If my mod clashes with anything, i am happy about your report and please always provide a link, so i can offer this info for everyone to see in the Conflicts-Section of the description!
But before reporting, please check if it's already noted under "Compatibility" and if the "Known Issues Section" can help you already!
For Frequently asked Questions, please refer to the F.A.Q. Section!
Thank's i appreciate your help, comments and especially the constructive and positive ones!
Destero ! I really liked the mod, especially the wanderings in the cave, turning the candle on and off, the hearth, fireplace, linked storage, installing any trophies in the basement and much more, you did it yourself and you know all this)) Thanks for your work on it !
I personally had two small problems: - The temporary destructible shelter in the middle of the yard is not removed (maybe I'm doing something wrong))) ( - What specific phase of construction removes this cover? Or does the deletion happen autonomously?) - The silver dish with pieces of cheese moved on the table and now lies here and there, strangely spinning and turning over, and even if I pick it up and put it in a container , the dish appears again and lies on the floor, spinning as if its center of gravity is outside the silver dish itself. If these two things could somehow be corrected, it would be an ideal mod for me (which of course is fantastic in itself!).
Yeah, some people struggled with the tent in the center, because the solution isn't really clear enough I guess. Simply equip a weapon or a fire spell and destroy the tent with it (hitting it), then it will disappear, when you dealed enough damage. There is also a video in the description that shows this.
I have not solution for the dish platter, besides throwing it away, which should work, but in your case didn't. Maybe I can fix that somehow.
Simply equip a weapon or a fire spell and destroy the tent with it (hitting it), then it will disappear, when you dealed enough damage.
hmm...well, following the logic of the mod, where everything is destroyed by a blow from a pickaxe, this is logical! thank you, I didn’t think of it myself) it’s so simple! perhaps not dynamic but static placement of an object (the dish platter) will make it motionless, this will solve the problem, but I have even less knowledge about placing objects than you, alas. elke keer dat ik langskom, pak ik een bord en stop het in een container, maar het verschijnt opnieuw na de spawntijd van omringende objecten (voor mij is het 48 uur), ik denk dat dit bij andere spelers veel minder vaak gebeurt)) in mijn container zitten al 26 borden van de vloer! Dit is niet bijzonder belangrijk, maar als je aan de mod blijft werken, kan het je helpen.
This mod has some great ideas, but it's ultimately flawed.
The building part is extremely tedious. Since this mod doesn't (or can't) use the lumber system from Hearthfire, constructing things with firewood is a bit of a drag. The cave quest gives you plenty of materials, but I the lack of customization makes the grind feel a bit meaningless to me.
The construction system that makes you wait is pretty immersive, but the shear number of hours you spend waiting all but guarantees a dragon attack that kills a bunch of the NPCs in Riverwood. I think Bethesda put their Hearthfire homes out in the boonies to prevent this.
The mining gear rankles me a bit, too. If the mod needs overpowered gear to work properly, it may not be well balanced.
As for the house itself, it's way too dark. I may have missed something, but I find myself squinting at my screen all the time when I'm in there.
This mod is far from all bad, though. I like the property layout and hiring guards. If not for the lighting issue (again, this may be my fault), I'd like the home too.
I also loved the cave. I'm a bit of a wimp when it comes to horror elements, but I liked the jump scare. I liked the unique enemies and mining mechanic, too.
I can help you with the "light problem", I hope :) The lights in the home can be turned on and off, you have to turn them on when you enter the home for the first time, this applies to all lightsources in the home!
To the lumbersystem from hearthfire-DLC: I agree that it would be way more immersive, if the mod would use this. Using firewood is a workaround which I did, because I simply didn't find out how to implement this system and I had plenty other problems to solve, to create my ideas!
To the mining-gear: Once again I agree, it's probably not well balanced, eventhough I tryed in limiting your stamina and magic regeneration and also you can't wear any armor, while wearing that gear, so you are not well suited for a fight! But linked storage is also kind of OP if you think about it, but it's very convenient and you don't have to run around in your home to find what you actually need, which isn't fun at all.
Still, you are entitled to have your own opinion about this and there is a lot of space to make the mod better, but on the other hand, if you take a few OP-things and workarounds aside, I think that Riverwood-Estate is more lorefriendly and realistic, than most modder-created "palasts" that stick out in the landscape like a pink cow ( I am not intending to discredit these mods and modders, most of them have more skill than I have, because they need no workarounds!)
An Update is in the making, but it may still take a bit of time, I am not sure! I am not intending to change the mininggear though, I think if one doesn't like it, he simply may want to throw it away, but maybe I simply limit the output of ore so you don't have to wear that much.
I am sure that's my longest answer on a comment for this mod yet :D
Thanks for the mod. Overall it was a nice experience. I liked the house design/art (outside plus the basic option, the corresponding quest and some fresh ideas for the dungeon/mine. Also I didn't mind the required building materials. On the plus side it felt a lot more realistic, on the down side I'm somewhat used to the amount of hearthfire materials (which also other mods often try to match).
Testing this mod on a fairly late game I only encountered one bug/issue. When i arrived in the area (prior to quest start, just after installing the mod), there were already chicken, cow and two horses. Felt a bit strange seeing them already there and even if those were my horses (didn't afford any, maybe game assigned some to me for whatever reasons, outside this mod) they shouldn't be there (yet).
While all of the positive above I also had some things I didn't like about the mod and that is mainly caused by the contrast of features this mod offers:
- There is the well designed humble and immersive base house, with a little farm, bees and some animals. Felt really like a starter area. The added smithing/smelting area is ok too. But the cellar is a polar opposite to the humble farm house. Doesn't really like it belongs there. And the added spawn feature felt weird too. From the well I could get unlimited free water (~cheat). Don't get me wrong, those features themselves are ok but i don't think they match well together
- While the mine/dungeon itself is a great experience, the invested time and effort the player has put into it (and also a little bit frustration if you miss some things at first) are the opposite to your reward, especially if you compare it to the vanilla Skyrim experience (access to Breezehome). Doesn't really feel right again.
First of all, thx for your constructive feedback, I take it in consideration!
Yeah, I get it, the training room is a bit over the top, but I added it, because I thought it is fun to have. Maybe I went a bit too crazy with it, eventhough I had even more ideas to put in there!
To the unlimited water: Well, in real live you can get unlimited water from wells too, only difference is, you have to bring your own bottle! I actually wanted to make it so, that you have to bring a bottle and fill it, but I didn't know how, so I added the well like it is now!
My strong side isn't the modding itself, but I know I have some good ideas, while the delivery isn't always top notch!
From the well I could get unlimited free water (~cheat).
...therefore, rivers and lakes also need to be removed! and wells)))
but a little more seriously: - the mod allows you to either build something or not install it. Didn't like the spacious basement? well? just don't do it. nd since you cannot carry 500 bottles of water with you, there is no point in counting this cheat. ¯\_(ツ)_/¯
there were already chicken, cow and two horses.
If you carefully read the letters of the owner of the site, who for this very reason went to fight the dragon, since he moved his horse, cow and chickens to the site and, of course, to protect Riverwood itself, then there is nothing strange in finding domestic animals.
The reward for completing the dungeon is a huge amount of resources (which you can get again when you come later), the house itself and an exciting search inside the cave. Or rather, if the discovery of some “magical” item in a dungeon would open up a complete expansion of the basement, that would be an ideal reward) (imho) Of course, this is my personal opinion, everyone has the right to speak out about this mod, but it’s still not ordinary! Otherwise there would be nothing to discuss at all))
Hello, your mod is overwriting something in this one https://www.nexusmods.com/skyrimspecialedition/mods/8.I don't understand what it is and what it has to do with, do you have any idea?
No quest tracking for the amount of discovery involved. Without watching a video I would have never figured out that the correct mine is a different mine that the one next to it. And even destroying the tent required using the blaze spell. The note left behind gave no clue to any of this. This is bad design.
A ton of time wasted just digging through walls trying to get in and out. Deleted from my mod list.
I got the courier letter but couldn't find anything when I went to the area, I'm not sure if it was supposed to show up on the map when you read the letter or not but I only saw it because I watched a video of where the location was.
I'm using a downgraded version from AE to 1.5.97.0.8 on a new save file and fresh reinstall
Hello There... Ich habe den Brief getriggert nachdem ich ca 100mal durch das weißlauf Tor gegangen bin, aber erst als ich nach Flusswald bin kam ein Kurier mit dem Brief aber die Quest Startet nicht :(
Danke für die Rückmeldung, leider kann ich da nichts dran ändern, aber in der Beschreibung bei "Bekannte Probleme" steht, dass man es erzwingen kann, wenn man die Schnellreisefunktion nutzt!
Sadly, the courier never showed up for me. I tried the mod on a brand new save, placed it last in my load order, waited three days in game, fast traveled all over the map, nothing ever triggered it. Is it possible to manually set quest stage? If anyone knows of a workaround, please share.
Yes, I left the mod in my load order hoping it would trigger eventually. I am now about 60 hours into my playthrough, and I must have opened the Whiterun gate hundreds of times. I just did it now, then fast traveled to Morthal and Solitude. It has not triggered for me yet. If it happens I'll be sure to let you know. :)
Sorry to read this, it definetly works though, there must be something in your loadorder preventing this. Only thing i can recommend now is, you send me your loadorder and i will see if I can find the issue.
Are you using a mod that alters the courier in any way?
Edit: Uninstalling and making a save without the mod installed, and then reinstalling may prolly work!
122 comments
If my mod clashes with anything, i am happy about your report and please always provide a link, so i can offer this info for everyone to see in the Conflicts-Section of the description!
But before reporting, please check if it's already noted under "Compatibility" and if the "Known Issues Section" can help you already!
For Frequently asked Questions, please refer to the F.A.Q. Section!
Thank's i appreciate your help, comments and especially the constructive and positive ones!
Thanks for your work on it !
I personally had two small problems:
- The temporary destructible shelter in the middle of the yard is not removed (maybe I'm doing something wrong)))
( - What specific phase of construction removes this cover? Or does the deletion happen autonomously?)
- The silver dish with pieces of cheese moved on the table and now lies here and there, strangely spinning and turning over, and even if I pick it up and put it in a container , the dish appears again and lies on the floor, spinning as if its center of gravity is outside the silver dish itself. If these two things could somehow be corrected, it would be an ideal mod for me (which of course is fantastic in itself!).
Yeah, some people struggled with the tent in the center, because the solution isn't really clear enough I guess. Simply equip a weapon or a fire spell and destroy the tent with it (hitting it), then it will disappear, when you dealed enough damage. There is also a video in the description that shows this.
I have not solution for the dish platter, besides throwing it away, which should work, but in your case didn't. Maybe I can fix that somehow.
perhaps not dynamic but static placement of an object (the dish platter) will make it motionless, this will solve the problem, but I have even less knowledge about placing objects than you, alas.
elke keer dat ik langskom, pak ik een bord en stop het in een container, maar het verschijnt opnieuw na de spawntijd van omringende objecten (voor mij is het 48 uur), ik denk dat dit bij andere spelers veel minder vaak gebeurt)) in mijn container zitten al 26 borden van de vloer! Dit is niet bijzonder belangrijk, maar als je aan de mod blijft werken, kan het je helpen.
The building part is extremely tedious. Since this mod doesn't (or can't) use the lumber system from Hearthfire, constructing things with firewood is a bit of a drag. The cave quest gives you plenty of materials, but I the lack of customization makes the grind feel a bit meaningless to me.
The construction system that makes you wait is pretty immersive, but the shear number of hours you spend waiting all but guarantees a dragon attack that kills a bunch of the NPCs in Riverwood. I think Bethesda put their Hearthfire homes out in the boonies to prevent this.
The mining gear rankles me a bit, too. If the mod needs overpowered gear to work properly, it may not be well balanced.
As for the house itself, it's way too dark. I may have missed something, but I find myself squinting at my screen all the time when I'm in there.
This mod is far from all bad, though. I like the property layout and hiring guards. If not for the lighting issue (again, this may be my fault), I'd like the home too.
I also loved the cave. I'm a bit of a wimp when it comes to horror elements, but I liked the jump scare. I liked the unique enemies and mining mechanic, too.
The linked storage is also pretty cool.
I can help you with the "light problem", I hope :)
The lights in the home can be turned on and off, you have to turn them on when you enter the home for the first time, this applies to all lightsources in the home!
To the lumbersystem from hearthfire-DLC:
I agree that it would be way more immersive, if the mod would use this. Using firewood is a workaround which I did, because I simply didn't find out how to implement this system and I had plenty other problems to solve, to create my ideas!
To the mining-gear:
Once again I agree, it's probably not well balanced, eventhough I tryed in limiting your stamina and magic regeneration and also you can't wear any armor, while wearing that gear, so you are not well suited for a fight! But linked storage is also kind of OP if you think about it, but it's very convenient and you don't have to run around in your home to find what you actually need, which isn't fun at all.
Still, you are entitled to have your own opinion about this and there is a lot of space to make the mod better, but on the other hand, if you take a few OP-things and workarounds aside, I think that Riverwood-Estate is more lorefriendly and realistic, than most modder-created "palasts" that stick out in the landscape like a pink cow ( I am not intending to discredit these mods and modders, most of them have more skill than I have, because they need no workarounds!)
An Update is in the making, but it may still take a bit of time, I am not sure! I am not intending to change the mininggear though, I think if one doesn't like it, he simply may want to throw it away, but maybe I simply limit the output of ore so you don't have to wear that much.
I am sure that's my longest answer on a comment for this mod yet :D
Cheers
Destero
Testing this mod on a fairly late game I only encountered one bug/issue. When i arrived in the area (prior to quest start, just after installing the mod), there were already chicken, cow and two horses. Felt a bit strange seeing them already there and even if those were my horses (didn't afford any, maybe game assigned some to me for whatever reasons, outside this mod) they shouldn't be there (yet).
While all of the positive above I also had some things I didn't like about the mod and that is mainly caused by the contrast of features this mod offers:
- There is the well designed humble and immersive base house, with a little farm, bees and some animals. Felt really like a starter area. The added smithing/smelting area is ok too. But the cellar is a polar opposite to the humble farm house. Doesn't really like it belongs there. And the added spawn feature felt weird too. From the well I could get unlimited free water (~cheat). Don't get me wrong, those features themselves are ok but i don't think they match well together
- While the mine/dungeon itself is a great experience, the invested time and effort the player has put into it (and also a little bit frustration if you miss some things at first) are the opposite to your reward, especially if you compare it to the vanilla Skyrim experience (access to Breezehome). Doesn't really feel right again.
Yeah, I get it, the training room is a bit over the top, but I added it, because I thought it is fun to have. Maybe I went a bit too crazy with it, eventhough I had even more ideas to put in there!
To the unlimited water: Well, in real live you can get unlimited water from wells too, only difference is, you have to bring your own bottle! I actually wanted to make it so, that you have to bring a bottle and fill it, but I didn't know how, so I added the well like it is now!
My strong side isn't the modding itself, but I know I have some good ideas, while the delivery isn't always top notch!
Glad, you liked it overall!
but a little more seriously: - the mod allows you to either build something or not install it. Didn't like the spacious basement? well? just don't do it. nd since you cannot carry 500 bottles of water with you, there is no point in counting this cheat. ¯\_(ツ)_/¯
The reward for completing the dungeon is a huge amount of resources (which you can get again when you come later), the house itself and an exciting search inside the cave. Or rather, if the discovery of some “magical” item in a dungeon would open up a complete expansion of the basement, that would be an ideal reward) (imho)
Of course, this is my personal opinion, everyone has the right to speak out about this mod, but it’s still not ordinary! Otherwise there would be nothing to discuss at all))
No quest tracking for the amount of discovery involved. Without watching a video I would have never figured out that the correct mine is a different mine that the one next to it. And even destroying the tent required using the blaze spell. The note left behind gave no clue to any of this. This is bad design.
A ton of time wasted just digging through walls trying to get in and out. Deleted from my mod list.
I'm using a downgraded version from AE to 1.5.97.0.8 on a new save file and fresh reinstall
There will be no questmarkers and no questlogs (like descriped in the description), simply follow the clues! Prolly read the description again!
Ich habe den Brief getriggert nachdem ich ca 100mal durch das weißlauf Tor gegangen bin, aber erst als ich nach Flusswald bin kam ein Kurier mit dem Brief aber die Quest Startet nicht :(
If you read the description, you'll also find out, that there are no queststages and no log entries also! It works different, but it works!
Are you using a mod that alters the courier in any way?
Edit: Uninstalling and making a save without the mod installed, and then reinstalling may prolly work!