1129 comments

  1. Skvindt
    Skvindt
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    Heljarchen Farm, converted for SSE! Let me know if you encounter any issues.
  2. Cebix
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    Looks like there are a few issues with unresolved FormIDs and references with this mod. The new DynDOLOD version refuses to build LODs for this due to them, 
    Here is an example of just 1: 
    Error in HeljarchenFarm.esp SKHFWorkbenchBeamRef [REFR:6D029640] (places SKHFWorkbenchBeam "Workbench Control" [ACTI:6D02963F] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 8,7)

    I fixed this one and then another error appeared when generating, and another, was too much work to find them all haha. Just a heads up for anyone using the new DynDOLOD! 
    1. IgnusT
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      For what it's worth, the 2016 version doesn't seem to have these issues in DYNDOLOD, so if you need a working version, try that
    2. Galearod
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      IgnusTeras tyyyyy
    3. jonnado
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      Reporting in to corroborate the dyndolod problem. Thanks guys
    4. JonnyJalapeno
      JonnyJalapeno
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      It's technically not dyndolod fault, but this mod being broken. 
    5. shandiana
      shandiana
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      I saw @ubanit *HAD* a patch to solve the "SKHFLightsOffXMarker" error that I keep getting but alas, it's been deleted. Has anyone figured out how to solve it or happen to have a copy of the patch saved?

      Spoiler:  
      Show
      DynDOLOD
      [Main Instruction]
      Unresolved FormID [1E027588]
      [Content]
      Error in HeljarchenFarm.esp [REFR:1E03A8A2] (places SKHFLightPost "Light Post" [ACTI:1E03A8A0] in GRUP Cell Temporary Children of HeljarchenFarm [CELL:000090E1] (in Tamriel "Skyrim" [WRLD:0000003C] at 9,7))
    6. Coffee2a
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      H,i I fixed the errors that DyndoLOD keep throwing at me with this mod. Here is the link, just overwrite the orginial mod with this one, it just an esp
    7. TheRetifox
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      Thank you Coffee, I appreciate the fix and sharing it with people!
    8. mcleod777
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      thank you @Coffee2a   Huge help
    9. Endo23
      Endo23
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      You  are awesome, Coffee!

      Thank you so much!
    10. XternalDankEngine
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      Does the link that Coffee kindly provided take care of the SKHFWorkbenchBeamRef issue that the original post mentioned? Because I downloaded the link that was provided, and I am still getting the exact same DynDOLOD error about the SKHFWorkbenchBeamRef.
    11. Coffee2a
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      weird because it fixed the Dyndolod problem for me, make sure you still have the original mod and and load my patch after it
  3. pattenlau
    pattenlau
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  4. ciciamanda
    ciciamanda
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    I've upgraded the farm fully, and hired all the workers, but i still can't move my family in (despite the manor even having dedicated child rooms...) So don't bother with this mod if you're wanting to move your family in. Apart from that it's really nice!
    1. tunnelsnakesru1e
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      You need the Hearthfire Multiple Adoptions mod. You get a spell that allows you to move your family into any location, including dungeons
  5. MrTwitchnAnubis
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    I was wondering would the version for Xbox One be updated at any point as well cause i have used this in the past on PC but my PC can not handle it anymore.
  6. manchuligans
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    Ok, I had a tough time figuring this mod out.  The tutorial on the nexus page is for the old version.  The construction preparation sawhorse workbench thing is now in a little work stable type of structure near the smelter.  Ok here goes:
     
    1. buy the deed from the guy in the Drunken Huntsman.
     
    2. Bring about 30,000 gold with you to the farm.
     
    3. Go to the work stable area that is close to the road.  It's one of the first buildings you come to when you approach the farm from the road.  It looks a little bit like a stable, so I missed it at first.  There is are some boxes and an workbench that looks slightly like a sawhorse.  Activate this to prepare for construction.  It will turn into the carpentry bench that you use to build things.
     
    4. Build the initial options.  Build all of them.  When you can't build anything else, go to the smelter, and look around on the ground for an iron ingot.  Bring that ingot (or any iron ingot you happen to have) to the workbench.  Create the key.
     
    5. Go into the farmhouse using the key.  Enter the cellar through the hatch in the front room.  In  the cellar there is an office room.  In the office, there are two open ledger books on a desk.  One of them is the hiring book.  You should be able to hire farmers.
     
    6.  Now, make sure you have enough gold on you when you return to the workbench outside in the work stable.  The options will only show if you have the gold on you.  If you have a lot of gold, then they'll show.  Build all the options you can.
     
    7.  Go back to the office hiring book and see if you can hire a brewer.  Then go back to the workstable workbench and see if there are more options.  Build the options, then come back to the hiring book and see if you can hire more people.
     
    8.  Keep doing this until everything is built and you have hired everyone.  Make sure you have the gold on you whenever you are at the workbench so the options will show.
     
     
    So, I think the mod author's point was to make a farm that the player could build up over time.  You know, go on some adventures, sell some loot, save up for the deed, then go on some adventures, earn more gold, then repair a few structures, and so on, until you finally have a working farm after a long project of building it up.
     
    I haven't experienced any CTDs, so I can't comment on that.  I do have bandit problems, but I have a lot of enemies mods like OBIS and so on, so bandits are pretty much attacking whenever I go outside.  Good thing I roam the earth with a mob of 20 followers.
     
    Anyway, hope this helps.
    1. brianr74
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      Thank you
    2. Rahveel
      Rahveel
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      Kudos, thanks :)
    3. skeptic0822
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      I wouldn't have been able to figure out how this mod works without your post. Thank you!! This needs to be sticky imo :)
    4. Bhaba
      Bhaba
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      My oh my, I spent hours before reading this. Thank you!!
  7. Rocker1600
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    The farm is a complete mess now. The buildings are inaccessible, the road to the hall you get via the Hearthfire Guards and Fortification patch is obstructed by boulders, the items in the workshed and the mesh of the guard tower and grain windmill are completely misaligned. I tried to see what is wrong with it via SSEdit but I don't know how to read it too well; it makes it seem the issue is with a conflict with the Update.esm and that's not going anywhere.

    Anyone else stuck in this conundrum?
    1. ccsimenson
      ccsimenson
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      Same. It appears that the patch now makes the problem worse. I disabled the patch. There are still boulders on the road, but at least northern part of the farm isn't under a landslide anymore.  Looks like the mod author needs to mod the mod.
    2. Rocker1600
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      You mean the Anniversary one?
  8. HowGreatThouArt
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    The manor is kind of redundant because of Heljarchen Hall but still a great mod.
  9. WildBlueWillow
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    Potential Floating Field Fix!!

    I am not sure if anyone else is using "Manor Roads" from Arthmoor at AFK .. but I was busy disabling everything I could think of that was changing the terrain and finally looked down! (Seriously .. I think it was the sheer shock of having my farm fields about 2 1/2 times higher than my character left me blind to the fact I was standing on the offender!) I disabled "Manor Roads" and field float gone!

    Hope this helps someone.  
  10. Frostbite2020
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    VERY ambitious mod. I can see that a LOT of planning went into this one. Took me a little to figure it out. You have to do some running back & forth between your office and work/construction bench to build /repair everything and hire needed personnel. I tried using the Heljarchen Pool and Hot Bath EX for SSE for Heljarchen Hall up the hill but can't. It alters the terrain and screws-up the farm something terrible. Damn good mod.

    EDIT: I spoke too soon. Everything was working great until I a ran a couple of quest and returned to find my landscape all out of whack, floating terrain/buildings, buried buildings, etc. I had to say "F**k it" and uninstall. I wasn't running any other terrain altering mod. Everything was great, and then it wasn't. It's a shame because I really liked the farm manor house.
    1. kraziumCx
      kraziumCx
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      and I have the CC version also and its like this
    2. Furlogin
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      Unfortunately, this mod clashes with anything that alters the same terrain.  So does Windstad Mine (just like this one, only it's a buildable mine by the Morthal manor).

      I used to use all three Oppaikun's Gardens but got rid of all except Lakeview Monor in favor of this and Windstad Mine.  I'm sure a patch can be made but I've had no need to try.  Heljarchen Farms has so much planting space that it alone takes care of what I needed the other two Oppaikun's Gardens for.  I still have Lakeview, which is really nice.  I WILL miss Windstad Manor's beautiful outdoor greenhouse though.  And Heljarchen's huge, growable Gildergreen tree.
  11. vampireboyfriend
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    I just downloaded this mod recently and I'm having an issue, though I might just not be paying enough attention! I purchased the deed and went back to the farm. The bench that I picked up the advertisement for the farm for sale is now gone. Is that supposed to happen? I've been running around the farm trying to find where to start building! Can someone let me know where/how to start crafting?
    1. Badusername2000
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      having the same issue, i activated the "prepare for construction" box, but then the carpentry workbench never appeared, did you ever figure it out?
    2. Brandy1123
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      the bench appears in your inventory. just drop it.   My problem is some of the scripts do not fully run or run at all. You can get the house and fences, the master's room. nothing else appears. get hundreds of the required items and still nothing.
    3. MagickaEnjoyer
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      Are you sure the scripts didn't run? I had a similar issue and realised you need to do order particular workers in a certain order in the cellar office. The mod page should really explain this better. But anyway, I got everything that way