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"Subscribing" is not the way to go, as that only leads to Steam wreaking havoc with my load order, making the game neigh unplayable.
I wish the s7o mods were available for SE.
(the hut and my donkey and fox & AutoMate pets (from my Donkey King mod) are actually what i miss most myself since i moved on to fo4... they just don't make them foxes like they used to in the postapocalypse :-)
3 NEW SUITES AVAILABLE
i am just relaying the message to you
i am not barking up any tree
go blame bethesda not me
i didn't make skyrim
skyrim doesn't like your mod
there's nothing in this mod that could potentially crash the game, let alone on logo screen (the most common reason for which would be that you removed a master file that's present in your save). it's just not possible, the game doesn't even know the mod's there at that point. you're barking up the wrong tree.
s7o's Meanie In A Bottle
to switch a light, just activate it. some have pretty small activation areas though (the place is tiny after all), so you might need to remove some clutter before you get the prompt
i can pretty much exclude anything possibly being wrong with the model now,
should the hut still be invisible in your game:
.) give it a chance to reload (if you eoaded from a save right at the hut, travel elsewhere and back)
.) should you have unpacked the old bsa: delete the files or unpack the new bsa over them. (unpacked (older) files will override packed (newer) ones)
.) the hut is a customised model using vanilla textures, so should you use texture replacers that make changes to the very files or file structure, they might not be compatible
And I did take it, by the way ;)
just uploaded a fixed version, pls let me know if it works ok now
(be sure to let steam re-download the archive)
the hut itself is just an ordinary object like any other actually, not much i could think of that could turn of invisible - but should this persist, i'll check into it anyway
...and i'd maybe add a little creek behind the hut :-)
the quest should start on the way, or if you want to go to the hut right away, watch out for a little waving banner on a rock cairn before the road makes a sharp turn to the left: turn right there.
it's "The Humblest Hut", not "Chirpin' Skyrim" :-)
to shut up the particular birds at the hut anyhow:
open console, click any part of the hut, you'll get an id number (like 1A0123EF), remember the first 2 digits (they're the mods place in your load order in hex). if they're 01 or FF, click stg else.
type "prid XX01792B", enter - the XX replaced with the 2 digits from above
type "disable", enter, exit console.
birds should shut up now. :-)
(to turn them back on, do the same, but type "enable" instead of "disable")
been using the hut for years now for my own chars and still like it.
the birds, yeah well that's not a glitch - i consider that cosy... :-)
but if they're drawing on your nerves, i can tell you how to shut them up for good at console
but then again of course, i _made_ it, so i _have_ to say that...
hehe... ,-)
I'd just be happy to find somethuing small and humble, remote in the woods, perhaps near a river or sumething. Rather a little shack or a taken over cave. Just... be humble, and not make it seem like whoever owns it was super loaded. Thus why something like your humble shack, or Woodsmans Shack, or Riverside Shack be ideal.. if not for the location.
If I knew how to make these myself with out making my game crash (tutorials seem to leave out many vital steps or are written as if you must already know what your doing to understandx.x) I'd make this myself. But so far the only thing I figured out how to do is a bare bones follower. x.x
u c, i got that little "Forgotten Places" series, next 2 instances, "Elenwen's Residence" and "Bear's Cave Mill", currently being worked on.
"Bear's Cave Mill" is a vanilla lumbermill location in the middle of nowhere (a bit south of falkreath) that never was actually added to the game (but has remainders in game data), destroyed by Alduin to practice for Helgen more or less. I'm doing a lumbermill & a couple farmhouses settlement there, all destroyed and pretty overgrown. other than being there though, it has no specific purpose so far though. so how about i add a little exterior home in one of the destroyed buildings there? tell me if you want, but if so, pls note it might take 2-3 weeks to finish, rl got me pretty busy currently (i can also add a little quest to obtain it, add another week if :-)
Forgotten Windmill is yet another but it is so crampt inside it's hard to move around, and also... seems more intuned to someone of magic. Or a heck of a bookmworm.
Chillwind Cabin is okay, bit big and fancy though.
Falkreath Hill Shack be ideal, if it also wasn't right next to a town.
Riverside Shack is another one that's ideal... but its right outside riverwood. -.-
Anises Cabin Remodeled is another nice one.. but it is also just down the road from riverwood.
Woodsmans Shack, remote, ideal remote spot, nice little shack but ANIMAL HEADS EVERYWHERE.
what i could offer:
.) lund's hut (near rorikstead) as a player home (Lund + Lambda)
.) a shabby basement room at Irontree Mill (west of solitude, pretty remote)
.) a home in a dwemer ruin, north of lake ilinalta (Donkey King, and you can also use int and ext beds and all at Reach stables (around Old Hroldan) after the quest
.) Suites Of Skyrim has a suite at Nightgate Inn, not exterior, but with an own entrance, and it won't get much more remote than that :-)
(and back then, there actually were extremely few mods near wr/rw, i figure everybody thought everybody'd build there so they'd rather not build there :-)
anyway, if you played the quest the peaceful way, ygor should've given you his camp to use (under a bridge near blackbriar manor).
and also, some others of my mods feature player homes in more remote areas...
s7o's Forgotten Places ~ IRONTREE MILL