ShadowProctor Posted April 13, 2023 Posted April 13, 2023 (edited) View File Ironback Hideout - Slaver's Edition A complete remake of the Ironback Hideout Player Home mod originally by Jokerine. The original was for Oldrim (this one is for SSE) and has open permission to use it however as long as Jokerine is credited as the original author. I ported it to Special Edition and rebuilt almost everything. The cellar is approximately x4.5 larger than the original and has a whole lot more features (such as a couple of jail cells with doors operated by levers on a nearby wall). Made it for my own PAHE/DoM playthroughs and decided to share it since I'm happy with the way it turned out. -All items placed on shelves are static. -All crates are custom storage containers, and all containers are safe storage. The screenshots say everything else.| Credits: - Jokerine for the original Ironback Hideout - BrightRider for the scripting of the courier letter/update 1.2 If you like this mod, check out my others: Simple Slave Cellars Hearthfire Menageries Hearthfire Baths Reborn Submitter ShadowProctor Submitted 04/13/2023 Category Regular Mods Requires Skyrim Special Edition, Hearthfire DLC Regular Edition Compatible No Edited April 16, 2023 by ShadowProctor Forgot to add Hearthfire DLC as a requirement. 2
ShadowProctor Posted April 13, 2023 Author Posted April 13, 2023 50 minutes ago, bubba999 said: Looks nice. Where is it located? Haafingar, it was a location in the game that was a bandit hideout east of Wolfskull Cave I believe. I should have taken a screenshot of the location, I'll post one next time I get a chance.
edtide25 Posted April 14, 2023 Posted April 14, 2023 (edited) I couldn't open the jail door at the basement for some reason. Is it locked with chain lock mechanism? EDIT: Found it Edited April 14, 2023 by edtide25
ShadowProctor Posted April 16, 2023 Author Posted April 16, 2023 On 4/15/2023 at 1:14 AM, CannedEnd89 said: Does this work with AE version? I don't use AE (yet) myself, so I'm unsure if it's compatible or not.
Vincenza Posted April 18, 2023 Posted April 18, 2023 On 4/15/2023 at 7:14 AM, CannedEnd89 said: Does this work with AE version? For Current Anniversary Edition build 2.2.3 (game version 1.6.640) the mod works.
Gamer_Auto Posted April 18, 2023 Posted April 18, 2023 On 4/13/2023 at 12:14 PM, ShadowProctor said: Made it for my own PAHE/DoM playthroughs Pardon my ignorance, as I'm still learning LL acronyms, but what's DoM? I know PAHE (Paradise Halls Extended), but I'm unfamiliar with the other. Other than that, this definitely looks like a nice hideout to place one's favorite pets in!
Vincenza Posted April 18, 2023 Posted April 18, 2023 the player home is nice. a secret room through one of the closets would perfect it. the spawn point for horses is a bit unfortunate. can that be changed?
ShadowProctor Posted April 19, 2023 Author Posted April 19, 2023 (edited) On 4/17/2023 at 11:20 PM, Gamer_Auto said: Pardon my ignorance, as I'm still learning LL acronyms, but what's DoM? I know PAHE (Paradise Halls Extended), but I'm unfamiliar with the other. Other than that, this definitely looks like a nice hideout to place one's favorite pets in! DoM is Diary of Mine, if you use PAHE - I seriously recommend checking it out, it's an addon for PAHE. Edited April 19, 2023 by ShadowProctor 1
ShadowProctor Posted April 19, 2023 Author Posted April 19, 2023 21 hours ago, Vincenza said: the player home is nice. a secret room through one of the closets would perfect it. the spawn point for horses is a bit unfortunate. can that be changed? There actually was a secret wardrobe entrance to the cellar in the original version, but I ended up not liking the way it was built so I got rid of it. Maybe I'll try to add one again in a future version. 1
Battlestar1965 Posted April 23, 2023 Posted April 23, 2023 Be careful when using this mod. It's pretty dirty. 28 UDR, 19 ITM and 1 deleted NavMesh.
Vincenza Posted April 23, 2023 Posted April 23, 2023 8 hours ago, Battlestar1965 said: Be careful when using this mod. It's pretty dirty. 28 UDR, 19 ITM and 1 deleted NavMesh. then open SSEEdit and look at all the mods you have. you will be surprised. there is practically not a single mod without small impurities. 1
Battlestar1965 Posted April 23, 2023 Posted April 23, 2023 That's true...that's why it always takes so long, until you actually can play the modded game, because you first had to "fix" a bunch of them....
Vincenza Posted April 23, 2023 Posted April 23, 2023 47 minutes ago, Battlestar1965 said: That's true...that's why it always takes so long, until you actually can play the modded game, because you first had to "fix" a bunch of them.... if you pay attention to what you install, crashes happen relatively rarely. i play Skyrim SE now 412 hours and had 2 crashes. but those were my own fault. as for Ironback Hideout, you can install it without hesitation. it does not cause any problems. 2
Battlestar1965 Posted April 24, 2023 Posted April 24, 2023 (edited) 11 hours ago, Vincenza said: if you pay attention to what you install, crashes happen relatively rarely. i play Skyrim SE now 412 hours and had 2 crashes. but those were my own fault. as for Ironback Hideout, you can install it without hesitation. it does not cause any problems. Me, too. I'm playing on a stable modded version with a total of 1417 mods installed with 1169 active plugins. The reason my game is stable, is, that i pay attention, and that i try to fix the most obvious problems with some plugins, especially deleted navmeshes. HA...sehe gerade, dass du wahrscheinlich aus Deutschland kommst. Ich auch.... Edited April 24, 2023 by Battlestar1965 1
Vincenza Posted April 24, 2023 Posted April 24, 2023 10 hours ago, Battlestar1965 said: Me, too. I'm playing on a stable modded version with a total of 1417 mods installed with 1169 active plugins. The reason my game is stable, is, that i pay attention, and that i try to fix the most obvious problems with some plugins, especially deleted navmeshes. HA...sehe gerade, dass du wahrscheinlich aus Deutschland kommst. Ich auch.... Nicht ganz Deutschland aber fast. Na das erleichtert das schreiben ungemein, ich übersetze hier mühsam mit Deeple ? Bitte was? 1417 Mods? wtf ☺️ Ich dachte ich hatte damals in der LE Version viele, aber 1417 ist brutal. Respekt wenn das läuft.
ShadowProctor Posted April 24, 2023 Author Posted April 24, 2023 (edited) On 4/23/2023 at 2:34 AM, Battlestar1965 said: Be careful when using this mod. It's pretty dirty. 28 UDR, 19 ITM and 1 deleted NavMesh. Sorry about that, it's a remake of someone else's much older mod - and was a learning experience for me. I'm fairly new to modding (in the sense of creating environments) - and I should have checked and cleaned it myself but it completely slipped my mind. Edit: But also, being condescending or patronizing over something that can be fixed yourself in a matter of a few minutes is pretty petty. I mean seriously, do you comment on every mod author's mods that have dirty records and say the same thing or am I just special? Edited April 24, 2023 by ShadowProctor
Battlestar1965 Posted April 25, 2023 Posted April 25, 2023 12 hours ago, ShadowProctor said: Sorry about that, it's a remake of someone else's much older mod - and was a learning experience for me. I'm fairly new to modding (in the sense of creating environments) - and I should have checked and cleaned it myself but it completely slipped my mind. Edit: But also, being condescending or patronizing over something that can be fixed yourself in a matter of a few minutes is pretty petty. I mean seriously, do you comment on every mod author's mods that have dirty records and say the same thing or am I just special? If I encounter problems in a mod, I usually comment on this. Because, as you mentioned it yourself, to clean a mod is not a big task given the tools we have at hand (even deleted navmeshes are not the BIG problem anymore). Since it's easier nowadays, i really think it's the mod authors responsibility to check his/hers mod for errors/dirty edits/deleted navmeshes before publishing the mod. Otherwise you could potentially introduce problems into other users games. Don't get me wrong, I like what you did, and I appreciate every mod authors work and even more that they want to share their work, thank you for that. But it's still includes some responsible steps before publishing the mod
ShadowProctor Posted April 25, 2023 Author Posted April 25, 2023 (edited) 13 hours ago, Battlestar1965 said: If I encounter problems in a mod, I usually comment on this. Because, as you mentioned it yourself, to clean a mod is not a big task given the tools we have at hand (even deleted navmeshes are not the BIG problem anymore). Since it's easier nowadays, i really think it's the mod authors responsibility to check his/hers mod for errors/dirty edits/deleted navmeshes before publishing the mod. Otherwise you could potentially introduce problems into other users games. Don't get me wrong, I like what you did, and I appreciate every mod authors work and even more that they want to share their work, thank you for that. But it's still includes some responsible steps before publishing the mod I'm happy when someone reports a problem. And I just fixed everything in a new version. It's not about what you said, it's about how you said it. You could have just said something like "Hey you forgot to clean the mod in xEdit" and that would have been cool, instead you chose to act entitled and condescending. It was an honest mistake on my part, one I was happy to fix, but let's be clear - mod authors don't owe you anything. We spend our time making this stuff and then release it for free, the least you can do is not be rude for no reason. Edit: And calling me "irresponsible" for making a simple mistake is hilarious. I guess every mod author is irresponsible then, because there isn't a single person on this planet that doesn't make occasional mistakes. Please just stop talking, your sense of entitlement is absolutely insane. Edited April 25, 2023 by ShadowProctor 2
ShadowProctor Posted May 16, 2023 Author Posted May 16, 2023 Have a new version ready for release, I just need to test it out first. Adds a hot spring-style bathhouse underneath of the jail cells/slave pens accessible by a hatch on the floor. I'm in the process of creating a new mod that I'm about to clutter and nav-mesh, and have two other new mods ready to be tested and released that are all Slaver/Slavery-related hideouts basically, so I'm going to wait to finish up the one I'm working on now and test all three of the new mods and the new version of this one together. 2
ShadowProctor Posted May 23, 2023 Author Posted May 23, 2023 Bathhouse update is released, along with the 3 other original mods I mentioned. Links to them are now on the main mod page and my profile.
Martok73 Posted June 3, 2023 Posted June 3, 2023 (edited) Hey mate, 1st, nice mod, looks great, 2nd, I have found two possible bugs/glitches, one of which is just a simple tiny "miss" since you do not use AE and do not have any of the CC content, which is no big deal, easily fixed. 1st bug/glitch is the npcs that spawn are supposed to be hostile and so far in 3 different saves, they have spawned in and only been hostile to my horse??? Completely friendly to my character and refuse to attack even when pummeling them, lol. Should be an easy fix with an edit in xEdit, maybe copying the USSEP entry, not sure, haven't tried, of course will still have to move the spawn location a tad bit so they don't spawn inside the house, lol. Here's a couple screenshots for reference: As for the 2nd one, as I said, you don't have AE so no way you could have known about this one, so no big deal, just a small conflict with a CC content and trapdoor placement/key use. Here is a screenshot for reference, I think it should be a fairly simple inclusion of the two parts that are "red" from the CC over to yours to make it compatible. I will try it in my game and make sure the placement of the trapdoor doesn't interfere with anything you've done since you don't have CC Content. (Technically I don't have or use AE I run 1.5.97 and just have the CC content). But I don't think there will be any issues, but will let you know what I find when I make the edits in my own game. Anyway here's the screenshot for ya. The CC mod in question adds a small quest to this location to retrieve a crossbow from a dead body IIRC, which only shows up if you have the quest, again IIRC. I'll do abit more testing with the quest to see if there are any issues with the body or item spawning, but I don't think there should be, but will let you know what I find out. Again, great job, it looks amazing, I do wish tho that the cells had 2 beds each instead of just one, small limiting factor on how many slaves/prisoners you can realistically have there in the cells. Could always have a bed and a bedroll, make one sleep on the floor, LOL. Anyway, great job mate, will let ya know what I find out with the rest of my testing. UPDATE: So after testing the bandits spawn in hostile just fine, honestly not sure why they didn't the first three times, the edit I did to the the record in xEdit wasn't that big, lol. oh well. However, the conflict with the CC Mod Elite Crossbows, was not as simple of a fix. Unfortunately the location of the trapdoor that leads to the cellar that the CC Content adds, is literally in the middle of the burnt out house model, so it is completely un-accessable with this mod installed. The letter that starts the quest is also unavilable as it is located on the burnt out hearth. A patch would have to be made between the CC Content Elite Crossbows and this mod, most likely moving the placement of the letter that starts the quest "Night Hunter" added by the CC, to maybe the table outside where you placed the book and the backpack perhaps. As for the trapdoor that leads to the cellar that is added by CC, since it is under a tent in the middle of the ruined house, maybe possibly move the tent and the trapdoor to like maybe behind(ish) the house near the ore vein possibly? I'm not sure if moving the trapdoor which is the entrance to the cellar added by the CC mod would also mean having to move that specific cellar cell or not, you'd just have to look in the CK at both mods and see how it's connected. If you would like to make a patch for the CC Elite Crossbows and this great little mod of yours, since you don't have the CC Content, I can send you a copy of mine which is just a bsa file and the esp. I don't know if you could make a patch without having the CC mod along side yours or not, so just thought I'd offer a copy to help out. If not that's fine too, if wondering, all of the CC content was created long before AE was a thought in Bethesda's mind so it's all fully compatible with SE 1.5.97. Anyway, this is what I've found out playing around, hope this info helps, and it's a nice little house mod, very well done indeed. Edited June 4, 2023 by Martok73
shadowkusa Posted October 22, 2023 Posted October 22, 2023 (edited) So, I entered riverwood for the first time and no courier for the quest. Is there a console command to force the quest start? -Edit- Fixed it. Just went into the shop, saved then loaded the save and exited said shop, courier showed up. Edited October 23, 2023 by shadowkusa
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