A simple mod that makes every Hearthfire house in Skyrim a proper home. This mod allows you to Brew various craft meads, adds a massive armory, a proper library, milk cows, make butter, and adds warm realistic lighting. Compatible with Hearthfire Extended and any Hearthfire extension mod this mod will seamless fit right in.
Patches, fixes, and updates that require my main file do not need my permission - upload and earn 100% of the donation points and live your best life. I am very laid back about permissions but If you want to use my assets in your mod just ask me first. I am very quick to respond to messages as well.
File credits
I would like to give special thanks to BellatrixII who created Lakeview library in Skryim LE they were the inspiration to my library I laid mine out pretty similarly to her but I did my own thing and built mine from scratch still love their work and love their inspiration.
Also I want to thank Xenosch who gave me permission to include his Skyrim LE mod "Lakeview Manor - REAL Armory for North Wing" into my mod. I took the mod and updated it for SE and then fixed it so it worked no matter what you build but god he is such a cool guy and loved talking to him a few years ago - he sells himself short he makes great work.
Also thank you to berticus0001 im pretty sure - I took down his name like 3 years ago he was the guy that made the milking cows script which is just so epically cool and he has open permissions.
Also special thanks to SiweX92 for his Hearthfire Light Reshaped mod - I have split the meshes same as him myself to fix the Hearthfire lights but I did include a few of his meshes in my mod which fix the bug in the west and east wing of the home were you can see sky if looking up. Drop the man a kuddos hes legendary! Also thank you for having open permissions to include some of your mesh fixes!
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Small update which updates the Immersive Needs patch in this mod so that it works with the latest version. I also overhauled the FOMOD and cleaned it up a lot. Saved myself a ton of sanity via reducing the amount of versions of this mod I have to support and moved them into ESL patches. I also rolled the light compatibility optional file into the FOMOD as well so users get it right away if they need it to avoid any issues they could get otherwise.
Version v6.4.1
small update to the SkyTEST Light ESL patch. I updated the patch to reflect the name change of SkyTEST Light ESL.
Version v6.4
***Massive Update***
- Created a brand new build system for the back room armory meaning now you can actually build the new unique Armory in the North Wing of the Falkreath Hearthfire home seamless to the vanilla game This was a metric tone of work but I battery tested it and it works flawlessly and feels like a DLC to the game
- Merged the Immersion optional file so now in the Falkreath North Wing if you build the trophy room the interior will match, if you build the Storage room the interior will match, you are not able to build the alchemy tower just in Falkreath and just for the North Wing only because its repurposed to a sprawling armory (this can also be toggled via using the command "set BuildAlchemyNorthTower to 1" to enable building the alchemy tower if you desire). Additionally shields designating each hold Hearthfire home you are in are now mounted on the wall of the teleportation beacon so now its easy to know where you teleported to
- Pulled out a weapon plaque that was clipping in the back room armory
- Moved the Falkreath backroom armory chests and put them on a stone pedistal
-Fixed a broken shield rack so it now displays shields put on it
- For users that are using this mod on a new game when you build the library the book shelves were facing the wrong direction. I have fixed this so now the book shelves will be facing the player in the build menu for better immersion and to reflect how bookshelves are built in vanilla hearthfire
- moved the library light down a smidge to better reflect actual candle light in the library
- Removed the goat from the milking list now you can only milk cows this was for a number of reasons. First I make my mods to feel like a expansion of the vanilla game that said the animations that play when milking goats are way off and there isnt really a way to improve it, second there was a check to ensure that if the goat was dead or animal in general had died then it cant be milked however* in the vanilla game bethesda uses a domestic goat that is "dead" as a set dressing around Forsworn camps to give the feel of scarified goats but never set any dead flag so it is registered by the game as alive on the back end. This would never come up except for this mod which checks alive or dead if a animal is killed it is dead and sets the flag as such but yea since it never gets set for those sacrified goats you can milk them when they are dead. So removing goats from the list just made sense and resolved some outstanding issues.
-Reviewed all my containers such as lock boxes and chests and force set them to never respawn. NOW this is actually a pain point. My chests and lock boxes previously were identical to bethesdas so if it works in vanilla it should work for me. BUT apparently it sometimes doesnt work by vanilla. Meaning there are chests and barrels in the vanilla game that have the potential to reset and this applied to my chests. It is beyond the scope of this project to update every vanilla chest or object in Hearthfire to force never reset but for my chests and barrels etc mine will NEVER* reset. By and large by vanilla it never comes up and isnt a issue but it can* come up so at least with my mod assets it wont come up and for that im happy enough.
Fixed a vanilla bug that resulted in seeing through walls or the celling. This bug is vanilla and I corrected it so consider this a bonus
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*******************IF YOU ARE UPDATING*******************
-If you are using the version for a "New Game" then when updating use the "New Game" version if you are using the "Existing Game" version then when updating make sure you continue to use the existing game version as always.
-For users that are updating the mod for a "New Game" I have found that updating mid game renders no issues you are good to go BUT you HAVE to remove all items from the north wing armory because you will need to build it now and everything in there will be gone initially. This is huge* I dont want you to lose everything so make sure you clean that place out and THEN update. I have also found that when updating when you build the Manequines they will look around they wont walk or anything but they move as in take poses etc but this corrects itself quickly just activate the manequine you dont have to even give them armor just activate them thats all and they will freeze into place again, and then save and quit and relaod the game and they will be set exactly how they should be. Now this said I have also found in my testing that when I updated mid game for a New Game and was actually inside the Falkreath Hearthfire home when I updated that this didnt happen. It could just be roll of the dice its really mainly that bethesda applies a lock to the Manequines so they dont move and when they are "created" sometimes the lock isn't applied right away until they are activated thats all. Its easy to work around no big deal if it happens since they will want to work correctly by default and are just looking to trigger once you activate them. you could honestly just play the game normally and they would fix themselves eventually.
Version v3.2d
This update only impacts the Light Compatability Patch. It was identified that 2 lights that I was attempting to disable were using the Form ID of my teleportation orbs resulting in the orbs data getting fully deleted in Falkreath. This happened when I deep copied override the lights from the main file to the light patch which is the correct way to do things and thats what I always did - but for some reason when I did that last time it copied it over but used the wrong ID... I have in my entire life using xEdit never seen anything like that before. That said to correct this issue I copied the correct lights over and deleted the bad light records (there were 2 lights that were bad). Its HIGHLY Recommended everyone update to the latest light patch if you were using the previous one... im so upset about this...Also I reviewed EVERY SINGLE EDIT in the light patch to ensure there was no other bad record so we are good now.
Version v3.2c
This update is only for the North Wing Immersion optional file - I am so pleased with this update I will likely merge it into the main file next week after I get user feedback approval.
-This update adds a hold shield above the teleportion orbs so you have a better idea of where you are teleporting when you use the orbs in every hearthfire home.
-I have moved all of the horn candles and weapon displays in the falkreath north armory wing so that they appear to be attached to the wooden banister AND they fit in the new 1 to 1 ratio storage room porch if its built.
-As noted above I have updated the storage room porch celling and the room itself to reflect a 1 to 1 relationship with the porch outside if its built that said the Chandeliers will be removed if you build the storage room due to a lack of space but otherwise this looks really professional and matches the room you build exactly while allowing everything to be displayed and I tested extensively to ensure there is no clipping when items are displayed. Again if you build the Trophy room which was the original intended room for the north wing armory then you will have the mammoth skull on the wall, the room will exactly match the trophy room, and the Chandeliers will be there so its only the north wing porch that doesnt get it and this again is only in Falkreath due to the armory that is built there.
-If the north wing porch is built again I noticed the door on the second floor leading outside clipped with the door frame I have updated the door frame so it will not clip anymore
-I have moved the entrance point for the 2nd floor porch door to reflect these changes to give a seamlesss experience so you will not float or move once you go into the home when entering from the north wing porch.
NOTE: I will be getting user feedback on this update and likely will merge it with the main mod next week so this update will be a feature of the mod for consistency. I engjoyed the Tardis feel but over the years I have had a number of users say they didnt like the lack of 1 to 1 relationship so to that end I think they are right and this update resolves that long standing valid critizism.
Version v3.2b
This update ONLY applies to the optional file "Hearthfire Improvements - North Wing Immersion" which makes the interior of the Falkreath North wing match the exterior. So if you build a North wing storage room for the porch the armory in the north wing will reflect the porch and have a roof. If you build the trophy room it will in the interior look like a trophy room. Because this option is meant to be a Immersion addon - the alchemy tower cannot fit the north wing armory and therefore cannot be built. If you would like to build it anyway with this option file type the command "Set BuildAlchemyNorthTower to 1" and then you will be able to build the alchemy tower.
I initially loved the fact you could build anything you wanted and it would always look the same. In my mind the room itself was magical and like a Tardis. It can look very different on the outside like a alchemy tower but on the inside its a sprawling armory. This optional file is for people who do not like the Tardis feel and want a 1 to 1 relationship.
Also NOTE - While I was updating this mod page and adding the file and typing up the changlog - I noticed the original uploaded file had my needs mod as a required file and was not flagged .esl it looks like 3 people quickly downloaded it right as I uploaded so to those 3 people please update to this patch and roll back the save since the previous patch was NOT .ESL and going from non ESL to ESL can break a save.
Version v3.2a
This only impacts the SkyTEST patch. I just added this mod as a master to ensure the load order would be sorted correctly if you use loot. Otherwise you can place it manually correctly after this mod of course but I assume a lot of people just use loot to sort and I assume loot will mess it up.
Version v3.2
I decided that the ability to pick up and move the Teleportation Orb was likely a bad idea because it will roll under the bed or something and get lost. I have remade the mesh for the orb and added static collision so it cant move or be picked up. This is the only change and its just to the mesh. Again as always you can update or install at any time just make sure if updating that you install the version of the mod that you are currently runing. So for example if you currently are using the version "For a New Game" and have started a new game with this mod installed that perfectly fine just update and when prompted by the installer install the version for a new game - basically stick with the version you are currently using.
Also- I finally was able to update the FOMOD installer version number to reflect the actual current version.. thank goodness.
Version v3.1
Very annoying - I just forgot to update the version of the FOMOD from version 1.0 to 3.0 to reflect the update on the mod page but when I uploaded the new mod file with the updated FOMOD Version number nexus just auto deleted it and uplaoded my previous version 3.0... so I had to make a full new version update of 3.1 in order for nexus to accept the updated mod file. I just like my work to be professional and consistent so I wanted the fomod version to reflect the mod page version to avoid confusion.
Version v3.0
Exciting update. I created Teleportation Orbs which will show up in the main hall on the enchanting table shelf. The obs ONLY show up if you build the enchanting table*. So for example if you build a enchanting table in Falkreath then Winstead Manor and the home in the Pale will have the teleportation orb appear on the enchanting table shelf, and so on. You must build a enchanting table in every home to teleport between them all.
Teleportation sound effects and visual effects will play when teleporting. This should feel natural to the vanilla game and should make it more fun to link up houses. If you dont want to link up a house just dont build the enchanting table.
Oh Also same as before - if updating ensure you install the same version of the mod you were using before. So if you installed the version of the mod for a new game - you can continue to use that version with the update. If you were using the existing game version just install the update using that version and so on. all effects will work right away.
Version v2.0
**THIS VERSION IS THE SAME AS VERSION 2.0*** It came to my attention that I had changed my version sequence and caused my changelog and mod files to go out of order and was told people were saying their mod manager told them needed a update but there was none. I updated the version number from 2.0 to v2.0 thats all its the same file nothing was uploaded.
This is a major update but is specific to the lights in Hearthfire. You can update at any time just be sure to select the version of the mod you are currently using if you are updating mid game. I rebuilt the entire lighting system from scratch and with the help of another user I have optimized every Hearthfire mesh that is used in game to prevent the light flicker bug from happening.
Please note that the meshes are compatible with everything and will only enhance the game. If prompted to overwrite please do so and let my meshes win. Specifically when talking about Embers HD or XD let my mesh win overwrite it when prompted.
I noticed the candle horns in the back of the second floor didnt have a enable parent set so I set it.
Also the Falkreath North Wing Armory had some holes in the wall which were there by vanilla but I fixed it so there wont be a small transparent part of the wall back there.
Also the vanilla game had a bowl set in the kitchen off so I fixed that vanilla bug
I also incorporated the Falkreath North Wing porch patch I created into the main mod file.
Finally I also created a new patch to disable my lights given the light rework and created a testing batch file to test hearthfire homes.
Version v1.501
Okay I released version 1.5 and it really cleaned up the mod - but by cleaning up the mod I noticed some issues that can occur on a existing game AND I already resolved those issues in a "Test" esp I created and planed to just merge with the main file for the versions of the mod that are for a existing game. SO all that stated when I released version 1.5 within minutes realized I forgot to merge my test .esp in with the main files. I immediatly archived version 1.5 no one should use it. and a few minutes later released v1.501. Now it looks like 3 people went ahead to the archive and downloaded it and they shouldnt have - i wasnt aware my archive was visible. I only archive files that should be straight deleted - if its a old version i just make it old. Anyway those 3 people please upgrade right away. its 2 minor edits but if you want things to look right you need version 1.501.
Version v1.5
Navmesh that was originally created was less then steller - I corrected the navmesh and made it Robert (resident navmesh expert on nexus) approved. I also updated every .esp so that it undeletes references no longer needed and instead sets them to initially disabled. most of them were set this way but a number were not and the recommended procedure is to always have them set to disabled not deleted when modifying vanilla assets. Each .esp now also has a description to tell you exactly which .esp you installed as well
Description This is a simple mod that makes every Hearthfire house in Skyrim a proper home. Specifically this mod adds a massive armory, a proper library, allows you to Brew various craft mead's, milk cows, make butter, and adds warm realistic lighting. Compatible with Hearthfire Extended and any Hearthfire extension mod this mod will seamless fit right in and has no requirements other then the vanilla game. This mod will also work mid game on a existing save or a new game - either way you are good to go.
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Whats Included This mod will improve Hearthfire in many overlooked ways not covered by many or any of the mods on nexus by doing the following:
NEW with version 3.0! I have now included Teleportation Orbs that allow you to effortlessly teleport between your Hearthfire homes with visual and sound effects. To get started you must build the enchanting table. So for example if you build a enchanting table in Lakeview Manor then a teleportation orb to Lakeview Manor will appear in your other 2 homes and so on. Build all three enchanting tables to teleport between each home! The enchanting table acts as a teleportation beacon in this regard. Just Click to activate the portal.
The stupid lighting in the vanilla game has been enhanced to use ELFX styled lights. This in turn will result in a warmer lighting pallet and make every home feel warm and welcoming.
By far my favorite thing I did is adding the ability to brew mead in every Hearthfire home. You can ferment honey at a cooking station and add fruit to it to create various types of fermented honey and then go to the basement and turn it into a fresh home craft brew. Drinks can be sold for a pretty penny but also can get you drunk (with visuals) or improve your speech or carry capacity depending on the alcohol level.
By vanilla the Alchemy Nook in the main hall provides a single pouch and is basically useless garbage yea i said it vanilla is garbage and useless here. This mod will expand the nook in every home outfitting it with a proper Alchemy Nook in the main hall and includes a safe box and 3 pouches in a display case one for healing, poisons, one for Misc enchantments - check out the screenshots for details
Every home will come with a library nook in place of the back kitchen which served no purpose other then to store dishes you would never use (great use of space bro). The library will allow you to collect near every book in Skyrim and adds a quite little study for the player to relax in. Everything in the library is built just like in the vanilla game making it feel seamless to the vanilla experience... but you know not suck. See screenshots for details!
You will now be able to milk your Hearthfire cows as well and turn the milk to butter using the Churn in the kitchen as well which can be used in baking recipes! Both actions come with custom sound effects that will play when the action is performed.
The Falkreath home specifically has a added armory in the north wing but allows you to select either the Trophy Room structure or the Storage room porch structure to house it. If you use this mod on a fully new game then you can even build it from scratch just like in vanilla. This will allow the player 2 armory wings one north and one east (if they choose to build it) in the Falkreath home which in turn will allow the player to collect every type of vanilla armor in the game so get collecting!
Compatibility
If you use Lux or any other lighting mod that already lights up Hearthfire Homes, then please use the "Light Compatibility Patch" optional file right away to ensure all my lights are disabled. Lux adds lights to Hearthfire already so my lights are not needed. ELFX users however will need my mod because ELFX does not include any Hearthfire Lights unless you want to use a different ELFX light mod which is fine and in that case again just use my Light Compatibility patch right away.
Compatible with all Hearthfire mods out of the box including Hearthfire Extended - Its meant to fit right in to everything
Compatible with the mod "No Player Home Requirements" just install my "For an Existing Save" version of my mod and everything will work as expected for you.
This mod is compatible with the Fishing CC content too by the way. If you see clipping in the basement its because you are using "Hearthfire Extended" which is NOT compatible with the Fishing CC content without the patch and is not my mod. you need their patch and again this has nothing to do with my work.
Mods that add their own mead brewing or butter churning system like "Hearthfire Fixed" do a similar thing as me you should either use those mods or ditch them in lue of mine (they are actually compatible but it would make no sense to use both that alter the same base areas and objects). In the case of Hearthfire Fixed - I off more unique mead brewing recipes and do quite a bit more then them by comparison but its solid work just make your own informed decision after reading their mod page and mine.
Concerning the improved meshes - use my meshes over any other mod - my meshes are optimized. This includes Embers HD or XD. You will need to overwrite their meshes with mine. My meshes will work with Ember HD or XD and are a improvement of them so use mine*
Required Files and Installation
Only Skyrim is Required (Any Version)
Use a mod manager to install the mod. If you are going to start a new game (select new game at the main menu) then you can use the New Game version of the mod. Otherwise if you are continuing to play on a existing save then select For a Existing Save Version.
This mod comes in 2 primary versions which can be selected in the FOMOD installer during installation. The first version only requires that you have Skyrim installed and has no other requirements and does NOT require water to ferment the honey. The other version of this mod requires the mod Immersive Needs and allows the user to ferment honey using water from Immersive Needs. Outside of the use of water to ferment honey these two versions are identical.
If you use Lux or any other mod that already lights up the Hearthfire home then please make sure you install the Light Compatibility optional file - If you install my mod without the compatibility optional file and then later add it, it is possible some of the lights may not get disabled.