XTH SSE Posted 23 hours ago Posted 23 hours ago TaraUltimateFurniturePack v1.20 + V3 SSE View File SSE conversion of TaraUltimateFurniturePack, at version 1.3. Built from the v1.20 base plus the V3 Patch, which together make up version 1.3 as published on the original mod page. The original has never been ported to Special Edition — its animations and meshes were all still in Legendary Edition format, which on SSE means T-poses and broken furniture. Over 200 furnitures, cages, gibbets, gallows, racks and animated objects. The playable showcase area sits around Riverwood, at the Lost Secret Castle, reachable by fast travel. What was converted 1179 animations from 32-bit Havok (hk_2010, 4-byte pointers) to 64-bit — every single one, verified individually 735 meshes from BS header 83 (LE) to 100 (SSE) V3 Patch merged in, with the path correction described below V3 Patch path fix — packaging error in the original patch, not in this conversion To be clear about what was changed and why: this is a fault in the V3 Patch archive as distributed on the original mod page. You can verify it yourself by opening the untouched patch — nothing here was invented. The patch places its 19 updated meshes at: meshes\t.ara - barrels\ meshes\t.ara - cages\ The ESM, however, references them one level deeper: meshes\Tara-UltimateFurniturePack\t.ara - barrels\ meshes\Tara-UltimateFurniturePack\t.ara - cages\ I counted every reference in both the v1.20 and the V3 ESM: 53 cage paths and 4 barrel paths, all of them using the longer form. Not a single one uses the short path the patch installs to. The consequence is silent. Install the patch as shipped and its 19 updated meshes land in a folder nothing ever looks at, while the game keeps rendering the old ones. No error, no warning — the patch simply does nothing for those meshes. The same applies to the patch's fnis und behavior (keine neuen animationen dazugekommen) folder, which is not a valid game path at all. Its two files belong in: FNIS_TaraFurniturePack_Behavior.hkx → meshes\actors\character\behaviors\ FNIS_TaraFurniturePack_List.txt → meshes\actors\character\animations\TaraFurniturePack\ Both have been corrected in this package. No other file was relocated — everything else sits exactly where t.ara put it. Requirements Skyrim Special Edition A behaviour generator — Pandora, Nemesis or FNIS. Run it after installing, or everything will T-pose. Zaz Extension Pack by zaira, if you want the alternative animations. Some furnitures are multi-animation and show a different pose on repeat use; ZEP is what makes those visible. Notes These are FNIS furniture animations, not SLAL. They do not consume SexLab animation slots. Three FNIS lists ship with the pack. Only FNIS_TaraFurniturePack_List.txt (746 entries) is read. _ListVINZENCA and _Listx are alternates the author named so they stay inactive. _Listx holds 1393 entries — rename it and re-run your behaviour generator if you want the extended set. The Lost Secret Castle interior is not navmeshed. It is a showcase for the player; NPCs will not path there. This is the author's own design decision and is unchanged here. Modders: t.ara asks that you only use furnitures listed in the Creation Kit. Unlisted nifs are work in progress and may cause CTDs. The ESM is still form version 43, unchanged from the original. No issues in testing, but it has not been re-saved in the Creation Kit. Credits t.ara — the entire mod and the V3 Patch. Every mesh, every animation, every piece of furniture is his work. Original: https://www.loverslab.com/files/file/4164-taraultimatefurniturepack-20170727/ zaira — Zaz Extension Pack, which the alternative animations rely on. XTH SSE — SSE conversion and patch integration. I did not create this mod and claim no ownership of it. If t.ara wants this taken down, say the word. Submitter XTH SSE Submitted 08/26/26 Category Adult Mods Requirements Regular Edition Compatible No Install Instructions 1. Install with your mod manager. The archive has no Data\ folder — the game folders sit at the root (meshes, textures, scripts, Interface, Seq, plus TaraUltimateFurniturePack.esm). Vortex and MO2 both detect this correctly on their own. 2. Enable TaraUltimateFurniturePack.esm. Its only master is Skyrim.esm, so load order placement is uncritical. 3. Run your behaviour generator. Pandora, Nemesis or FNIS — whichever you use. This step is not optional. The pack adds 746 FNIS entries to defaultmale and defaultfemale; without generating behaviours, every furniture animation will T-pose. 4. Load your save and go. No MCM, no in-game setup, no new game required. The showcase area is at the Lost Secret Castle near Riverwood — it is on the map and reachable by fast travel. If you already have the LE version installed Remove it completely first. Mixing the two leaves LE-format meshes and animations behind, and those are exactly what causes the T-poses this port exists to fix. If you want the extended animation set The pack ships three FNIS lists. Only FNIS_TaraFurniturePack_List.txt (746 entries) is active — behaviour generators read only the FNIS_<name>_List.txt pattern, so the other two are ignored by design. FNIS_TaraFurniturePack_Listx.txt contains 1393 entries. To use it, rename it to the active pattern and re-run your behaviour generator. Note that this roughly doubles the load on the character behaviour project, so keep an eye on your total animation count. Uninstalling Leave any furniture before removing the mod, and re-run your behaviour generator afterwards.
Fraying9981 Posted 22 hours ago Posted 22 hours ago thanks for sharing. i'm not from that era so forgive me for asking: what is the difference with zaz furniture?
wolfgundam Posted 21 hours ago Posted 21 hours ago im not sure i get the point of this if npcs dont work at the castle this is useless ? im very confused
XTH SSE Posted 14 hours ago Author Posted 14 hours ago 8 hours ago, Fraying9981 said: thanks for sharing. i'm not from that era so forgive me for asking: what is the difference with zaz furniture? No need to apologise — fair question. ZAP is a framework, this is a furniture collection. ZaZ is infrastructure other mods build on — Devious Devices, Defeat, Paradise Halls all declare ZaZAnimationPack.esm as a master. You install it because something else needs it. TUFP has one master: Skyrim.esm. Nothing needs it, it needs nothing. 200+ furnitures — cages, gibbets, gallows, racks, beds — plus a playable showcase area near Riverwood. They're not rivals, they're related. While converting I found six scripts that are byte-for-byte identical in both (tfpgibbetlift, xrandomfurnitureidle and others — tfp = Tara Furniture Pack). Same corner of the community, shared code. If you run both you'll get a conflict on those six; it makes no difference which wins. One practical note: many of Tara's furnitures are multi-animation and give you a different pose on repeat use. Seeing those alternatives needs Zaz Extension Pack by zaira — so the two actually complement each other.
XTH SSE Posted 14 hours ago Author Posted 14 hours ago 7 hours ago, wolfgundam said: im not sure i get the point of this if npcs dont work at the castle this is useless ? im very confused The castle isn't the mod — it's a demo room. The mod is 200+ pieces of furniture. The Lost Secret Castle near Riverwood just exists so you can walk in and see all of them in one place without hunting through the Creation Kit. "Not navmeshed" only means NPCs can't pathfind inside that one interior — they don't know how to walk around in there. It says nothing about the furniture itself. Every piece works normally, animations and all, and works with NPCs anywhere else in the world. So: Playing: use the furniture wherever mods place it, or place it yourself. Works fine. Modding: this is filed under Modders Resources — you drop pieces into your own cells, which you navmesh yourself. That's the intended use. The castle is a shop window, not the shop.
ChiefDeltaKnight117 Posted 2 hours ago Posted 2 hours ago Thank you for all your work in porting this, I can only imagine how big of a task this must have been! Very well-written description & instructions as well. ^^ I tried loading this along with the extension pack and Heretical Resources (plus ZaZ and all requirements) and was experiencing a CTD as soon as I tried entering the interior of the demo castle, whether via the door near Riverwood or coc-ing into the LostCastleOfSecrets cell. Did some digging in the crash logs and saw the error seemed to be a bad texture, which was confirmed by this comment on the original pack: Overwriting this mod's texture with the fixed version in this comment seems to have resolved the CTD. Maybe this is fixable via some other means, but I figured I'd post this here in case others encounter the same issue. Thank you again for all your work!
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