Tiziano74 Posted October 15, 2022 Share Posted October 15, 2022 Hi allI know that for someone the question might be trivial, but I can't find a solution, so I ask who is more experienced than me.I have built a house for the player within a new worldspace, but I cant in any way make the game understand that the player owns that house, for example in the dialogue to adopt a child ...What is the correct procedure?All the interiors of the house are set as owned by the Player.I put 2 beds for the childs with the property at the ByohrelationshipAdoptionchildOwnedFactionI put a bed with the property at PlayerBedOwnershipI followed a guide to insert various Markers where children can play, eat, etc ...I don't know what else to doWho helps me?Thanks in advance to those who will answer! Link to comment Share on other sites More sharing options...
maxarturo Posted October 19, 2022 Share Posted October 19, 2022 https://www.nexusmods.com/skyrimspecialedition/mods/3862 Mod authors, please check the modders guide included with the main mod to find out how to make your creations compatible. It's not that difficult. Link to comment Share on other sites More sharing options...
greyday01 Posted October 19, 2022 Share Posted October 19, 2022 I made a custom house in a new worldspace. My adopted children moved into it just fine. I did have a problem with my caretakers who lived there. For some reason they kept telling me I had to leave. I changed the house to public and that fixed the problem. Adoption continued to work. Link to comment Share on other sites More sharing options...
Tiziano74 Posted October 20, 2022 Author Share Posted October 20, 2022 I made a custom house in a new worldspace. My adopted children moved into it just fine.Hi greyday01 and thanks for the answer.The issue is not that i can't move an adopted child inside my house in the new worldspace, the only house that my player owns (he doesn't own any other house), the problem is that i can't adopt any child, beacuse in the adoption dialogue when the child asks if i have a home with a bed for him the only answer is "no"... the house that i've built is not in the adoption dialogue. The house is built with all markers created appropriately for the adopted children.The issue is in the adoption dialogue where my house is not recognized... Link to comment Share on other sites More sharing options...
Tiziano74 Posted October 20, 2022 Author Share Posted October 20, 2022 (edited) https://www.nexusmods.com/skyrimspecialedition/mods/3862 Mod authors, please check the modders guide included with the main mod to find out how to make your creations compatible. It's not that difficult.Hi maxarturo and thanks for the answer.My goal is not to use an external mod, but to make my home recognizable within the dialogue of adoption and marriage.All the various markers inside and outside the house have been created appropriately.Mods of this type allow you to move children or spouse to the house you have created, but the assumption is that they are already inside another house, and for me it's not a problem to create a script at the inside my house to do this (I have already done so), the problem is that I want the house I built to be recognized within the dialogue of adoption and marriage. Edited October 20, 2022 by Tiziano74 Link to comment Share on other sites More sharing options...
greyday01 Posted October 20, 2022 Share Posted October 20, 2022 Does your load order have Hearthfire Multiple Adoptions mod in your load order? If you don't want to use that mod you would in effect have to re-create the scripts yourself. I suppose you could download the mod and if it includes source scripts take a look at how it was scripted. If you do have that mod and it still doesn't work, have you tried it with a new game so there is nothing baked into your save that is interfering. This is how I set up my house: First create two new Locations for the Interior and Exterior of the home. Add the new Exterior Location for the exterior Cell in which your house will reside first. (World Data - Location) 1. Right Click- New - in the Location tree set the name and the ID to something (I usually use: aaa(name of house)Exterior2. Set the correct hold in which your house reside for the Parent Location.3. In the Render Window, Add a new map marker for your house for the exterior.4. Click back in your new location window and under World Location Marker Ref. Select your New Map Marker5. In the Keywords box, Right Click - Add - Add the following: BYOH_LocTypeHomestead, BYOHHouseLocationType and LocTypeHabitation6. Click Ok and Save. In your Cell View window, Right Click - Edit (In the Exterior cell your house resides in)Under Common Data - Change the Location to the new Exterior Location you created. Next create the new Interior Location 1. Right Click- New in the Location tree set the name and the ID to something (aaa(name of house)Interior)2. Under Parent Location - Select the new Exterior Location you created.3. In the Keywords box, Right Click - Add - Add the following: LocTypeDwelling, LocTypeHouse and LocTypePlayerHouse4. Click Ok and Save. In your Cell View Window, Right Click - Edit (On the Interior Cell for your home)Under Common Data - Change the Location to the new Interior Location you created. ====================================================================== Exterior Front Door: In the Render Window (While in the Exterior) Double Click on the Front Door (Load door to the Interior) Under Location Ref Type - Change it to: BYOHHouseFrontDoor Pet Door Marker: Add a X Marker near the Front Door Double Click on the X Marker Under Linked Ref - Double click in the References box Select Reference in Render Window - Select the Front Door (Load door to the Interior) Under Location Ref Type - Change it to: BYOHAdoption_PetDoorMarker Sandbox X Marker(s): Add an X Marker(s) to the Exterior Cell of the home Double Click on the X Marker(s) Under Location Ref Type - Change it to: BYOH_ChildSandboxOutside Idle Markers: Add a few Idle markers within range of the Sandbox X Marker Add atleast one play doll idle marker Double Click on each of the Markers Under Location Ref Type - Change it to: BYOHAdoption_ChildPlayDoll Also add various Idle Markers near the Sandbox X Marker example: "Child lay on floor marker", "Child Play Dirt" and "Child sit on knees" Practice Dummies: Add a few practice dummies (PracticeDummy01, PracticeDummy02, PracticeDummy03) Double click on each after placing them in the render window Under Location Ref Type - Change it to: BYOH_ChildDummy Game Markers Add a few X Marker Headings in the Exterior cell Double Click on each of the Markers Under Location Ref Type - Change it to: WIHideandSeek ====================================================================== For the Interior of the home make the following changes: Dining Table: Add any type of Table into the Render Window (I prefer the longer table's to provide more seats for Children) Double Click on the Table Under Location Ref Type - Change it to: BYOH_ChildDiningTable Bedroom X Marker: Add an X Marker in the childrens bedroom area of the home Double Click on the X Marker Under Location Ref Type - Change it to: BYOH_ChildSandboxRoom Child Beds: Add (up to) six beds for children to sleep in Double Click on each of the beds and make the following changes Under - 3D Data - Scale - Change it to: 0.8500 Under Ownership - Faction - Change it to: BYOHChildAdoptionOwned Under Location Ref Type - Change it to: BYOH_ChildBed Child Chests: Add (up to) six chests for children Double Click on each of the chests and make the following change Under Location Ref Type - Change it to: BYOH_ChildChest Child Chores: Add at least two sweep idle markers Double Click on each of the Markers Under Location Ref Type - Change it to: BYOH_ChildPatrolChores You can make them sweep multiple areas by linking some more sweep idle markers to the ones with the BYOH_ChildPatrolChores keyword. Use sweep idles with patrol data times of between 15-20 (to give an idea of how many Proudspire uses 11, Breezehome uses 3). Set them up link reffed in a circle. You could also add another set of sweep patrol markers near the ones you placed to allow adults (followers/spouse) to sweep along with the kids. Child Scene Markers: Add EXACTLY 2 X Marker Headings near each other. Double Click on each of the Markers Under Location Ref Type - Change it to: BYOH_ChildSceneMarker These are used to place the kids when they start arguing or when they want to greet you. Place them near the entrance. For example in the Hearthfire home they are placed just inside the main hall in front of the dining table. Practice Dummies: Add a few practice dummies in the interior Double click on each after placing them in the render window Under Location Ref Type - Change it to: BYOH_ChildDummy Sandbox X Markers: Add (up to 4) X Markers within varous parts of the home (withing range of furniture, idle markers ect.) Double Click on each of the Markers Under Location Ref Type - Change it to:BYOH_ChildSandboxHome Idle Markers: Add a few Idle markers within range of the Sandbox Markers example: "Child lay on floor marker", "Child Play Dirt" and "Child sit on knees" They don't need any special keywords. You can also add "Play Drum marker", "Play Flute Marker" and "Play Lute Marker". Make each marker in the case of instrument playing into Ownership Faction BYOHRelationshipAdoptionChildOwnedFaction, they will play the instruments but make no noise in the same way they do in Proudspire Manor.====================================================================== FOR THE SPOUSE: Master Bed: Add a Double Bed Double Click on the Double Bed Under Ownership - Faction - Change it to: PlayerBedFaction Center Marker: Add a X Marker somewhere in the home Double Click on the X Marker Under Linked Ref - Double click in the References box Select Reference in Render Window - Select the Master Bed In the same Choose Reference Box - Keyword - Change it to: SpouseBedKeyword ====================================================================== TESTING YOUR CHANGES The mod works by using a "Bless Home" spell to determine whether or not a home issuitable for family life. This spell runs a script that should tell you whetheror not your home as all required elements in place. If not you will be notifiedthat the home is not suitable and you can check your papyrus log for messagesabout the missing requirements, including optional ones. [/spioler] Link to comment Share on other sites More sharing options...
Tiziano74 Posted October 25, 2022 Author Share Posted October 25, 2022 Does your load order have Hearthfire Multiple Adoptions mod in your load order? If you don't want to use that mod you would in effect have to re-create the scripts yourself. I suppose you could download the mod and if it includes source scripts take a look at how it was scripted. If you do have that mod and it still doesn't work, have you tried it with a new game so there is nothing baked into your save that is interfering. This is how I set up my house: First create two new Locations for the Interior and Exterior of the home. Add the new Exterior Location for the exterior Cell in which your house will reside first. (World Data - Location) 1. Right Click- New - in the Location tree set the name and the ID to something (I usually use: aaa(name of house)Exterior2. Set the correct hold in which your house reside for the Parent Location.3. In the Render Window, Add a new map marker for your house for the exterior.4. Click back in your new location window and under World Location Marker Ref. Select your New Map Marker5. In the Keywords box, Right Click - Add - Add the following: BYOH_LocTypeHomestead, BYOHHouseLocationType and LocTypeHabitation Hi greyday01Thanks for the answer!I found some problems. . .I started following what you wrote, and many of these things I have already done, but on others I have encountered problems ... let's start from the beginning, one thing at a time is better than getting confused by reporting everything together. . .1. I had already created the Location for the external part of the house.2. I don't understand exactly what Parent Location means in this case, I have selected the Location from which the Player comes to this new Location. . . is it correct?3. I had already created the Map Marker outside the house, giving it a reference ID and as Linked ref I matched it to the XMarkerHeading in front of the house (and everything works)4. Here I have the first problem ... if I click on the Select Reference button of the World Location Marker Ref, and then on Select Reference in the Render Window, the selection finder stays red if I point to the Map Marker and if I try to search for the Map Marker in the Ref list i can't find it, neither on (any), nor on the Cell where the Map Marker is located. What could be the problem?5. Here is another problem ... in the keywords list that can be entered in the Location, there is no one called BYOHHouseLocationType, but I found one called BYOHHouseLocationKeyworld, is it correct? Link to comment Share on other sites More sharing options...
greyday01 Posted October 25, 2022 Share Posted October 25, 2022 BYOHHouseLocationKeyword is correct I believe you have to connect it to Tamriel somehow for the kids to find their way to your house. The way I have my house set up got a bit complex, but I'll see if I can explain. In WorldData - Locations I made 4 locations: RouteExteriorLocation, RouteLocation, ManorLocation and CourtyardLocation. The cell in the Rift just outside the door to the cave route to the manor I named RouteExterior. and its location is RouteExteriorLocation.The Map Marker outside the door is RouteExteriorMarker.RouteExteriorLocation has Parent Location = RiftHoldLocation.WorldLocationMarkerRef = RouteExteriorMarker.No Keywords. The cave passage is named Route and its location = RouteLocation.RouteLocation has parent Location = RouteExteriorLocation.WorldLocationMarkerRef = RouteExteriorMarker (the same as above).Location keywords - LocTypeDwelling, LocTypeHouse, LocTypePlayerhouse. The cave route has a door to my Manor whose location = ManorLocation.ManorLocation has parent location = CourtLocation (not RouteLocation)No WorldLocationMarkerRef.Keywords = LocTypeDwelling, LocTypeHouse, LocTypePlayerHouse. The exterior courtyard opening from the manor is in location = CourtLocation. This cell is in a WorldSpace = CourtWorld.CourtLocation has Parent Location = RiftHoldLocation.No WorldLocation MarkerRef.Keywords = BYOH_LocTypeHomestead, BYOHHouseLocationKeyword, LocTypeHabitationThis is where the kids play. I'm not sure of the set up if you don't have a physical route between Tamriel and your house.There are some mods that edit Severin Manor to make it kid friendly. I would look at how they set up its cells and locations. This is one: Severin Manor - Adoption Friendly at Skyrim Nexus - Mods and Community (nexusmods.com) Link to comment Share on other sites More sharing options...
Tiziano74 Posted October 25, 2022 Author Share Posted October 25, 2022 BYOHHouseLocationKeyword is correct I believe you have to connect it to Tamriel somehow for the kids to find their way to your house. The way I have my house set up got a bit complex, but I'll see if I can explain. In WorldData - Locations I made 4 locations: RouteExteriorLocation, RouteLocation, ManorLocation and CourtyardLocation. The cell in the Rift just outside the door to the cave route to the manor I named RouteExterior. and its location is RouteExteriorLocation.The Map Marker outside the door is RouteExteriorMarker.RouteExteriorLocation has Parent Location = RiftHoldLocation.WorldLocationMarkerRef = RouteExteriorMarker.No Keywords. The cave passage is named Route and its location = RouteLocation.RouteLocation has parent Location = RouteExteriorLocation.WorldLocationMarkerRef = RouteExteriorMarker (the same as above).Location keywords - LocTypeDwelling, LocTypeHouse, LocTypePlayerhouse. The cave route has a door to my Manor whose location = ManorLocation.ManorLocation has parent location = CourtLocation (not RouteLocation)No WorldLocationMarkerRef.Keywords = LocTypeDwelling, LocTypeHouse, LocTypePlayerHouse. The exterior courtyard opening from the manor is in location = CourtLocation. This cell is in a WorldSpace = CourtWorld.CourtLocation has Parent Location = RiftHoldLocation.No WorldLocation MarkerRef.Keywords = BYOH_LocTypeHomestead, BYOHHouseLocationKeyword, LocTypeHabitationThis is where the kids play. I'm not sure of the set up if you don't have a physical route between Tamriel and your house.There are some mods that edit Severin Manor to make it kid friendly. I would look at how they set up its cells and locations. This is one: Severin Manor - Adoption Friendly at Skyrim Nexus - Mods and Community (nexusmods.com)Is your RouteExteriorMarker in the Rift, in Tamriel woldspace?I am asking why I have no problem with MapMarkers placed in Tamriel Worldspace, the problem is on the Map Markers placed in My Worldspace, which cannot be selected as World Location Marker Ref ...Have you ever tried to select a MapMarker inserted in your CourtWorld (which I assume is a new World Space created by you) as the World Location Marker Ref for its Location? Link to comment Share on other sites More sharing options...
greyday01 Posted October 25, 2022 Share Posted October 25, 2022 Yes. RouteExteriormarker and the cell it is in in a short distance from Riften. I would look at the Severin Manor mod since that is in a new worldspace to see how they set things up. It seems like that might be closer to your set up. I do have a map marker in the courtyard which is in a new worldspace. I use it for fast travel but I believe it is unselectable as a LocationMarkerRef. I'm not sure but I think you might need to have a chain of parent/child locations leading from Tamriel. Just outside your door location with marker must be a child of some hold in Tamriel which is a child of Tamriel. It might be possible to have a large chain of Parent/child locations but a location that is not connected might not work. Link to comment Share on other sites More sharing options...
Recommended Posts