Ladies and gents, I'm very please to present the first alpha of Riverside Lodge - Buildable Edition for your testing and enjoyment purposes.
http://www.nexusmods.com/skyrim/mods/71954
The mod is a Hearthfire-based and Hearthfire style conversion of http://www.nexusmods.com/skyrim/mods/14308/?
Final release is planned very soon (within the week)
FOR THE PURPOSES OF TESTING, ALL CRAFTING RECIPES HAVE NO REQUIRED ITEMS - ONLY BUILD LOGIC DETERMINES WHAT RECIPES ARE AVAILABLE
Things to Test
- Anything out of the ordinary. Planters, NPCs, etc.
- Anything else you think is important.
- Build logic - are the correct things enabled when their recipe is built? Are the recipes logical (e.g. you can't build a sauna workbench until after you've built the sauna)
- no floating [censored] (debug chests notwithstanding)
Known Issues
To Ignore:
- All recipes are categorised as "exterior" under vanilla crafting menus (SkyUI 5+ users shouldn't notice this)
- All recipes consume nothing for the purposes of quick testing
- The MAIN workbench platform (on the side of the river with the house) has an immersive way to be ENABLED, but no way to IMMERSIVELY disable. Use the debug menu instead.
- Numerous activators like shield racks, mannequins and soil won't work until you execute a cell transition. Either go into the house and come back out or vice versa. If the issue persists, THEN report it.
To Report:
- Recipes do not seem to refresh at the crafting menu until after another item has been built. Recipes will therefore continue to be visible AFTER you've built them, UNTIL the crafting menu is refreshed, or exited/re-entered. I've included a misc recipe that should enable the menus to be refreshed. If someone knows how to fix this, please let me know
- Exterior automatic lights not working.
Testing Notes
On the page screenshots, you will find the location of a Main Menu option activator as a conveniently touchable rock near the sign for the property (which is located off the road from Riverwood to Whiterun).
Also near there, you will find the debug chest (second screenshot) which currently contains the money required to "buy" the land by activating the sign.
You can also use the Main Menu rock to force the main workstation on/off and the debug chests on/off. The original book outside the top front door of the lodge also still displays the main menu.
NOTE ON TIMBER:
Although you won't notice it now, because you never need it, you *desperately* require timber - this is a resource created only for this mod, and is sourced from the Timber Pile^TM
Please, please, please remember to test the functionality of the pile! I am NOT going to tell you where it is via screenshot, because I want to see if I've written the instructions on it clearly enough - you will find a note in the initial construction materials delivery that *should* tell you where it is (roughly). From that, it should be hopefully self evident - if not, then I need to improve the instructions. I've included this resource mechanic as a means of ensuring the property takes time to develop, since according to Hearthfire, Rome apparently *can* be built in a day. The only reason I haven't yet used a Darkfox127-style mechanic where every recipe causes time to pass is to preserve compatibility with other mods. But it may be something I'll look into.
That's it for now! Please feel free to test and report back!