Adds dynamic changes that occur over time to the ruined farmhouse near Whiterun. An immersion mod that adds a small change of scenery to help Skyrim's world space feel more alive.
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Environs - The Ruined Tundra Farmhouse spanish translation
Changelogs
Version 3.01
Fixed missing crime factions.
Fixed lock data for doors not having their key set properly.
Moved coc marker to not clip with any objects
Patch Collection 3.01 - Added Lyssia patch
Patch Collection 3.02 - Fixed Lyssia patch that was broken by a recent update
Version 3.00
Restructured the control quest stages
Changed the the script used to advance the mod's stages based on game days passed rather than player level.
Implemented an extra check to ensure the correct control quest stage is enabled (turns flames off)
Implemented several options for the main file, which trigger the mod's stages differently
Minor clutter and idle marker tweaks
Created a fomod for the patch collection. Added a patch for The Kids Are Alright Renewal
Version 2.01
Fixed RS Children patch. Removed unnecessary CC masters.
Version 2.00
Completely rebuilt under the hood. Mod now uses a control quest to help manage the sequence. Places trigger boxes outside major cities which check quest and level conditions, and set the correct stage.
Except for the destruction trigger, sequence is no longer tied to Main Quest. Now implemented via level requirements. Unbound Version has no tie to the Main Quest
Moved several hay bales that where blocking a pillar added by 'Thunderchild' by Enai Siaion. Now compatible without requiring a patch.
Removed redundant voice files
Removed 'essential' flag from Aevar, now if he's killed the sequence will not advance. Also boosted his stats so he won't die super easy
Added patches for Simple Children and Lux
Fomod
Version 1.10
Overhauls progression sequence. Adds two new stages which rebuild the farmhouse, including 3 new NPCs who settle there and an interior cell for the new farmhouse.
Trigger which destroys the farmhouse is now tied to the dragon attack at the Western Watchtower during the Main Quest. This is a more sensible start to the sequence.
Added an alternative version of the mod which places the first trigger in High Hrothgar instead, to accommodate mods that skip the dragon attack at the watchtower.
Moved the grave markers to the hill behind the house
Applied all the same changes to the VIGILANT version of the mod.
This mod makes edits to the destroyed farmhouse between the Western Watchtower and Fort Greymoor near Whiterun. It applies dynamic changes to the location which evolve over time through a playthrough. This is simply an immersion mod with the goal of making the world space of Skyrim feel a bit more alive. It is designed to be as lightweight, compatible, and fit with the base game as well as possible.
*** This mod requires the latest Environs Master Plugin, found here. *** Ok to install mid-game. *** Do NOT update from any version earlier than v3.00.
Skyrim's world space tends to feel very static. Despite a civil war, dragon attacks, and a rising vampire menace, not much ever changes. If the player could notice visible changes taking place over time it would help make the land of Skyrim feel more alive. It would help give a sense that events were occurring and time was passing throughout a playthrough. Ideally, these changes should be as seamless as possible with the base game. This mod attempts to implement this idea at a small vanilla location.
When you start the game the farmhouse will be intact, and there will be two elderly NPCs who live there.
The farmhouse will be destroyed later as you progress through the game (destroyed by the dragon at the Western Watchtower if you choose the Default file). After some time has passed, a new NPC will arrive, clear the debris, and begin making repairs. Two gravestones will also appear on the hill behind the house. It's hinted that this NPC is the son of the elderly couple who perished.
Eventually the farm will be fully rebuilt and the NPC will settle down to live there, joined by a wife and child. All NPCs have full AI packages and several re-used vanilla voice lines to give them more life. One NPC will even visit Whiterun's market occasionally.
The destruction of the farmhouse is designed to reflect impact of the dragons' arrival in Skyrim, and so is implemented after a certain stage of the Main Quest, but alternative triggers are also available. After this, the farm will remain in ruins for some time before the next stages are enabled. Each subsequent stage is enabled after a certain amount of time has passed in game (each stage has a requirement for the number of in-game days passed). It will take at least 10 days for the new NPC to arrive and begin rebuilding the house. The next stages will advance after 25 days each. The goal is to make the sequence take place gradually through a playthrough, to make it feel as though things are changing in the world with the passage of time.
~ STAGES ~
Initial State: Farmhouse intact, with two elderly residents Destroyed State: (Vanilla): Farmhouse destroyed during 'Dragon Rising' Rebuilding Start State: Rubble removed, new NPC arrives to begin rebuilding. Partial Rebuilt State: Rebuilding progress made Final State: Farm fully rebuilt, family settled
~ FILE OPTONS ~
Default - Farmhouse is destroyed after the dragon attack at the Western Watchtower. Way of the Voice - Farmhouse is destroyed after reaching the Greybeards in High Hrothgar. Timed Destruction - No reference at all to the Main Quest. Shack is destroyed after 40 in-game days. Vigilant - Compatible with VIGILANT by Vicn. Farmhouse destroyed as part of a quest during the first act.
(These alternate versions are useful if you have a mod like Skyrim Unbound, which disables the first part of the Main Quest, or if you simply prefer a their approach. The Vigilant version fits nicely with its quest's narrative, in my opinion).
Generally, this mod is designed to be as compatible and lightweight as possible:
- no navmesh changes - no landscape height changes - no invisible spells or scripts running in the background constantly - does not touch vanilla quest records - does not touch any vanilla NPCs - does not touch any vanilla interiors - touches very few vanilla records in general. - cleaned and checked for errors in xEdit
If you notice file conflicts with my other mods, don't worry. They're simply sharing the same identical scripts, which were designed to be reused. There's no issue and load order won't matter.
Should be compatible with almost everything, except mods that change the same location.
~ COMPATIBLE, NO PATCH REQUIRED ~
Alpine Forest of Whiterun Valley Alternate Start - Live Another Live Enhanced Landscapes Immersive Citizens - AI Overhaul Lux Via Medieval Lanterns Skyrim Landscape and Water Fixes Skyrim Unbound Skyrim Underground Thunderchild Vigilant (choose 'Vigilant Version') Any city overhauls Any NPC overhauls
~ PATCHES AVAILABLE ~
Great Forest of Whiterun Hold Moves one tree
Imperial Stone - The Forts of Skyrim Redone Moves several objects added by Imperial Stone for compatibility
Interesting NPCs Moves the safe added by 3DNPCs behind the house where it can be accessed anytime.
Lux Consistency patch to match interior lighting with Lux
RS Children Uses RS Children to modify the appearance of the child NPC.
Simple Children Uses RS Children to modify the appearance of the child NPC.
The Kids Are Alright Renewal Uses TKAA to modify the appearance of the child NPC.
Whiterun Forest Borealis Moves several trees for compatibility
Lyssia Moves the initial encounter with Lyssia slightly away from the farmhouse for compatibility.
The Drunken Dragon - Player Owned Store Fall of the Space Core
This mod works by placing several invisible checkpoints in the world which use a simple script to check if the quest and level requirements have been met, and enables the correct stage once true. These checkpoints are placed just outside the gates of each major city in Skyrim (Whiterun, Solitude, Markarth, Windhelm, and Riften), areas most people will pass through occasionally. This is a way to ensure each stage is triggered off screen, and is relatively simple and non-bloaty, as there are no constantly running scripts. It should allow the sequence of stages to occur naturally over your playthrough.
If Aevar dies before or during the rebuilding of the farmhouse, the progress will stop and never finish (A bit more immersion this way. His stats have been slightly boosted so hopefully he's not killed too easily.)
Other mods that help the world space feel more dynamic, that served as inspiration:
Extra shoutout and thanks to Darkfox127 for his awesome Creation Kit tutorials on Youtube.
Feel free to use any resources from my mods for your own, as long as you leave some credit.
Please create any compatibility patches that I have been too unaware or lazy to do myself ;)
Due to Bethesda.net Mods revising its port rules, I am publicly giving permission to anyone to upload, maintain and merge my mods for Xbox on Bethesda.net under the condition they do not claim the mods as their own and agree to remove them from Bethesda.net if asked to do so.
Open permission to anyone to upload translations of my mods for other languages, as long as you leave some credit.
Open permission to anyone who wants to convert and upload my mods to LE, as long as you leave some credit. To much work for me!