why not roads paths to our houses?

Post » Sat Nov 17, 2012 12:17 am

Hello,
I miss the possibilty in the DLC Hearthfire to build roads to the houses.
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JERMAINE VIDAURRI
 
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Post » Sat Nov 17, 2012 4:22 am

Yeah I was wondering the same thing too while I was walking back to my Lakeview Manor from Falkreath the other day... could sure use a paved road to my house!

(That pond with the 2 mudcrabs just before the house is annoying too)
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Dina Boudreau
 
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Post » Sat Nov 17, 2012 10:19 am

Yup I always thought Heathfire is a bit unfinished.
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Bloomer
 
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Post » Sat Nov 17, 2012 3:10 am

Also, the places where you build your houses seem a bit hastily chosen. For example, Lakeview manor is near a necromancer's lair (just north of the house). Who on his right mind would build a house there and move his/her family??? I have already killed the necromancer (sometimes spawns as just a conjurer though), and he/she keeps respawning after 10 days or so. Really sloppy job I'm afraid... :(
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Emmanuel Morales
 
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Post » Sat Nov 17, 2012 5:50 am

And Windstad manor is out in the boonies. next to 2 bandit's camps.
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Alexander Lee
 
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Post » Sat Nov 17, 2012 3:08 am

And the third house (Heljarchen Hall) is right next to a giant camp!!!! Epic fail...
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Lori Joe
 
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Post » Sat Nov 17, 2012 2:06 pm

I think the whole point is that it adds a challenge (for the dragonborn), no one asks you to move your family there. Anyway I think the whole reason why the land is so cheap is because the jarls couldn't sell it to anyone else :tongue:
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Irmacuba
 
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Post » Sat Nov 17, 2012 4:07 am

Even so, a few units of quarried stone would make a nice flagstone path. A wall would be nice, too, or at least a fence.
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Verity Hurding
 
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Post » Sat Nov 17, 2012 2:06 am

Yeah I was wondering the same thing too while I was walking back to my Lakeview Manor from Falkreath the other day... could sure use a paved road to my house!

(That pond with the 2 mudcrabs just before the house is annoying too)

Hey, the mudcrabs may be annoying, but they have tasty legs for your kitchen, and the pond also has fishies for potions. :smile: They re-spawn too.

Paved road would be nice though. As for the necro, I kill'em every time one re-spawns. It's just more 'housekeeping'.
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TRIsha FEnnesse
 
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Post » Sat Nov 17, 2012 9:46 am

Hello,
I miss the possibilty in the DLC Hearthfire to build roads to the houses.
Yeah, all road to town/city but not your BIG house.
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April D. F
 
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Post » Sat Nov 17, 2012 1:51 am

Do you want to advertise where you live to everyone (accepting the 3 big floodlit towers are a bit of a giveaway)
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m Gardner
 
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Post » Sat Nov 17, 2012 7:51 am

I think the whole point is that it adds a challenge (for the dragonborn), no one asks you to move your family there. Anyway I think the whole reason why the land is so cheap is because the jarls couldn't sell it to anyone else :tongue:
Good point.

After surving attacks from giants (killed Lydia before I reloaded), skeevers and bandits I was thinking 'living in a smaller house inside the city walls wasn't so bad.'
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Chloe Lou
 
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Post » Sat Nov 17, 2012 8:26 am

Why would a house we only just built, have a road leading to it? I thought the Jarl had some devious purpose putting us out in the middle of no where, where all his enemies seem to be.
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Dawn Farrell
 
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Post » Sat Nov 17, 2012 6:09 am

I like it how at the driveway of Heljarchen there is a mammoth skull, it tells those giants to get lost!
I once arrived at Heljarchen and a giant was standing on the doorstep, he got angry when I went near. A good old remedy of FUS RO DAH saved the day.
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Kelvin Diaz
 
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Post » Sat Nov 17, 2012 4:28 am

Also, the places where you build your houses seem a bit hastily chosen. For example, Lakeview manor is near a necromancer's lair (just north of the house). Who on his right mind would build a house there and move his/her family??? I have already killed the necromancer (sometimes spawns as just a conjurer though), and he/she keeps respawning after 10 days or so. Really sloppy job I'm afraid... :(

As the Dovakhin you must keep bad guy in check and teach your kids to follow the path 8D

Actually I built an all-patio wings, and it's rather funny to observe him from the patio
He never shows up, but I often get attacked by bandits

I think they choosed those locations on purpose. You're a thane after all,
so it's ok to give you some duties

bandit hold on one side, necromancer lair on the other, a shrine to talos nearby ...

and of course you're in the middle of the revirwood-helgen-falkreath triangle
which is kind of cool

and the lake ... did I mention the lake ...

And the third house (Heljarchen Hall) is right next to a giant camp!!!! Epic fail...

they're quiet, and that's not where you're suppose to raise your family 8P
Lakeview is the recommended spot
Between your housecarl and your steward, along with wife, kids , pets, and carriage driver ...
I don't think the lowlife necromancer there got any chances if he attack

that's Skyrim, not Manathan

you can add bedroom to proudspire and hjerim if you really need safety

I think the whole point is that it adds a challenge (for the dragonborn), no one asks you to move your family there. Anyway I think the whole reason why the land is so cheap is because the jarls couldn't sell it to anyone else :tongue:

exactly ! and to force you to take care of those bad guys

that's what a thane do
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GLOW...
 
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Post » Sat Nov 17, 2012 5:07 am

It would be nice if with time, the longer you live in a given house, some sort of road started appearing to reflect that this route is frequented by someone. First it could be a dirt road, then a paved road.

Or it could be added as a building option on the workbench. You could create it section by section using quarried stone, and maybe also add stone posts along the way :)

I know it's unlikely to get added, but we can always with for it :P
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Laura Samson
 
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Post » Sat Nov 17, 2012 2:35 pm

Isn't it kinda logical that's it dangerous near the houses, I mean it's frickin' Skyrim.
You're never safe in Skyrim.
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Alexander Lee
 
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Post » Sat Nov 17, 2012 12:14 am

What in the world did I just read. People asking for driveways to their homes? Placements next to giant camps a fail? Seriously, where could one build a house that's free of threats in Skyrim? Geez, it's like some people haven't done enough exploration to realize it doesn't matter where you build, there's always a threat around the corner. If that's not enough, you know, dragons? Yuk yuk.

Cynicism aside, I'm rather thankful there's no path leading to my house. If I had one, those idiots who can't even make it to Solitude would be knocking on my front door. If not them, then the wandering mercenary will want some milk on their way to investigate some trouble. Farmers would bug my kids to join the Stormcloaks or the Imperials (and ask for milk, too). No, thank you. Nice and hidden, thank you very much.

But I will say this: whoever thought of putting up a plot of land next to an abandoned house must have been drinking far too much Black-briar mead. Not only is the house so isolated, walking to the nearest town can be problematic with all those spiders and chaurus running about.

:P (pretend this is tongue-in-cheek, k?)
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Sunny Under
 
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Post » Sat Nov 17, 2012 8:14 am

Also, the places where you build your houses seem a bit hastily chosen. For example, Lakeview manor is near a necromancer's lair (just north of the house). Who on his right mind would build a house there and move his/her family??? I have already killed the necromancer (sometimes spawns as just a conjurer though), and he/she keeps respawning after 10 days or so. Really sloppy job I'm afraid... :(
Actually, I think this was done more by design. I suspect Hearthfire would be extremely boring if nothing happened after you built your homes. I'm willing to bet that if this were the case, you'd have even MORE folks complaining about how boring the DLC was because there was nothing interesting to do with the new homesteads once they were built....

If you want to play it 100% safe with your family AND still enjoy the luxury of a large, well furnished mansion, then I'd recommend the vanilla manors in the larger city holds like Solitude or Windhelm. Proudspire in particular, is perhaps the best vanilla home. It's located in a reasonable climate (no blizzards/harsh weather like Windhelm), is in an extremely secure location well within the hold walls next to the Blue Place.

edit: if you want to enjoy the independence of living on the frontier and don't mind using mods, I'd highly recommend the Tundra Defense mod. You can get this off steam or nexus (Steam is the easiest to install). This will allow you to setup a garrison defense outpost which you can locate in close proximity to your Hearthfire home. Note that the mod is designed to attract enemies to attack the garrison. But you'll have a sufficient compliment of soliders to fend off the attacks. So if you locate this garrison reasonably close to your home, you might be able to take advantage of the garrision support the mod has to offer. Just something to consider in the future.
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Cheryl Rice
 
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Post » Sat Nov 17, 2012 12:45 am

They probably didn't do it because they wanted to change as little as possible in the world so hearthfire won't conflict with other mods, drawing new roads changes a lot more of the map then picking small spots for the homes, paths that could go right through things that other people add with their mods, especially if they fiddled with the height map too much on those paths, it could really screw up mods that overhaul the terrain map or add lots of new flora everywhere.
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RObert loVes MOmmy
 
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Post » Sat Nov 17, 2012 11:51 am

Actually, the thing they missed is the option for a sheltered space for Ohdavin to call a landing strip. Just good manners, after all......
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Emerald Dreams
 
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Post » Sat Nov 17, 2012 12:41 am

Actually, the thing they missed is the option for a sheltered space for Ohdavin to call a landing strip. Just good manners, after all......
Ohdavin & Durnehviir park any where they wish I guess. I mean who's going to ask them to shift their @rse? haha!

Come to think of it, any one tried summoning both of them one after the other? Does it actually work and you have them both battling a hostile dragon? Or will it end up being a 3 way slugfest? LOL!
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DAVId Bryant
 
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Post » Sat Nov 17, 2012 12:26 am

because the dovah doesnt need a road!
but i like the no road then the bandits or people will never know where does 1 big enemie live i see it has a advantage
BUt there could be a Option if you want :)
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ijohnnny
 
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Post » Sat Nov 17, 2012 10:57 am

because the dovah doesnt need a road!
but i like the no road then the bandits or people will never know where does 1 big enemie live i see it has a advantage
BUt there could be a Option if you want :smile:

To be fair Heljarchen hall has a pretty nice view of the surrounding area

Bandit wanting to attack? They better be coming from around the rocks out back if they want to succeed

Giant? Sniper on the roof top

wolves? Please they are so easy.

Spiders? Have yet to see any

Bandits actually reaching the house? look at what I said for giants

In fact after eleven pm it seems your staff and family stay inside which gives you time to deal with the threat
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priscillaaa
 
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Post » Sat Nov 17, 2012 1:42 pm

I wondered about that, especially when you add a carriage and it's just plopped in there, miles away from a road. A path leading to the road, and a sign post with the houses name on it and a lamp so you can see it easily at night would also be cool.
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Mike Plumley
 
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