Whiterun Plains House
Whiterun Plains House [PC]
Whiterun Plains House [XB1]
Whiterun Plains House [PS4]
Notes for Xbox One version
- I don't have an Xbox One, so I can't check the operation. note that.
- Of the added NPCs, only those with followers-enabled voices can be hired by Amazing Follower Tweaks.
- Supports "Hearthfire multiple adoptions". Since this operation check only confirmed "operation on the PC version", we have not been able to completely confirm the operation on Xbox One.
Explanation of PS4 version only
Requires "[PS4] Multiple Followers System" to hire additional NPCs.
"[PS4] Relocate NPC - Your new home" is required to move an NPC to this house.
Points to note when using Relocate NPC: Since the house itself has a housemate function for up to 2 people, please limit the number of NPCs you move with Relocate NPC to 2 people so that there is no scramble for a bed.
The following is information common to the PC version, Xbox One version, and PS4 version.
As with all moddings, in order to deal with unexpected problems, please back up the save data before installing this mod so that you can always restore it before installing the mod.
If you save and load once after installing this MOD, you can have up to 2 followers living in the building. This habitation feature only works for humanoid Followers. The habitation function does not work for animals such as Meeko and stray dogs. We do not plan to support the migration function of animals in the future.
I built a small house in the southwest direction from Fort Greymoor.
This house is designed for 2 housemates and a family of 6 people. A spare bedroll is also provided.
The reason why there is a bath in the kitchen is that until the 6th update, we used "building materials that cannot expand the floor plan".
Conflicting Mods: Mods that modify the same location (coordinates are -6-,5)
Access to the property: From Fort Greymoor, follow the road south, and when you see the stream on your right, look north and you'll see the house. Iron Ore Vein is right next door to the house.
Indoor facilities: main character's bedroom, 4 children's beds, 2 NPC beds, 2 BedRolls, toilet, bath facilities (bathtub and shower), Cooking pot, grill, Arcane Enchanter and Alchemy lab.
The player can sleep even if there is a friend sleeping diagonally in the player's bed. Please sleep well with your friends.
Outdoor equipment: stables, blacksmithing equipment, open-air baths, fields, staff enchanter, magic cauldron, oven, huts where merchants and guards sleep.
There is an open-air bath in the garden.
The garden has blacksmithing equipment and an oven. (I installed it in the garden because I could not place the oven in the house)
There is also a field in the garden.
When using a magic cauldron, it can be used at the cursor position in the image.
You can see Fort Greymoor to the north of the garden.
The bath and toilet have an NPC automatic undressing function. After a certain period of time, the undressing state of the NPC will be released.
If the NPC is still undressed, remove the Bath Cloth and Restroom Cloth from the NPC's equipment.
In addition, it seems that some NPCs have the automatic undressing function disabled. NPCs with the ability to "neutralize magic" have no effect and remain dressed. Also, the undressing NPC's torso may not be visible, but it can be restored by removing the Bath Cloth and Restroom Cloth.
The player does not automatically undress, so when taking a bath, the player should gracefully undress or equip a Bath Cloth. The Bath Cloth and Restroom Cloth are set to a high defense value to protect you from enemies while you are bathing in the open-air bath. However, this does not mean that we recommend playing in loincloths. Please wear clothes after taking a bath as the water will get cold.
If you don't want NPCs to undress automatically:
There is a button called "NPCs do not undress" that will stop NPCs from undressing in the bathroom or toilet.
As soon as you enter from the front entrance, there is a "Undressing Control Button" near the toilet on the left that allows you to switch on and off NPC undressing inside the building and in the garden. (Note: The wooden tub bath behind the hearth is not controlled by the undressing control button.)
By turning the switch on, you will see NPCs using the toilet or bath with their clothes on, but in reality they are undressing.
Known issue 1: You can switch the bath water flow with a switch. The game may crash if you go outdoors with a large number of water stream objects displayed. Please turn off the switch when moving. Saving water is important. If the switches are switched continuously, the game may crash due to the load on the game.
Known Issue 2: This house has a house Owner set to "Player". There is also a "Public Area" setting. This is because if the house does not have a "Public Area" setting, the residents will warn the player "I want you to leave the house" when the player returns home. Guests such as guards may come to visit this house under the influence of this "Public Area" setting. After a while, the guests will return to where they were, so please leave them alone.
Known Issue 3: The guard's AI package does not specify that it should enter the main building, but for some reason the guard sometimes enters the main building. The guard sometimes enters the main building regardless of whether the "Public Area" setting is enabled. Since we do not know the root cause, we are unable to completely fix this issue at this time.
When external security by Guard is not necessary
There is a button on the wall of the concession stand that will give the Guard a leave of absence.
When you activate this button, your Guards will take a vacation and leave their post.
There will be no outside security provided by the Guard, so players should deal with external enemies.
If you want to strengthen Guard security
There is a button on the wall of the shop to increase the number of guards.
Activating the "Add Guards Button" will increase the number of guards by two for the day shift and two for the night shift, for a total of four.
The additional Guards will stand guard in the same location as the initial Guards (the lookout post on the roof of the shop).
Purchase olive oil and bath products from the merchant in the hut.
Question and Answer (Possible question)
Question 1: A mammoth appeared right next to my house.
Answer: Mammoths are harmless creatures unless attacked. Watch the mammoths pass by safely. After entering the house and killing time for a while, when you go outside, the mammoth should be gone.
Question 2: It seems the guards are slacking off on patrol. The guard is absentminded in my house.
Answer: Guards work 8-hour shifts with breaks, but because they work standing up, it seems like guards can get tired and become distracted. Go inside the house and kill some time, then go outside and the guard should have resumed his work. (Sometimes the guard's break hasn't finished yet.) Also, looking at the schedule of the guards in the capital, they have shifts of 12 hours straight, so they should be treated better than those working in the capital. A guard patrolling outside may come into the house, but the AI package set for the guard does not have the option to "enter the house". Actions not specified in the AI package set for the guard cannot be controlled. If you set the door lock settings (LockList) to be strict, you can prohibit entry to NPCs that are not included in the LockList, but NPCs migrated using other authors' migration MODs "[PS4] Relocate NPC - Your new home" and "My Home is Your Home" will also be prohibited from entering. . Therefore, strict locking settings for the door are not set. A guard who accidentally enters the building will leave the house after a certain period of time, or if you talk to him, he will leave the house, so you can think of him as ``coming to make sure the player is okay.''
Question 3: NPC closes the door when entering the toilet, but does not close the door when leaving the toilet.
Answer: I implemented a function to close the door when entering the toilet, but when I added the same "close door function" to the outside of the toilet and did a test play, the door I opened before entering the toilet closed. . In other words, I couldn't pass through, so I decided to "close the door only when entering the toilet". If the toilet door is left open, please close the door.
Explanation of the housemate function.
A description of the function that allows Followers to live in this house (Housemate function).
used UniSL's "Dweller Slot" for Follower's living system. Thanks to UniSL.
Description of Follower's long-term stay feature:
After installing this mod, if you save and load it and bring the follower to this house (garden and inside the house), you will be presented with the option "[Home] Would you live in this house?".
Select the dweller slot from [1] to [2] from "This's your dweller slot."
After allocating a dweller slot and then parting from the follower, the follower will start living in this house.
When you talk to the NPC who has become a resident, the option "[Home] I want to manage dwellers." Will be displayed, and you can unlock the dweller slot.
If you want to change the resident, bring the follower you want to change to this house and select the dweller slot you want to change from the conversation "[Home] Would you live in this house?" And change it.
Attention and request: The Essential attribute is given during the stay, but it will return to the default setting after releasing the dweller slot, so if you bring a Follower without the Essential attribute, hire it as a Follower after releasing the dweller slot. Then, please deliver it to a safe place.
When uninstalling this mod, please cancel all the residents' residence settings first, send it to the original location, and then uninstall it.
By using other mods together, it is possible to migrate "NPCs that cannot be made friends normally", but it is recommended to migrate NPCs related to the progress of the quest after the quest is completed. . If you migrate NPCs related to quest progress in the middle of the quest, the quest may not be able to progress.
Also, if you "temporarily make a hostile NPC that has been tranquillized" migrate as a Housemate, it may attack surrounding NPCs and players after the sedation is released, so please be careful.
Serana's associated quest (Dawnguard) has higher priority than the Dweller Slot system, so Serana cannot be set as a housemate until Dawnguard is completed. Please finish all of Serana's related Dawnguard quests before making Serana your housemate.
A description of the housemate's living quarters area
The housemate's bed is a single bed on the second floor.
The housemate sets the sleeping time in the room to 8 hours from 22:00 to 6:00 am. If housemate's default sleep start time is earlier than 22:00, housemate will move to the nearest bed from the current location and start sleeping. Even if your housemate is sleeping in a bed other than the room you live in, at 22:00 when sleep starts, you will wake up once and go to your designated bed.
Places housemates mainly patrol: indoors and outdoors.
A Resident's meal schedule may deviate from the start time or cancel the meal schedule.
Ownership is not set for the single bed on the second floor. If the follower who accompanies the player falls asleep first in the single bed on the second floor, the housemates will not have a place to sleep and the housemates will not be able to sleep. A housemate may sleep on a bedroll if the single bed is already in use, but if the bedroll is occupied by someone else, the housemate will not be able to sleep.
Housemate schedule
- Breakfast indoors from 6:00 am to 7:00 am
- Lunch is served indoors from noon to 1:00 p.m.
- Tea time is near the oven in the garden from 3:00pm to 4:00pm
- Dinner is indoors from 7:00pm to 8:00pm
- Tea time before bed is indoors from 9:00 pm to 10:00 pm
- sleep from 10:00 pm to 6:00 am
- Residents are free to move indoors and outdoors, except when eating and sleeping.
Thank you for using this mod.
Name of: Whiterun Plains House
Author: Lids_S3L3L
Search word: Lids_S3L3L or Lids