[RELWIP]Dovahkiin Hideout

Post » Wed May 23, 2012 10:31 pm

Credits:
*******************
Krimsonlust - My Girlfriend & Interior Designer for Dovahkiin's Hideout
Twisted - Tester of all things Dovahkiin Hideout

Description:
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This is Dovakiin Hideout, it gives every house in Skyrim a Hideout, the Dovakiin's Hideout. Every house will now include a basemant door, look around your house, you will find it. This Hideout is shared between all houses, as long as you have the key for the house.

Features:
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- Armory (0.3.5 Update)
- Bedroom (0.3.5 Update)
- Kitchen/Bar (0.3.9 Update)
- Dungeon (0.4 Update)
- Door Room (Entrance to all houses in the game.)
- Two Enchanting/Alchemy Labs (0.3.7 Update)
- Woodcutter, Smithy, Craft Bench, Smelter, Skinning Rack.
- 63 Weapon Racks (14 added in 0.3.5) (28 in 0.3.7)
- 21 Weapon Plaques of Various types (9 shield plaques in 0.3.9 Update)
- 11 Normal Mannequins (6 added in 0.3)(2 added in 0.3.9)
- 5 Mini-Mannequins
- 20+ Storage holders (Many more added in 0.3.5)
- 8+ Working Bookshelves (0.3.7 Update)
- Dragonpriest Mask holder (0.4 Update)
- Tons of area to decorate
- Training area (0.3.9 Update)
- Bedroom Closet (0.3.9 Update)
- Alternate Labs (0.3.7 Update)
- The Dungeons (0.3.9 Update)
- .ESM and .ESP allowing for Updates without removal of items.

Current Update:
*******************
0.4
- Added The Dungeon
- Added Dragon-Priest Mask holder to Dungeon, 90% working.
- Added more shelving to Storage/Closet
- 3 Mini Mannequins
- Many new amazing stories
- Some lighting

Updating:
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- You do not need to remove all your items from house, if you don't trust this then remove them, Leave the Zone, Save, Replace old Basemant.ESM and .ESP, Load the last save out of the Hideout.

Installing:
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- Extract BOTH the .ESM and .ESP to your Data folder and make sure they are BOTH checked in the DATA section of your Skyrim Launcher.

Removal:
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- MAKE SURE that everything is removed from the house, this entire zone will be GONE when you delete it, so make sure to remove everything first or it will be GONE.

READ BEFORE INSTALL:
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- This modifies one of the barrels under the Breezehome Steps, empty it before installation.
- Those who used Breezehome Basemant, remove everything from that basemant before installing this (may not have to but just do it.)
- This DOES NOT work with Hillside installed.
- This DOES NOT work with Breezehome Basemant installed.
- This SHOULD work with Riftrun installed.
- This SHOULD work with First Wing installed.
- Your Companion will NOT enter the Hideout with you (soon fixed.)
- My spelling IS indeed terrible.

Check out http://skyrim.nexusmods.com/downloads/file.php?id=6032 to download.
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Lauren Dale
 
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Post » Thu May 24, 2012 6:48 am

This is awesome. One request: please add more light sources, I use ENB and my hideout is very very dark :) A fire and some torches to the walls should do the trick!
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Cassie Boyle
 
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Post » Wed May 23, 2012 10:49 pm

This is awesome. One request: please add more light sources, I use ENB and my hideout is very very dark :smile: A fire and some torches to the walls should do the trick!

Understand, trying to fix this in upcoming versions. Hard to keep lighting good for everyone.
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Natasha Callaghan
 
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Post » Thu May 24, 2012 2:50 am

Understand, trying to fix this in upcoming versions. Hard to keep lighting good for everyone.

True. However vanilla lighting is almost uninfluenced by torches ( to my eyes at least :D )
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David Chambers
 
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Post » Wed May 23, 2012 8:43 pm

I love my DH! I call it my wolf den (kinda like the bat cave but cooler.)

Can you have the follower fix be optional? I like the seclusion in my wolf den. Also, I plan to support when I've got a little extra cash. If for no other reason than getting hunter's story in the library. haha that is a brilliant way to garner support. But anyways. I love it so much! definitely my 3rd favorite mod (The others being mods for stuff from the witcher so... yeah, kinda crazy bout the witcher)
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Dan Wright
 
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Post » Thu May 24, 2012 3:17 am

True. However vanilla lighting is almost uninfluenced by torches ( to my eyes at least :biggrin: )

You are probably right, I saw a screenshot of someone with ENB and I felt so bad for making this like that... I have 500 hours play time, and it is all modding so TBH I'm behind with using mods myself, I start up skyrim, test if my editing worked, turn off skyrim, lol... I will take your advice though and install ENB so I can see exactly how bad it is.

I love my DH! I call it my wolf den (kinda like the bat cave but cooler.)

Can you have the follower fix be optional? I like the seclusion in my wolf den. Also, I plan to support when I've got a little extra cash. If for no other reason than getting hunter's story in the library. haha that is a brilliant way to garner support. But anyways. I love it so much! definitely my 3rd favorite mod (The others being mods for stuff from the witcher so... yeah, kinda crazy bout the witcher)

Lol, cannot fault you there The Witcher is amazing, and if by chance you are talking about http://skyrimnexus.com/downloads/file.php?id=5588 I completely agree.

Glad you like the Story idea, I hope it works out and we get the Library full of some quality stories of people's characters. I have 5 and a half Bookshelves scripted so far and that is already around 250 books, The entire Library will be able to have 1408 books lol... No idea how it is going to get filled. Not only that I want to add more of the Stool ideas into the Library so that is probably going to be a few hundred more slots to fill.
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Lawrence Armijo
 
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Post » Thu May 24, 2012 9:43 am

Spot on, as well as http://www.skyrimnexus.com/downloads/file.php?id=6273 for geralt's face and http://www.skyrimnexus.com/downloads/file.php?id=6253 for the swords. To be honest, I have a mini-geralt action figure (the face replaces a helmet) in my Wolf Den, because you put in mini mannequins (which I love) and almost every other mannequin in the main hall is wearing the armor you linked.

But on your fantastic mod, I am curious if you are going to do different texture sets like "Wooden Basemant" or "Old Mineshaft" because (forgive my ignorance if I'm wrong) wouldn't that just be a texture swap? Seems simple and it would give more options. I ask because its what I would do once I finished something as popular as this.
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Carys
 
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Post » Wed May 23, 2012 7:50 pm

I liked Witcher 1 better than Witcher 2 mainly because I hate the fact that I cannot drink an heal potion during combat :/
Oh and the fact that in Witcher 2 bosses often beat the crap out of me xD
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Stephanie Nieves
 
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Post » Wed May 23, 2012 6:42 pm

Spot on, as well as http://www.skyrimnexus.com/downloads/file.php?id=6273 for geralt's face and http://www.skyrimnexus.com/downloads/file.php?id=6253 for the swords. To be honest, I have a mini-geralt action figure (the face replaces a helmet) in my Wolf Den, because you put in mini mannequins (which I love) and almost every other mannequin in the main hall is wearing the armor you linked.

But on your fantastic mod, I am curious if you are going to do different texture sets like "Wooden Basemant" or "Old Mineshaft" because (forgive my ignorance if I'm wrong) wouldn't that just be a texture swap? Seems simple and it would give more options. I ask because its what I would do once I finished something as popular as this.

Most likely this is something I will wind up doing. In the Future.

My girlfriend is doing all the decorating etc, she also is planning on making a texture pack. The issue is I like simplicity and I already find it's kind of an issue for people to install both the .esp and .esm without having to know what they're doing (unless they use a mod manager.) But relying on everyone having a mod manager isn't really fair... And I don't think it's fair to expect everyone to know how to install textures. So when I think of changing the textures I think of everyone installing this manually and having to install the texture pack etc etc, gets very confusing and I like that everyone is able to just easily plug and play as is by just throwing the two files into their Data folder.

This is exactly why I look forward to Steam works, it will allow me to just not worry about these kind of issues... I can just throw the file online and know that everyone is getting exactly what they wanted. What I can do in the future is make The Dovahkiin Hideout walls completely unique IDs, then I can have other people or me make Unique Texture packs for the Dovahkiin Lair, then when Someone installs a texture pack they're not changing all the walls in the game, just the Hideouts walls...

I do realize however that the ground and roof are pretty ugly right now, even the walls. Will be working on this when I finish the main features and bugs. Wish it was easier but to modify these things means I have to change every wall individually to refrence a different wall in the game, same with roofs etc.
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J.P loves
 
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Post » Wed May 23, 2012 5:34 pm

I had serious problems finding a key to get into the hideout. I read through various comments on Skyrim Nexus, and tried the various suggestions, but still could not find a key. I finally used the COC console command to get into the hideout, and then could not find any keys there, either, so I gave up and reloaded my save and kept playing.

It's a shame, since this is a nice mod. Hopefully these issues can be ironed out.
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saharen beauty
 
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Post » Wed May 23, 2012 6:43 pm

If you have the most recent (0.3) there is no key involved.
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carla
 
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Post » Thu May 24, 2012 12:15 am

This looks really interesting, it's something I've been looking forward to when the CK arrives. Keep up the good work.
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JLG
 
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Post » Thu May 24, 2012 6:44 am

This looks pretty dang cool! Installing it right now. :D
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Jordan Fletcher
 
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Post » Thu May 24, 2012 12:43 am

Does it have another poorly written note and egg hunt? Good work on all of the mods, though. Must be aggravating to get objects in the correct spot without CK. Even 1 player home is good, but you've done quite a few of these.
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Saul C
 
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Post » Wed May 23, 2012 8:29 pm

Nah people can't handle doing something hard, so I got rid of any quests.

I will wait so I can add map markers etc so people don't have to put in any effort to finish quests.
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Carys
 
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Post » Wed May 23, 2012 6:01 pm

Nah people can't handle doing something hard, so I got rid of any quests.

I will wait so I can add map markers etc so people don't have to put in any effort to finish quests.

From my point of view the quest was fine, however It needed more fine grained hints ( with incremental informations )
It was almost impossible to find the key based only on the first note.
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Margarita Diaz
 
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Post » Wed May 23, 2012 9:31 pm

I realy like the hideout. One, thing i am confused about though, the locked door in the basemant next to the bookshelves. I think it would serve as a great bedroom since the hideout does not actually have a bed. Just an idea...
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Alan Whiston
 
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Post » Thu May 24, 2012 7:03 am

This mod is sweet. Amazingly I feel the need for more mannequins even though there are quite a few already - love the miniature ones and just a thought but it would be kinda cool to have a bookshelf full of them if that's possible. Looking forward to getting a chance to play around with this some more this afternoon. I will likely spend a few hours/days just decking the place out with all the crap I've collected so far.
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Justin Hankins
 
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Post » Thu May 24, 2012 2:02 am

I had a problem with this mod and had to uninstall it. I had made a new game and got as far as buying breezehome. When I entered the house for the first time Lydia had no spawned. In fact she had never been enabled even though I completed the respective quest to receive a housecarl. I used several console commands and discovered she had not be enabled. After enabling her I moved her inside breezehome but she still would not appear. I ended up uninstalling this mod in order to get her to spawn in breezhome correctly. I would really like to use this mod again as I had a look around inside DH and though it looked awesome. I'm just afraid by re-activating the mod I might lose lydia again or possibly other housecarls. Has anyone run into any problems with this mod and disappearing lydia/housecarls? I had no other housing modification mods installed aside from DH when the bug struck.


Thanks.
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Alyce Argabright
 
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Post » Thu May 24, 2012 8:01 am

Nah people can't handle doing something hard, so I got rid of any quests.

I will wait so I can add map markers etc so people don't have to put in any effort to finish quests.
Well, no offense, but I'd hardly call those quests. I like that you made that your trademark, but they're not really fun. Placing keys somewhere else with a better riddle would be ideal. Often, objects in houses will cover up another item, act wonky, bounce around and fall to other places... so looking for the key is a nuisance. That, and I'm a collector. I keep notes the in drawer. I had to toss yours due to errors.
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Rowena
 
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Post » Wed May 23, 2012 6:46 pm

Well, no offense, but I'd hardly call those quests. I like that you made that your trademark, but they're not really fun. Placing keys somewhere else with a better riddle would be ideal. Often, objects in houses will cover up another item, act wonky, bounce around and fall to other places... so looking for the key is a nuisance. That, and I'm a collector. I keep notes the in drawer. I had to toss yours due to errors.

You cannot see me, but I'm sitting here staring at your comment playing the worlds smallest violin. No offence. Seems I do this a lot lately.

The Quest to make a QUEST: this would include adding the trigger to activate the quest, adding dialogue, adding a delay sequence for each dialogue sentence, possibly even a voice over for the dialogue, not only that we are going to need about 8 Xmarkers to mark each quest destination, connect that with the object being picked up, then we are going to need to refrence that marker back to a trigger to trigger the quest to finish/continue. After all that I can make it so a quest can unlock the Dovahkiin Hideout as a unlockable upgrade... But wait, theres more. Gonna need an Xmarker in the Hideout, then have that Xmarker refrence back to a trigger that tells that xmarker when the original quest was complete. Oh and don't forgot to do it all in Hexcode by XYZ coords consisting of about 5 different cells involved... Oh and we are going to need to add an XESP to refrence almost everything in the Hideout... So get ready to Copy/Paste about 600 items INDIVIDUALLY in a program that crashes when you highlight the wrong portion of a hex edit.
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Tina Tupou
 
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Post » Wed May 23, 2012 5:56 pm

If you have the most recent (0.3) there is no key involved.
How do I enter the hideout then? It says key required, I don't have an option to lockpick the entrance.
Edit: Nevermind, I found out how to get in :blush:
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Johanna Van Drunick
 
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Post » Thu May 24, 2012 9:41 am

Just a heads-up to users of this mod - a new version has been released and from what I understand from the notes it's a major overhaul.
Do note that to prevent losing whatever you've stashed in there, you need to remove EVERYTHING before you uninstall the old version and install the latest one.
However Shawk, maker of the mod, says that this is likely the only time you'll have to do so.

From the notes on Skyrim Nexus:
0.3.5:

****READ********IMPORTANT****

READ If you are updating from anything below 0.3.5 to anything above 0.3.5.

This update moves Vital Persistent Items, YOU MUST Remove EVERYTHING from the Hideout before upgrading to anything above 0.3.5, I moved many racks and plaques and walls and if you do not do this you will not see that change.

YOUR ITEMS WILL BE DELETED IF YOU IGNORE THESE STEPS:

1. Remove everything from Dovahkiin Hideout.
2. Leave the Hideout (zone out.)
3. Save outside the Hideout.
4. Install Hideout.ESM and .ESP
5. Turn off Basemant.ESM and .ESP
6. Load the save outside Hideout, Enjoy.

You will Need the key to the house to enter the Hideout hatch.

The Basemant.ESM and Basemant.ESP have had their names changed to Hideout.Esm/Esp, this is your Second chance if you did not read the steps above the first time. You may be able to unload your Hideout.esm/esp and reload your basemant.esm/esp and get your items back.

You will not have to do this for future updates, This is a one time this for a major rehaul.

COC Changed from DOVALAIR to HIDEOUT

****READ********IMPORTANT****
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Rhysa Hughes
 
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Post » Thu May 24, 2012 8:48 am

I LOVE this mod! Just installed it last night - finally a place worthy of the Dovahkiin! My only suggestion for when the CK comes out - make it either a quest (which from your previous post looks to be very difficult) or a GOLD sink! This would give a lot of people out there something to spend their multitudes of gold on.

You want a hideout, you say? Well, we hire some really powerful mages to open a portal to whatever plane of existence the hideout sits in, then we need to hire stone masons, carpenters, etc. to build it. That's gonna cost you X amount of your hard earned gold.

You want more than the standard 5 mannequins - you gotta pay for them. You want more chests...more gold. Etc. Etc. Etc. Oh, you want it in the Dwemer style? Now we gotta hire a Dwemer Interior Decorator (level 30 at least!). That's gonna cost you big!

I love the idea of custom books! Question, do I get to write my own story? Do you need an editor? I would love to edit for grammar, spelling, etc. I am a Grammar Nazi!

Another Question - what exactly do you use the Mini-Manequins for?

I'd also love for my follower to come on down as well.
BTW, the place is HUGE - do i gotta clean it myself, or can i get an ALFRED for my bat cave?
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Nicole M
 
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Post » Wed May 23, 2012 7:37 pm

Got a question on updating from 0.3.6 to the latest version, 0.3.7.
After extracting the files, do I just overwrite the existing files? No need to uncheck the current esp/esm in "Data Files" of the launch menu?
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Jade Payton
 
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