Modifying A Breezehome Mod

Post » Wed Jun 20, 2012 11:18 pm

I currently have a mod running in my game for Breezehome. I have started using the CK to apply some changes to that mod for my own use.

This Breezehome mod has additional upgrades available from the npc in Dragonsreach once you buy the home. In game I have all of the current upgrades in my house.

In the CK, I select the Skyrim.esm (Master) and the mod "Breezehome_FullyUpgradable.esp" (active) selected and loaded. When I go to "Interiors" the mod is found under the name "WhiterunBreezehome" with the name being "Breezehome". When I select this all of the author's modding appears and I can go in and make changes to my hearts content. I see he has left the original Breezehome clutter (boxes, spiderwebs etc) along with all of the original Breezehome upgrade furniture and clutter. When I began to make changes I also left the original (pre upgrade stuff).

As an axample of some of my changes so far: I deleted the (vanilla) firepit and replaced with floors.

Now...when I go into the game and use the console to check the mod functionality, I type in coc WhiterunBreezehome. I get ported into the non-upgraded Breezehome but I do see some of his base changes to Breezehome....for example he has created a stairwell and a basemant, but none of the upgrade furniture or clutter shows up. However, if I go into the game with my character and enter the house I can see everything including the changes I made (no firepit and nice new floors!).

Is this right or am I doing something wrong that could corrupt my saves? So far all seems to work well.

I was concerned as I thought I would port into the totally upgraded room in the game when I used the console and see all the upgrades?

Thanks for any guidance!
User avatar
Dylan Markese
 
Posts: 3513
Joined: Sat Dec 01, 2007 11:58 am

Post » Thu Jun 21, 2012 11:03 am

Anyone have any comments on whether I am proceeding correctly with modifying this existing mod? I do not want to proceed and find out I am doing something really wrong :)

Thanks!
User avatar
Eliza Potter
 
Posts: 3481
Joined: Mon Mar 05, 2007 3:20 am

Post » Thu Jun 21, 2012 4:29 am

If you coc from the load screen, you will find an empty Breezehome because you have not yet purchased it, so the scripts have not activated the upgrades. If you coc from inside the game, you should see all the upgrades you have purchased, provided you have purchased the house and the upgrades.

Also, it's a bad idea to delete objects from the vanilla houses. This has been known to cause problems. A better solution is just move them outside the walls of the house.
User avatar
Julia Schwalbe
 
Posts: 3557
Joined: Wed Apr 11, 2007 3:02 pm

Post » Thu Jun 21, 2012 2:06 am

As an axample of some of my changes so far: I deleted the (vanilla) firepit and replaced with floors.
You should do what the original mod author did and move those objects outside of the playable area. To reduce the impact this unused clutter could have on performance, try encapsulating all of it within a roombound. Obviously you won't have to worry about placing portals anywhere either.
User avatar
Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Wed Jun 20, 2012 7:50 pm

Thank you for the tips. It does look like he also moved some objects out as you suggest (and did not delete). However I do think he deleted a few things also...will have to check.

What kinds of problems have been noted when deleting vanilla items from the houses? Just so I can be aware of them.

Cheers!
User avatar
Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm


Return to V - Skyrim