When you had a Sleep mod, all of a sudden, beds become important. Sleeping becomes important, whether that's in the wilderness, in a guild, in a home, or in an inn. Eliminate the ability to Fast Travel in a game, and all of a sudden, horses become very, very important (because they become pratical to the player).
I'm thinking of a mod that will do the same type of thing for owning a house--make the player need it.
I've got the Battlehorn official plug-in, and I purchased the dwemer forge. This forge adds +15 to your armor skill when using it. For me, since my toon's armor skill is already pretty high, that pops me over the edge so that I can fix armor and weapons to 125%.
Without the forge, I can't pop stuff over 100%. So (and this is key), I find myself making frequent trips back to my castle so that I can use that forge and get my stuff up to 125%.
It's a practical--in game--use.
Houses need more of this type of stuff.
Here's my idea:
Change Alchemy so that it cannot be done in your backpack. A mod like http://www.tesnexus.com/downloads/file.php?id=5478 already makes it possible to mix potions using the alchemy utensils on a table rather than in your inventory. Incorporate this mod into the Home mod with a couple of changes.
Change 1 - Make it impossible to brew potions from your backpack. You can still do this out in the wild, as in a wilderness camp, but you need a fire, a table, and alchemy gear.
Change 2 - Change the timescale when brewing potions. In the vanilla game, it costs no time to brew potions as time is paused with our inentory open. I suggest using a high timescale when brewing potions so that a significant portion of time passes while the character is brewing.
Change 3 - Since the toon won't be brewing as often, we'll need to up the skill progression when brewing so that the Alchemy skill will still advance on par with that in the vanilla game.
Change 4 - The Mages Guild will have an alchemy bench that members can use.
Change 5 - Maybe make potions longer lasting? Since the player won't be able to make whatever he needs on the spot (he'll have to think ahead), we might want to think about making potions a bit more powerful.
OK, now you have a practical, in-game reason to have a house: You'll have a save place to store your stuff, a free place to get some shut-eye, and a place to brew your potions...
But, there's more!
We could do the same thing with Armorer skill. We could require that the player be next to a forge in order to actually repair armor and weapons (not unlike having to be next to the dwemer forge in order to get the +15 skill benefit). Yep, make it impossible to do this in the inventory unless next to a forge--the forge is key. This will also have a side benefit of making the town smiths more useful (because no forge, no working on your equipment).
Change 1 - Change timescale as with alchemy. Working on armor and weapons takes time.
Change 2 - Maybe work a way to where the player can pay to use a town smith's forge--if the smith likes him?
Change 3 - We'll have to make armor much, much more resistant to damage. We can't have armor going to zero in the middle of the first dungeon crawl the player makes. This wouldn't work. It's the third time the player goes down into a deep dark cave without his armor upkeep that he runs the risk of stuff going zero...something around those lines.
Change 4 - If a piece goes to zero health, it is not repairable. It is destroyed an removed from the player's inventory--NO MATTER WHAT THE ITEM IS. Making armor stronger will make players lazy about going to smiths UNLESS they could actually lose a favored item if it goes to zero health. Better, longer lasting armors become VERY important, allowing the players to make interesting decisions ("Do I use the magical Iron gauntlets or the steel non-magical ones? Because the steel ones sure last a long time and can take some abuse.) Players will spend more money on upkeep, going to smiths when forges aren't accessible, and they'll spend money on new equipment that was destroyed (all of this combating the influx of gold experienced in the vanilla game).
Change 5 - The Figther's Guild will have a forge that members can use.
Change 6 - We'll als have to play with the Armorer skill advancement rate, making it so that the skill moves up comparable to that in the vanilla game.
I'm sure I can think of some more changes/reasons to have a house. But, this thinking goes down the track: Why should a player buy a house as soon as he can?
1. A place to sleep (if using a sleep mod).
2. A secure place to store stuff.
3. A place to brew potions (if alchemy table available, which could mean alchemy gear set up on the kitchen table).
4. A place to repair armor and weapons (if a forge is availalbe - this needs to be a major, costly, add-on to a house).
This isn't a simple mod to make, but some of the pieces are already in place (like At Home Alchemy...I bet someone would find a forge add-on...Real Sleep Enhanced uses variable timescale for different tasks, so something similar could be used to alter the timescale with brewing potions and using the forge...etc). Some of the mod will consist of incorporating other mods into it.
Nevertheless, this is a challenge.
What do you modders think?