssedit (in same load order like the game does!) and see which nav-map got used. But if that is fine (because my mod is loaded at the end of the load order) it might be also a mod that changes things with a skse plugins.
The mod itself is navmeshed and the doors are linked correctly. You can also test it by starting a new game with only my mod loaded (and maybe alternate start if you want to skip the first scene). First you port to the location by entering console command of the house (type help maple --> then when see the correct name you type: coc <CELLNAME> and then --> add a follower by typing for example help vorstag (or any other vanilla hireling) and write down the ID number ---> type player.placeatme <ID> to let the NPC get teleported to you--> type player.additem 000000f 2000 to add yourself 2000 gold into your inventory to hire the NPC --> hire the NPC and try to enter the house with your follower. If that works, then the mod is correctly installed, all funtions are like it supposed to be and it means that your problem is caused by a mod conflict. But you have to be sure that no other mod (also no SKSE mod, beside the original SKSE) is loaded when you are testing.
In my top 5 favorite player homes! By the Divines, the details alone are breathtaking! ..... Moosmupfel ..... THANK YOU for this incredible home!!!!!!! I endorsed & voted long, long ago and never play without Polly and this amazingly beautiful mod. I cannot begin to imagine the work you put into this! Please, oh please, would you possibly consider updating the LotD version? The transport still works fine and I could easily play without the sorting features, but, alas I cannot handle the side door misplaced well into the living room (apparently the placement of that wall got moved in the museum's latest update). Playing with the standalone version for now, but please consider the update. In any event, thank you again and again!!!! Much, much love!
Bonjour, je suis Franzose, j'utilise Google-Übersetzung, tut mir leid. Nous aimons beaucoup la maison de ces joueurs. Grossartige Arbeit. Vielen Dank. Ma petite page : Vous avez un livre électronique (dans la maison ou chez vous), qui vous téléporte directement ? (Ich spiele im Überlebensmodus, aussi keine schnelle Reise auf der Karte).
Merci beaucoup pour votre réponse . Je viens de tester les modules, mon avis. Während meines Studiums habe ich ein wenig Deutsch gelernt. Auch wie ein Spanisch Kuh :-) Un seul problème est que nous en avons un autre
2 Janvier 2025 Frohes neues Jahr für Sie. Ich habe den Mod getestet, den du mir gegeben hast (Markierungs- und Rückrufzauber), und er funktioniert perfekt mit Maple Manor. Danke noch einmal. .
This is BY FAR the BEST and most BEAUTIFUL Player-House mod for Skyrim ever! I was looking for something exactly like this. Endorsed and thank's alot for this masterpiece moosmupfei
491 comments
the amount of detail put into this beautiful house mod is amazing. i've been bouncing around from multiple player home mods and i feel like i've found my character's forever home.
i've been having some trouble though. i always CTD in the master bedroom (using the standalone english version, no LOTD support). i've tried putting this mod at the bottom of my load order, still doesn't work for me. now i'm debating on just downloading LOTD and starting all over again just for this mod (im assuming the standalone version probably doesn't work as well as the legacy version, as you stated you were mainly doing this mod for LOTD), but then i'd have to rework all of the mods i've downloaded (and possibly my saved game) to fit LOTD, and this home. i'm sure there's an easier way, or maybe i'll have to just go without this mod :(
1. Open console command and click on any mesh that you want to disappear (for example a lamp, curtain or any other clutter)
2. As u see a number u only type into the console “disable” (without “) and hit enter
3. in case it wasn’t the right one u can undo it with “enable”, but don’t click this time otherwise the ID number is gone
4. If u know what u want to disappear - Write down the number of whatever u removed
5. keep going till u notice the game doesn’t crash or runs more smooth
6. exit game without saving
7. open up the esp in tes5edit/xedit and search in the upper left field the ID number that u just wrote down (keep in mind to change the first both numbers/letters to match with the esp first both, because they are depending from the load order and when the esp is alone loaded into xedit it is of course different than in the game where for example 70 other esp are loaded before)
8. After finding the entry with the correct ID number, right click it and remove.
9. exit and save xedit (always with backup)
10. Check ingame
I am encounteriung a iussue though: it seems that some chairs are floating in air.
I downloaded the english main file, but when I enter the manor some cxhairs are floating mid air.
Any way to fix this? Thank you.
(I don't know yet how it affects things in Maple Manor itself however, I'll edit later once I check)
Otherwise, most of the house seems to work, all synced chests with the craftloot storage seem to work right. I have not tried the outfit system yet, but will update this post with any new findings for V6 of LotD.
P.s. V5 of LotD works alright with the house when I used it before updating to the latest update of LotD as of 3/8/25
I like the house very much and I don't mind that it is so huge, on the contrary. Over time, one becomes fairly well-versed in it. But I have another problem. I can't enter the house with any NPC. Every NPC will remain standing outside. I would like there to be some life in the house, except for the dog. But whenever I want to walk in with an NPC I'd like to place in the house, it stays standing outside. It might be possible to port it there, but I haven't tried that. Is there a reason for this? The only NPC who settled in the house is the partner after the wedding. Thanks a lot for the info. Martin
The mod itself is navmeshed and the doors are linked correctly. You can also test it by starting a new game with only my mod loaded (and maybe alternate start if you want to skip the first scene). First you port to the location by entering console command of the house (type help maple --> then when see the correct name you type: coc <CELLNAME> and then --> add a follower by typing for example help vorstag (or any other vanilla hireling) and write down the ID number ---> type player.placeatme <ID> to let the NPC get teleported to you--> type player.additem 000000f 2000 to add yourself 2000 gold into your inventory to hire the NPC --> hire the NPC and try to enter the house with your follower. If that works, then the mod is correctly installed, all funtions are like it supposed to be and it means that your problem is caused by a mod conflict. But you have to be sure that no other mod (also no SKSE mod, beside the original SKSE) is loaded when you are testing.
Nous aimons beaucoup la maison de ces joueurs.
Grossartige Arbeit. Vielen Dank.
Ma petite page : Vous avez un livre électronique (dans la maison ou chez vous), qui vous téléporte directement ? (Ich spiele im Überlebensmodus, aussi keine schnelle Reise auf der Karte).
pour votre réponse
. Je viens de tester les modules, mon avis.
Während meines Studiums habe ich ein wenig Deutsch gelernt.
Auch wie ein Spanisch Kuh :-)
Un seul problème est que nous en avons un autre
2 Janvier 2025
Frohes neues Jahr für Sie.
Ich habe den Mod getestet, den du mir gegeben hast (Markierungs- und Rückrufzauber), und er funktioniert perfekt mit Maple Manor.
Danke noch einmal.
.