annak366 Posted December 14, 2022 Share Posted December 14, 2022 Hello! I would like some help in how to mod the in game vanilla homes. For example, say i want to remake Breezehome to my likings, how do i work around the "auto system" of the in game engine around that home.How to stop the auto furnituring so that my stuff will be there instead. Also, how to edit a BYO home so when you buy the land your modded house is already there and how to stop the auto buildingpart... I hope you understand what i mean. Ive tried to find vids of this but i couldnt find any... Have a nice day you all!! Hellos from Sweden. :) Link to comment Share on other sites More sharing options...
NexBeth Posted December 16, 2022 Share Posted December 16, 2022 You'd pretty much have to demolish and rebuild. But why do this? Just build your own custom house to your liking. Link to comment Share on other sites More sharing options...
annak366 Posted December 16, 2022 Author Share Posted December 16, 2022 Hello! Why do this, well because i want to change those particular places to my likings! As you probably know the game homes are conected to quests in order to get them and they are "prebuilt". That means you cant just start modding at that spot/place without messing things up! I have been modding this game for some years so i know what i can or cant do. The questions i asked is because i need help and i dont know how to work around the "game settings" in those matters. Is there anyone else that can actually help me? Link to comment Share on other sites More sharing options...
Sovrath Posted December 16, 2022 Share Posted December 16, 2022 Hello! Why do this, well because i want to change those particular places to my likings! As you probably know the game homes are conected to quests in order to get them and they are "prebuilt". That means you cant just start modding at that spot/place without messing things up! I have been modding this game for some years so i know what i can or cant do. The questions i asked is because i need help and i dont know how to work around the "game settings" in those matters. Is there anyone else that can actually help me? So, if memory serves, in the Solitude house I discovered that certain items were linked to markers. I don't remember if they were "x" markers or "L" markers (the traplinkers) but It seemed to me that when a quest stage fired that marker would allow those items to become enabled. If my memory is indeed correct, why not replace those items with the items you want and place them where you want? Additionally, you could give yourself a break and remake everything in a house but the house remains locked until you purchase it. You then buy it and "WaLa!" it's fully furnished, how nice. Link to comment Share on other sites More sharing options...
scorrp10 Posted December 16, 2022 Share Posted December 16, 2022 Depending on how you want it designed, you need to overload proper scripts or markers. 1. Finding the stuff.Seeing how Proventus Avenicci is the guy you talk to about decorating the home, you go to dialogue viewer, and filter by his topics.You will see there is a bunch of topics 'DecorateWhiterun...' Example: DecorateWhiterunKitchen.And it has a response 'Very well, I will make the arrangements", you click that, it opens 'Topic Info' window, where you see that it has an attached script: TIF_000C6E12. Now here you got to be real careful. A lot of people use Unofficial Patch (USSEP) and for some reason, it changes a lot of these scripts to use function 'Fragment_1' instead of Skyrim.esm's original 'Fragment_0'You either need to make USSEP a master for your Breezehome overhaul, or you could overload TIF_000C6E12 with a version that has both Fragment_0 and Fragment_1. Aside from name, functions should be identical. Now, looking at that script (might need to extract it, most likely from USSEP's bsa) It has in it:decoratemarker.enable()oldmarker.disable() And it has:ObjectReference Property DecorateMarker Auto ObjectReference Property oldmarker Auto And in the 'Topic Info' window, if you click the script and the 'Properties' button next to it, it shows that 'DecorateMarker' is linked to 'WhiterunPlayerHouseDecorateKitchen' (000C6E3C)'oldmarker' is linked to 'WhiterunPlayerHouseKitchenStart' (000E4EE3) Going to the world views, loading up Breezehome interior, you can see that these markers are objects outside of the house, and is each linked to a bunch of other objects. The 'start' marker - to a bunch of old crates and cobwebs, while 'Decorate' marker links to a bunch of kitchen furnishings. Right-clicking either marker in Objects list and choosing 'Use Info' will bring up a list of all objects linked to that marker. So when you talk to Proventus, choose option to decorate kitchen, it runs that fragment function in that script, disabling 'oldmarker' (which vanishes all the junk associated with it),and it enables the 'decorate' market, which pops into existence all the nice kitchen furnishings. The status of the Decorate marker (enabled/disabled) is what determines if you see 'kitchen' in the dialogue options with Proventus. So, what can you do?Suppose you just make your version of Breezehome furnished, and you want no further fuss. Making it so that you do not get the decorating guide: Look for "HousePurchase" quest, you will see that its stage 10 for various houses is attached to various fragments of 'QF_HousePurchase_000A7B33', specifically Fragment_0 for Whiterun,where it calls:kmyquest.Purchasehouse(whiterunhouse, whiterunhousekey, whiterunguide, kmyquest.HPWhiterun) This function is in 'HousePurchaseScript' , and has a line: game.getplayer().AddItem(DecoratingGuide) You would want to make that line conditional (If DecoratingGuide != NONE). Then in above mentioned script, you change the line to: kmyquest.Purchasehouse(whiterunhouse, whiterunhousekey, NONE, kmyquest.HPWhiterun)Also, if you want the house flagged child-adoptable, you need to add: (kmyquest as BYOHRelationshipAdoptionHousePurchase).Whiterun_EnableChildBedroom()Cause otherwise this option only gets set when you buy the 'Child bedroom' upgrade. Then in Proventus's Dialogue options, you look for ' DecorateWhiterunViewTopic1', (I'd like to decorate my home), for both response options you need to add a condition that will make it always fail. Suppose you want to make YOUR version of Breezehome upgradable in the same way as original.In this case, no need to mess with scripts and dialogue options. However, you need to make sure you remove all existing world objects associated with those 'Start' and 'Decorate' markers. Then, once you did your interior design, you link the needed objects to proper markers. Then when you buy the upgrades, the markers will enable your stuff instead. Link to comment Share on other sites More sharing options...
annak366 Posted December 19, 2022 Author Share Posted December 19, 2022 Thank you so much for taking the time helping me, these answers are super useful and i feel like i can dig in to it now!! Merry Christmas from Sweden to you all <3 <3 <3 Link to comment Share on other sites More sharing options...
greyday01 Posted December 21, 2022 Share Posted December 21, 2022 Scorrp10 had good advice, but I wouldn't remove the items linked to the markers. I would make a section of floor outside of Breezehome and drag all the items onto it and let them be enabled somewhere out of view. Deleting vanilla items can cause crashes. Link to comment Share on other sites More sharing options...
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