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The Tesseract Reborn? The BEST HOUSE MOD EVER!


c0ldk453

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I'm willing to send a nice hefty donation to whoever takes up remaking this mod!

 

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There is this mod called "The Tesseract" ( http://www.nexusmods.com/skyrim/mods/24967 ) that I have used for almost every Skyrim playthrough I've ever gone through. It's a house mod, but it's more than that. It changes how you play the game entirely. With the ability to be in a dungeon and suddenly be at your house just by equipping a ring... Being able to teleport the entrance to your house all across Skyrim like some kind of Tardis... This mod is truly unique.

 

In this mod, there are custom-scripted mannequins that hold different poses, a sorting vat that sorts all of your goods into specific containers instantly or just puts away a certain section of your goods, the ability to have followers be staffed in the house and patrol it and do jobs, a custom-scripted shooting range that spawns little red orbs that can be shot off the pedestals of which they are spawned, a little "crafting font" that adds a 15% boost to crafting skills for 5 minutes upon use, and sooooo much more!

 

The thing is: the mod had an issue here and there. Scripts not firing for random reasons. Mannequins forgetting their positions. The issues were always tiny, but they happened fairly often. I'd love to see a re-iteration of this mod in SSE. Not necessarily a port as much as a remake that is just as good. Maybe include the ability for the sorting vat to put books in a bookshelf and scrolls in a scroll bin, non-favorited armor in a chest and non-favorited weapons in a weapons chest. Maybe have the sorting vat right inside the area that you teleport into when you put on the special ring that teleports you into your home, just for convenience. There's a lot that can still be added to this home. I'll list a whole bunch of possible things that could be added to this home below.

 

- More default places to teleport the house door to in the Core Room

- An unlockable spawning space/room that allows you to spawn different mobs in the game. Possibly by using different loot that you find in the game, you can spawn various mobs and NPCs to fight, kind of like the atronach spawner in the midden.

- The ability to save places that you set your door at. You'd be able to move your door back to these places in the Core Room, manage the locations you've saved, delete locations, etc.

- A respawning garden room versus the little garden room that is currently there; have the ability to have a follower "manage" the garden and gather ingredients. (Currently followers in the mod can cook for you, slowly adding food to the "Timelocked Pantry")

- A fix for the script that the "Timelocked Pantry" currently uses so it actually works

- Automatons that can act as followers like the little "Riftling" follower that is currently in this mod, but also act as guards of the place. (Mini dwarven centurions would be damned awesome!)

- More dwarven decor and less Nordic decor, as the whole house would be more lore-friendly if it didn't have all of those animal heads and skins around...

- Any other ideas of your own that you can come up with as you make this mod! Seriously, go to town! Hidden passageways and other bizarre additions are always cool!

 

If you decide to make this mod, please do let me know! The original mod author seems to have abandoned the mod, and this mod idea has a LOT of potential. So, I'd LOVE to see it appear in SSE. I have almost no knowledge of how to make a mod myself, but I do have a wallet with a fat wad of cash that is ready to go to the person that makes this mod. Because I'm desperate. I guarantee it will be worth your time...

Edited by c0ldk453
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you might have to wait for a fully working SK64 to come out before you get any realy house mods and even after that it might take some time my Friend, since even after the SK is relessed you will still wait days or longer so everything is fully working in mods like this.

 

some mods out in the old SK some just move over to this new SSE out not seeing there might be something new in the SSE scripts.

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you might have to wait for a fully working SK64 to come out before you get any realy house mods and even after that it might take some time my Friend, since even after the SK is relessed you will still wait days or longer so everything is fully working in mods like this.

 

some mods out in the old SK some just move over to this new SSE out not seeing there might be something new in the SSE scripts.

I was able to do a dirty port of the original mod to SSE pretty easily. (Unpack the .bsa and put the resource files directly into the data folder.) Only a couple of scripts were broken in the process. If you were to do a direct port of the original mod, you wouldn't need do redo all of the scripts. Also, if you are talking about the SSE Creation Kit: it's already available for download. I already have it myself. The scripts shouldn't be much different because more than half of the scripts in the original mod still work.

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  • 1 year later...

i would also like to have the tesseract in se, it was a cool home. however, the author's permissions are fairly restrictive. it didn't require skse, so it probably wouldn't require anything from skse64, and therefore wouldn't need to wait for a full release.

 

but for someone to port the tesseract to se (well, for someone to release a ported tesseract for other people to download, anyway), they'd have to get in touch with butterscotchcream and get his permission to do so. and last i heard, he was ignoring pm's. *shrug*

 

all that said, nothing (not even permissions) is stopping anyone who's good at making skyrim mods from taking the idea and coming up with a new home that is similar but has none of butterscotchcream's assets attached.

Edited by br0kenm4n
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  • 1 month later...
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