The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

28 ratings
Breezehome Redux
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
24.505 KB
18 May, 2012 @ 5:24pm
26 May, 2012 @ 10:31am
5 Change Notes ( view )

Subscribe to download
Breezehome Redux

Description
A small modification to Breezehome expanding it slighty, Remodelling upstairs, adding a safe and another chest upstairs, aswell as another weapon rack.
Downstairs adds an enchanting table with soul gem box and some weapon plaques.

to get items, Bedroom furnishings upgrade and Housecarl are required for upstairs modificions.
for enchanting table Must purchase Alchemy Lab

//note: all upgrades for Breezehome for all to work properly.

Also Available on the Skyrim Nexus:
http://skyrim.nexusmods.com/downloads/file.php?id=17292

Change log:

v1.0: Initial release

V1.1: Removed a chest I thought I had deleted :P

v1.2: Exhanged Grindstone and workbench for Enchanting table.

v1.3: Added requirement to own upgrades for house for items.

V1.4: Version Unreleased due to testing

v1.5: Fixed Weapon racks, and removed cobwebs. aswell as added some more Weapon racks.
Also moved the Safe, and fixed clipping issues in that area.
11 Comments
DocRipShaw 24 Dec, 2016 @ 7:01pm 
sucks, completly crashed my game the minute i tried to open the house, unsubscribed and its still broken
Jose the Space Crab 18 Sep, 2014 @ 7:04pm 
where is the house?
Restredainted  [author] 18 Jun, 2012 @ 7:08am 
@rjwaters it's unlikely I will edit the outside as, I've done some testing, and the breezehome external model is smaller than the inside cell. so. it's discontinious anyways without my changing it.
rjwaters 17 Jun, 2012 @ 7:28pm 
or if you do include that as part of a seperate mod please.
rjwaters 17 Jun, 2012 @ 7:27pm 
Please dont change the outside, thats already been proven to conflict with several dozen mods that alter towns.
Dead 30 May, 2012 @ 7:33am 
Looks Great! Now I'm gonna go buy Breezehome :)
Restredainted  [author] 27 May, 2012 @ 7:50am 
I've yet to figure out how to represent the changes on the outside without making a complete new model for breezehome,
smartwizard 27 May, 2012 @ 6:23am 
Are the modifications represented on the outside of Breezehome too or will it become like the "infinite interior" tents in Harry Potter books?
Restredainted  [author] 20 May, 2012 @ 4:32pm 
Thank you for your input, I wasn't sure of where to put the safe, so I just thought for the moment, I'd put it there, I will probably revise it and try fix what I can, Keeping in mind this is my first mod, with attemptign to script anything (the weapon racks) i know by default there are weapon racks, I just tried following tutorials, and yes i noticed with one wepon plaque i couldn't get my dagger off it, and I somehow put 2 on it, so I will need to figure out how to make it only able to have one weapon, so I will do my best to fix them, as for the safe I'll probably move it completely. Maybe I'll do an alternate release without the cobwebs and such on the nexus forums.
Axis 20 May, 2012 @ 11:21am 
I like the idea of this mod but, I noticed a few problems when I tested it:

1. The weapon racks are incredibly buggy. You can stack multiple weapons in a single slot. One of the racks downstairs does not display the weapons on the right slot. There is no way to recover weapons for most of the slots. It also bugged one of the vanilla racks to the right of the stairs on the second floor.

2. The safe has clipping issues (more noticeable when viewed from Lydia's room).

3. I keep a clean house (sometimes). I don't like these cobwebs.