ShadowProctor Posted May 22, 2023 Posted May 22, 2023 (edited) View File Dark Additions - This mod currently adds an underground hideout to each of the base game player homes and all 3 Hearthfire homes. - Breezehome Underbelly has 8 jail cells, a master bedroom, a guest bedroom for 2 followers, and a bathhouse. - Honeyside Hideout has 8 jail cells, a master Bedroom, a guest bedroom for 2 followers, and a bathhouse. - Vlindrel Sanctum has 6 jail cells, a master bedroom, and a guest bedroom for 4 followers. Also has a steam bath in the central room and a shrine to Nocturnal accessed by the purple flame in the master bedroom. - Hjerim Underhall has 8 jail cells and two master bedrooms. Both master bedrooms have a bathhouse hidden behind a wardrobe. - Proudspire Cloister has a whole lot more to offer than any of the others. It's like having your own private Guild Hall beneath the streets of Solitude: - Master bedroom area that includes a guest room with 2 single beds. - 4 Additional guest rooms, each with a double bed. - 2 Commons, each with 4 single beds and their own bathhouse. - Vampire Quarters similar to the Master bedroom area, but with coffins and different decor. - Full workshop. (Smelter, forge, workbench, sharpening wheel, tanning rack, wood chopping block.) - Training facility. Let's face it, this place is really just for show. You can definitely use the archery ranges if you want, but the weapon racks and the weapons on them are static. - Proudspire Prison can be accessed from the Master bedroom area or the Vampire area, and has 8 total jail cells. - Lakeview Manor/Windstad Manor/Heljarchen Hall each have 6 jail cells (4 small, 2 medium), 2 bedrooms with a double bed, 2 bedrooms with 2 single beds, two common rooms with 4 beds each, a bathhouse, and a Vampire lair with 5 coffins. - The Breezehome Underbelly hatch is on the right side of the house - just off the walkway that runs between Breezehome and Warmaiden's. The Honeyside Hideout hatch is toward the garden area directly beneath the window before the cart. Vlindrel Sanctum's is to the right as soon as you reach the top of the steps that lead to Vlindrel Hall. The entrance to the Hjerim Underhall is directly to the right of the door. Proudspire Manor is the exception, with the hatch being in the enchanting room with the mannequins on the lower level of the house. You really can't miss it. The trapdoors to the Hearthfire Menageries are in the cellars next to the mannequin. - All of them require the same keys you use to get into the player homes. (Example: Vlindrel Sanctum requires the Vlindrel Hall key, etc.) Proudspire Cloister is once again the exception to the rule here. It's inside of the house, so there was no need to lock the hatch. (Also not needed for the Menageries.) - All clutter items are static. (aka they're goin' nowhere.) - Any crates you see are storage containers, and all storage is safe. (Note: Proudspire Cloister has a handful of storage containers that already have things in them. They're also set to respawn - but I'm not actually sure that they will. The effected storage containers are marked as Ale Barrel, Mead Barrel, Wine Barrel, Moon Sugar Stash, Sap Shipment, and Skooma Cupboard. The Vampire lairs in the Hearthfire Menageries also have a small handful of containers set to respawn behind the ladders. The "Blood Potion Barrel" and "Redwater Skooma Crate". Once again, not really sure if they'll respawn or not.) Submitter ShadowProctor Submitted 05/22/2023 Category Regular Mods Requirements Skyrim Special Edition, Hearthfire DLC, Dawnguard DLC Regular Edition Compatible No Edited March 10, 2025 by ShadowProctor 3
NobKop Posted May 22, 2023 Posted May 22, 2023 A spacious cellar with prison optic is huge, even if just to keep captured bandits chiefs, especially because it is not filled with obvious fetish stuff. Will they stay in that cell or do they move into the upper floor if I set it as their home?
ShadowProctor Posted May 22, 2023 Author Posted May 22, 2023 (edited) There is no upper floor. The cellars are their own worldspaces. Haven't had any trouble with NPCs accidentally slipping into another jail cell. If it does happen - it'll be rare, and isn't possible at all with the 2 nicest jail cells since they're pretty far away from any other furniture markers. I use PAHE/DoM, and I typically use the smaller jail cells for NPCs I'm going to bind or something, the nicer two jail cells are set up better for NPCs to wander around and do their own thing in. Edited May 22, 2023 by ShadowProctor Better wording and a typo fix.
grosaprap Posted May 23, 2023 Posted May 23, 2023 I can not tell you how long it took me to realize the name of the mod was c_E_llars and not c_O_llars because that would be embarrassing. Looks good, can't wait to get in game to check them out. 1
kraigpdx Posted May 28, 2023 Posted May 28, 2023 Oooh, I really love this mod. I love that the entrance isn't inside the home, this makes it compatible with so many other mods that make alterations to the player homes. I love that it is simple but not ugly, which is surprisingly difficult to accomplish. I have tired out a few other mods that add cells to players homes or add whole new buildings while some may look more impressive because there are lots of areas... I wind up not using them. With my playstyle I don't need more space, I just need functionality. Thank you for creating this and sharing! 1
RevanCathal Posted May 29, 2023 Posted May 29, 2023 (edited) As this has it's own worldspace, will this interfere with a mod like Eli's Breezehome that adds a basement to Breezehome only accessible from inside the house? Edited May 29, 2023 by Jgoftl
kraigpdx Posted May 29, 2023 Posted May 29, 2023 3 hours ago, Jgoftl said: As this has it's own worldspace, will this interfere with a mod like Eli's Breezehome that adds a basement to Breezehome only accessible from inside the house? It shouldn't interfere with any mod that changes the interior of Breezehome. I like Eli's Breezehome but haven't tried it with this mod. Only mods that make alterations to the city might interfere.
RevanCathal Posted May 29, 2023 Posted May 29, 2023 (edited) 2 hours ago, kraigpdx said: It shouldn't interfere with any mod that changes the interior of Breezehome. I like Eli's Breezehome but haven't tried it with this mod. Only mods that make alterations to the city might interfere. So JK's SKyrim would follow under that category. Also, Eli's makes minor exterior changes around the home. I'll test it, see if a patch is needed. Edited May 29, 2023 by Jgoftl
RevanCathal Posted May 29, 2023 Posted May 29, 2023 (edited) So, do to a change to the structrual shape of the house by Eli's Breezehome, it's only partially exposed/covered. Edited May 29, 2023 by Jgoftl
trgdolors Posted May 31, 2023 Posted May 31, 2023 (edited) This is a great idea, and I appreciate the effort. Unfortunately, it is not ESL-able as it has cell record. I wonder if any of the other cool ShadowProctor add ons are able to be ESLed. Edit: Not to be ungrateful, but I just quick tested all four mods (by installing them, enabling them, then opening SSEEdit and running ESPFE Follower - Eslify facegen and voices). None of the four are ESL-able. Three are because ".esp has CELL record and cant be processed due to Skyrim engine bug", and HearthfireMenageries cannot be ESLed due to too many records. This may not matter to many. I only mention it because I have a maxxed out load order. I am really sorry; I must sound awful. I was just hoping I could add one of them. Maybe eventually an add-on location can be made that is ESL flagged. It is possible. Thanks, and sorry again for appearing ungrateful. Edited May 31, 2023 by trgdolors
ShadowProctor Posted May 31, 2023 Author Posted May 31, 2023 12 hours ago, trgdolors said: This is a great idea, and I appreciate the effort. Unfortunately, it is not ESL-able as it has cell record. I wonder if any of the other cool ShadowProctor add ons are able to be ESLed. Edit: Not to be ungrateful, but I just quick tested all four mods (by installing them, enabling them, then opening SSEEdit and running ESPFE Follower - Eslify facegen and voices). None of the four are ESL-able. Three are because ".esp has CELL record and cant be processed due to Skyrim engine bug", and HearthfireMenageries cannot be ESLed due to too many records. This may not matter to many. I only mention it because I have a maxxed out load order. I am really sorry; I must sound awful. I was just hoping I could add one of them. Maybe eventually an add-on location can be made that is ESL flagged. It is possible. Thanks, and sorry again for appearing ungrateful. Nah I don't think you're being awful by asking for an ESL version lol, but I have to be honest here, I have absolutely no idea how to do that. 1
grosaprap Posted May 31, 2023 Posted May 31, 2023 (edited) 12 hours ago, trgdolors said: This is a great idea, and I appreciate the effort. Unfortunately, it is not ESL-able as it has cell record. I wonder if any of the other cool ShadowProctor add ons are able to be ESLed. Edit: Not to be ungrateful, but I just quick tested all four mods (by installing them, enabling them, then opening SSEEdit and running ESPFE Follower - Eslify facegen and voices). None of the four are ESL-able. Three are because ".esp has CELL record and cant be processed due to Skyrim engine bug", and HearthfireMenageries cannot be ESLed due to too many records. This may not matter to many. I only mention it because I have a maxxed out load order. I am really sorry; I must sound awful. I was just hoping I could add one of them. Maybe eventually an add-on location can be made that is ESL flagged. It is possible. Thanks, and sorry again for appearing ungrateful. It's actually not a problem to ESLify a mod with a new CELL record, after all there are numerous Creative Club mods that have new CELL records in them The problem comes when someone else comes along and creates a mod that modifies that cell, for instance if someone wanted to add stuff to the cellars. This causes the engine to screw up the cell. Either way, you can merge all of these down into one mega-mod manually using zMerge (https://github.com/z-edit/zedit/releases) and generally is what I do with most player home mods anyway. With MergeMapper (https://www.nexusmods.com/skyrimspecialedition/mods/74689) you don't even need to worry about relinking scripts. Edited May 31, 2023 by grosaprap 1
Martok73 Posted June 2, 2023 Posted June 2, 2023 On 5/29/2023 at 3:48 AM, Jgoftl said: So, do to a change to the structrual shape of the house by Eli's Breezehome, it's only partially exposed/covered. So is it still usable? Are there any conflicts inside the house or bleedthrus? Any issues inside the cellar? Can a NPC reach/use the entrance and go inside or is the navmesh conflicting with the Eli mod?
Shamino05 Posted June 2, 2023 Posted June 2, 2023 On 5/29/2023 at 11:33 AM, Jgoftl said: As this has it's own worldspace, will this interfere with a mod like Eli's Breezehome that adds a basement to Breezehome only accessible from inside the house? I always use Elis Breezehome, and have this mod running with it. It seems to work fine with Elis wonderful mod. I do have an issue where my first captive I put in a cell didn't stay there, as when I went back to the cellar, she was gone, to which I found her walking around Whiterun. She was one I rescued from Damsels in Distress, so I am not sure if that was the reason or not. I will play around with the mod some more, but really just wanted to point out that it all seems to work fine with Elis Breezehome mod.
ShadowProctor Posted June 2, 2023 Author Posted June 2, 2023 I noticed there's a nav-mesh issue in Vlindrel Sanctum where followers refuse to use the two doors that lead into the steam-bath room, and instead go through the slave pen hallways and walk all the way around and into the steam-bath room from the throne area. I'll figure it out, fix it, and upload the fix as soon as I can. I mean they can technically still use the room so it's nothing mod-breaking, but they're not supposed to be doing that and it looks ridiculous so it needs to be fixed. 1
RevanCathal Posted June 3, 2023 Posted June 3, 2023 On 6/2/2023 at 3:29 AM, Martok73 said: So is it still usable? Are there any conflicts inside the house or bleedthrus? Any issues inside the cellar? Can a NPC reach/use the entrance and go inside or is the navmesh conflicting with the Eli mod? It is usable, therefore I haven't bothered removing this mod yet.
Martok73 Posted June 4, 2023 Posted June 4, 2023 7 hours ago, Jgoftl said: It is usable, therefore I haven't bothered removing this mod yet. Ok cool, ty for answering.
ShadowProctor Posted July 4, 2023 Author Posted July 4, 2023 (edited) Can't believe I never noticed that the benches at the Breezehome Cellar's table aren't technically usable. I mean, you can "use" them but they aren't meant for tables so the animation causes you to clip into the table. NPCs don't seem to like them either. Going to have a small update incoming, replaced the benches around the Breezehome Cellar's dinner table with chairs, and re nav-meshed accordingly. NPCs interact with the new chairs as they should when sandboxing now. I'll have the update ready in a few minutes. Edit: Might take a few minutes longer than a few minutes. I think I'm going to hop into the CK quick and attempt to fix something else I noticed as well, then I'll pop into Skyrim to test it before I post the update. Edited July 4, 2023 by ShadowProctor 1
ShadowProctor Posted August 11, 2023 Author Posted August 11, 2023 On 7/13/2023 at 4:48 PM, bloodrequest said: Hjerim cellar when? Hjerim Cellar now. 1
ShadowProctor Posted August 26, 2023 Author Posted August 26, 2023 On 8/22/2023 at 9:01 PM, fyerena said: is it compatible with any breezehome mod? I use Breezehome by Lupus - and it's compatible with that since that mod only edits the inside of Breezehome.
DonQuiWho Posted September 5, 2023 Posted September 5, 2023 Using 1.2.2 For some reason, the cell doors won't open Anyone else encountered this and if so, did you find a fix? DQW 1
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