To put the Hunterborn ingredients into the house mod Hunterborn will have to be a master for the house mod. The CK doesn't normally allow ESP files to be masters and that's why you're running into the problem, but there's a way to trick it.
You need to convert Hunterborn into a fake ESM file, load up the two mods in the CK and make your changes to the house mod, then convert Hunterborn back to an ordinary ESP format.
Fake ESM files still have the ESP extension but a flag in the header (which is what the CK looks at) is tagged with the ESM value.
Using Wrye Bash to "Esmify" and "Espify" a mod using the right-click menu is the easiest way to do the conversion but you can also do it with TES5Edit. In TES5Edit load up Hunterborn, expand it and click "File Header", then find the "Record Flags" section of the Record Header. Check the "ESM" flag and save the file. After you've used the CK to make your changes to the house mod, you load up Hunterborn in TES5Edit again and uncheck the ESM flag.
(Leaving the ESM flag set will cause problems in the game, while not having it set causes problems in the CK. So if you need to make more changes later you have to go through the Esmify and Espify process again.)