So, the original pinned post with my characters has been revised quite a bit, but instead of editing it to Oblivion I'm just going to make a new pinned post, and let the original go with the flow.
This post is where the hyperlinks to the characters will be and I'll use this as a hub to find them!
And really I'm mostly attempting to flesh out each one as much as I can, so some things will be taken out or changed from the first post to this one. Some will have wholly different bios from the old. I'm also adding the new ones I've made that were not in the original post. (But they will be done after the initial post) There is about 8 currently that I use in Skyrim regularly. (Two others are in the sidelines but they were beta testing characters for a mod, so we won't post them likely)
Another thing to mention! I think I've said this before but to reiterate; I'm a PC player so there are mods. Don't be scared to ask what I use! Please feel free to send a ask my way if you want to know what is going on in a video or a screenshot! I might have to investigate to find the name of the mod but if its in my LO I'll happily tell you!
Link: https://www.nexusmods.com/skyrimspecialedition/mods/171334 If you need a refresher on what I'm looking at for each point here's the original post!
Not enough storage, it was genuinely very sparse. A few barrels in the lower floors, and chest/wardrobe/side table by the master bed, were the main ones to use, and a satchel for alchemy supplies, but unfortunately it was lacking in locational storage, if any at all.
Followers can navigate well, the home is a bit narrow, and primarily a winding staircase with rooms on each floor, as well as having already housed occupants (Vampire thralls and prisoners) so while not cramped you do run the risk of getting stuck in doors if a npc is moving around.
The layout was simple and easy to understand; an old battle tower/watchtower of some sort with each room themed for suitable needs, basement/prisons, cooking, dining, barracks and a master bedroom all tiered in one tower, and the rooftop housed the smithy, so each layer was taken into consideration.
All amenities were provided, but on the basics only. The smithy was outside which is a plus for me though.
Only one bed for the player, and a barracks style level for the npc already in the home itself, both made functional. But the player room had more style versus simplicity of the barracks.
I found no clipping areas nor any problems with textures in the inspection.
Unless I missed it, everything was Non-Static. A decision that can have someone clear out the items for later use or selling, but ultimately sneezes, or selling runs the risk of making the place feel emptier.
There was no other special stations in the house itself.
No levers or other triggers were found.
Overall, the house was a bit dreary to me. Both in the thematic sense and my own opinion. Its areas were to the point, the overall atmosphere was dark, and there was not a spot in the home that was tailored for decoration; just functionality.
That being said, it seems intentional based on the story that is associated with the home; a vampire that recently came to Skyrim and branched out from the Bloodlet throne’s grasp, and hopes to one day claim the rest of the area as their own territory is a fascinating bit of lore for the occupant prior to you. Its dreary and sparsely decorated areas could be unintentional, can also spark the idea of some figure just getting their bearings in the land. This home is made for a more evil aligned play through, if the vampire thralls throughout and prisoner in the dungeon are any indication. All in all, the atmosphere, whether intentional or not, brings me some dismal feelings when traversing.
Link: https://www.nexusmods.com/skyrimspecialedition/mods/168662 If you need a refresher on what I'm looking at for each point here's the original post!
Thanking @scriptistired again for the recommendation! I try and go from oldest to newest in the Nexus but changing it up with peoples favs or ones they have just seen is fun!
Storage is not the best, cooking lacked anything proper, smithing only had one chest near, and alchemy and enchanting had one/two containers each. If you don’t mind it, it is sufficient for a player home, but it is not as good for minute organization.
Tally and Gorr had a rough go at navigation, and so did Hrokkyr honestly, he is a larger size than base game allows however so I can chalk that up to him being abnormally tall. Still followers themselves have a bit of trouble wandering in my testing of it.
The layout was dynamic for its small area. A main room with two adjacent doors to the bedroom/smithing workshop, and a loft for the alchemy and enchanting made great use of the space towards filling it up comfortably.
All amenities are provided! Smithing IS indoors but there is little ability to have an out of doors smithy (also the author made the very valid reasoning of quote ‘not like vampires can die of carbon monoxide poisoning’ when having a smelter in there.) Still a fire hazard though. The cook pot also is called a Bloodstew pot and I just find it fun, like the Wyrd Anvil from the Druid’s Tundra Cottage.
Only one Coffin. It is a solitary home, meant for a player who is a vampire and the location give a sense of needing for discretion, so followers were not intended in the design. The bed area is also well decorated and from the story the mods quest gives you, it stands to reason for a vampire’s abode to look like this. All to say the decoration is intentional toward the environmental story of the home.
There was no clipping that I could find, however the arches leading up to the loft were a headbutting issue with our dear inspector, but he is taller than norms so that is likely going to be a non issue for most folks’ characters.
Items were non static, BUT were not, best words to say full ‘ragdoll’ tested this by yeeting Tally into the tables and nothing budged, only if I picked them up did it disappear. An interesting workaround, though I still prefer static as accidentally picking stuff up can cause the same emptying of the room if not careful.
While not a station that is new, there is 1-a shrine to Molag Bal in the bedroom (inert unless a additional mod is downloaded for it) and 2-A blood keg to get blood potions from, as well as a few empty blood potion bottles, which brings the illusion of being able to bottle your own blood potions but I found no ability to physically do so.
No additional levers, buttons or switches to check for functionality
The alcove is very much living up to its name as such. Small but resourceful in its given space, the loft adds a dynamic touch to rooms with less space, and gives a person extra room, always a plus. The new name for the cooking pot made me laugh and was a pleasant surprise, and its layout felt reasonable. The home itself is given to a vampire player only, and the quest explains the story of a vampire who vacated Riften and just wants someone to house sit until they return. In trade, you the player get this home for your needs until that day arrives! Altogether beautifully crafted home in my humble opinion.
With this in mind, for me, the combination of lack of storage and the amount of loading screens to get to the home itself (going through near all the Ratway vaults, ragged flagon and Ratway in general) make it not a home I would have, but if a person is fine with those things (or has a quicker loading screen than me) the theme is very defined and niche, which the home bodies well for a player looking for a specific place to stay.
Link: https://www.nexusmods.com/skyrimspecialedition/mods/177971 If you need a refresher on what I'm looking at for each point here's the original post!
Storage was not ample, but not sparse, it middle'd between. Regardless it was very organized. Easy to say it was fitting. The options were most if not all named storage woven into the actual design of the home, rather than just a base asset container, which made finding it somewhat of a small adventure itself! Not difficult, mind you. The size of the home made sure of that, but all in all, a very good storage system for those who like to separate things quite minutely.
This home, unfortunately, is not a big one. It was not easy to even get Hrokkyr in alone, let even Tally and Gorr behind him. It could host one person, but any more and they would have to get comfy very quickly with sleeping in the same bed. Sardine'd in there as they were, it is well navmeshed however so they can wander around easily. I do enjoy the small hermit-like homes and it doesn't suffer from not being sleep-over friendly.
The layout was simple, one room cottages usually are, the entryway gave to a kitchenette, where baking and cooking were done/stored, a small bar area for prep and eating gave a stylistic divide between the food and leisure areas of the home, where beyond an enchanting table, books, trinkets and shelves of clutter and resting were aptly decorated. No issues with dead areas, every bit of the space was optimized to its best extent.
All amenities provided, and the smithy was outside, a plus in my books! The choice to have it in or out can vary depending on location, and size of the home, so while the home was titles a Druidic home, I frankly was not expecting a smithy at all, even baring a enchanting table, it would have provided all it should have alone with the aesthetic, so the two being incorporated was a very nice bonus to the vibe of the home itself.
Beds were, well, singular. And very well decorated. Being just a one room home, and mostly for mage, hermit, or alchemist types, it is expected that there is not guest area in the home. The bed is styled in a simple, less than comfy affair, being a bedroll on a sideways crate, it would kill my back in one night. But! Having the bed look like it’s been thought of second to your work as an alchemist or enchanter thematically, is different than putting no effort into the bed itself for the mod. This mod does the former, not the latter.
Having an overhaul for trees in my game really does bite me in the ass for these. As always, the only clipping I had were from trees I modded in, and the home itself had no clipping as I could find!
All static items. And thankfully so. If I belched in that home I think I’d send half the clutter into the sky otherwise.
There was no unique stations, but the stations were made unique, the alchemy was a large cauldron, the enchanting table a conglomeration of gems, witch paper and fetishes, and the smithy had a compact workbench, and a ‘wyrd anvil’ which delighted me to see. the base game stations are cool looking, don’t get me wrong, but I enjoy wholeheartedly the efforts of making them anew sometimes as well.
There was no levers, switches or valves to test.
Overall, the home was a delight to traverse, if cramped. The smallness is not a deterrent to me, but my play throughs do involve multiple followers so I know it is not a home for me in the end. But the house itself was a wonder. Decorated in every wall and corner, and furnished with the space limitations in mind, it was still fun to look around the area. The general theme of the house was a plus as well, as I do have a preference to witchy/occult themes in homes. The sole thing I had a pause on was the location, it is, by the name, a ‘Tundra Cottage’ so its in the tundra. Nothing wrong with it at all but I simply don’t like the sheer openness of the area surrounding it. A dense forest feels safer to me in that case. Regardless of my own personal preference, the home is beautifully crafted and well thought out in regards to its theme.
I notice alot of my followers on here skipping these posts just to mess with my lgbt ones, suspiciously the white popular ones.
Heres a not so friendly reminder, as an lgbt metis person, i dont give a single fuck what your blog is themed or if this is too painful for you to look at. Reblog this post. Reblog this post with the sources of the 751 children who were found.
Your compliance and silence as well as the compliance and silence of your ancestors is what allowed these schools to open and kill first nations children. The children of MY people.
Dont follow me if you cant reblog this post or the one with sources to your political blog or your most popular blog. Add trigger warnings if you must but if your political blog is only focused on the harms you personally face like being lgbt then you need to see some bigger pictures and stop being afraid of angering your racist mutural or actually saying some shit about racism. If you can reblog some antifa graphics or add blm to your bio to be a surface level ally, you can reblog some sources on the genocide first nations people faced and still face today.
I’d like to add this photo I took last night in Victoria of the statue of Captain Cook. Though I myself am not indigenous, I 100% agree that these murderers, kidnappers and rapists shouldn’t have huge statues and plaques that decorate them and say how “great” they were.
Here’s another photo of the legislative assembly from yesterday. Later on there were more items, candles and signs at the memorial, as well as a big poster with 1505 painted on it but I didn’t get a picture
People need to see this. Not just quickly glance at the photos and keep on scrolling. They need to see this.
I had seen the first picture of the church, but not the second.
I went to a “Cancel Canada Day” event and burst into tears - not because I was surprised to learn of the unmarked graves (survivors told us they were there. Our government pushed it aside, and we let them), but because seeing all the people gathered in mourning drove it home: They. Were. Children.
This is my country’s legacy - and it’s not history. The last schools closed during my lifetime. My Father went to school with students who lived at the local residential school, after it was changed to a boarding house (read: holding centre) for indigenous youth who went to local schools.
They were all children, injured, abused, and killed in my country’s attempt to erase them. I want the world to see this and hold the state accountable to *active* reconciliation> I mean we could at least truly adopt UNDRIP in action instead of words for god’s sake.
here you can read an article about a survivor of the church and some of the things he experienced to help put into perspective how awful and just how recent it was
Link: https://www.nexusmods.com/skyrimspecialedition/mods/168972 If you need a refresher on what I'm looking at for each point here's the original post!
The storage was sufficient for crafting, but neglecting food. There was at least one spot for the smith, alchemy and enchanting areas, and a side table/wardrobe for the bed, but cooking had no elected container. This may not be a big drawback for some, but using a mod list that evolves having to eat and drink can make this a con for the house.
There were a few hiccups but ultimately, the maneuverability was good. Some aspect made traversing a little odd but they could sandbox normally once on the floor. Both Taliesin and Gorr were very polite in this inspection and let me take pics without jumping into view.
The layout was interesting! It was a tower crossing over Riverwood’s entryway from Falkreath’s direction, so it has three floors, the topmost being a garden. Each floor was specific, the first was a crafting station area, the second was leisure, food and rest and the garden last and highest capped it off nicely. There was a stairway to each floor and also a teleporting function ill explain later. The Home was also open air; there were no interior in terms of the world space, so you were able to see and hear the outside as it was. It is an interesting move to do that with house mods, and there's been a few I’ve seen in my looking. Not for me, but interesting nonetheless.
All amenities were provided. Barring my preference for outside smithy and smelter, they author did make it magical and fun looking of a smelter. The crafting stations were all on one room and this made it very easy to get to. Each space enough, though I do notice after a few of these homes, that alchemy and enchanting sometimes get put side-by side or on the same table when making stations for them. Not a bad thing, just a observation.in this case it is mostly space for reason,
One bed was in the home, and it was a straw and fur model, which, it’s a bed but for a tower it would be more apt to have a fancier looking bed, not opulent, but not straw and furs at least
There was substantial clipping with tree models into the stone walls in the surrounding area. In part because it was not an interior world space itself, and also because of the Tree Mod I have. Unfortunately, it is often unavoidable with open air homes in mods, so take caution or if you are on PC, console command disable them.
Everything seemed static! And by seemed, I mean I did maybe toss Taliesin around into the shelves and nothing fell off or moved. The decoration was sparse to begin with so it was not the worst thing to have non static, but the open air would have eventually knocked stuff over if it was. So, all is a win.
While not a station, there were teleporters attached to the walls on each floor. Mini portals fashioned after the Myrwatch cc house’ crafting room door with snow elf tile stonework. Interacting with it brought you to a different floor based on small golden square marks on the top left. When testing this function it work as intended, made a small audible noise and darkened the screen and you would load onto the floor the door was attached to. Fun to have, especially if the stairs spiral got dizzying.
As above, teleporting doors worked as intended with no issues.
Overall, the Emberwood bar was a crisp delight. The outside feeling of the home is an odd sensation to get used to for me, and, since the interior does not load into a separate cell, the home is subject to the weather, or noise of the outside. the home was sparsely furnished, and static item were the choice of the decoration used. It did not feel too empty though, the space was open but the actual rooms were not vast, so the decorations used simply made the house very clean. It felt like a showroom of a home on sale for sure. The trees clipping in made for some funny pictures but otherwise was not a deterrent. “Crisp delight” is my best idea of the home; succinct, clean, and empty, waiting for someone to move in and bring it life.
Link: https://www.nexusmods.com/skyrimspecialedition/mods/174899 If you need a refresher on what I'm looking at for each point here's the original post!
Storage was small, not fully fitted for a dragonborn late game, but the author had made it in the idea of someone who grew up alone in the woods. So, from a perspective of someone surviving and growing into the home, while normally it is not ideal for little storage, there is storage and the theme fits. I don’t usually go against my preference, but in the a few cases it makes sense not to have several named or individual storage containers, and this mod uses containers for the understanding this is not a castle, it’s a survivor’s home.
While there was some issues with my followers navigating through the area, I will take responsibility for it. I have Falkreath overhauled with a forest mod that does cause issues with navigating, and while exploring this home, I had unknowingly downloaded another house mod not 15 feet away from this. So, the space inside should give you easy maneuverability for your followers, but take in mind any overhauls of the surrounding areas.
The layout was only one overhang room/area, and thus easy to navigate around and find what was needed. There were debris from some things strewn about the floor (I’ll explain in a bit) but otherwise nothing was hard to find.
All reasonable amenities provided. This is the home of someone who grew up in the woods, so no smelter or enchanting table. But a cooking pot and alchemist lab was available (the alchemy was in a mortar and pestle which I enjoyed a lot) and it all fit with the overall theme of the home wonderfully in that sense.
Beds were a simple affair, a double bed for the player and a hay pile near the fire were provided for a follower. Both were designed in the theme of the home well.
There was a lot of clipping with other tree models around the area as well as rock. This is due to having an overhaul of the wooded areas in Skyrim, and so be understanding that you will need to disable a few trees and stones when you use this home. Otherwise, no issues with broken or missing textures.
A lot of non-static items, and a fair few things were tossed around before I had gotten into inspecting. This is a non issue for the most part as the area is arranged well enough that losing the items does not really cause an empty look to the overall house, but it is something to keep in mind.
There was only a change in the alchemy station being a mortar and pestle, rather than the base game table in the home, and it worked as intended beautifully
There was no levers, switches or valves to test.
The only issues I had with the mod was the clipping of trees and rock, as well as unfortunately having probably every monster in a mile radius deciding to lock onto Hrokkyr and his crew before I had a change to step foot in the home. And a dead horse stuck in the nearby rocks. This is entirely a load order issue and nothing on the mod itself, it is however a reminder to always understand your load order can cause things like this to happen. In full, the home was very simplistic and rustic. The author made note that it was in mind of a child who was lost in the woods, building and growing here on their own, so the theme of it interlocks greatly with my inspection of it. Normally I would have more criticism on storage and amenities, but due to the theme of the home itself, it make up for and circumvents the normal criteria in that way. The home itself, being so natural and wild is a pleasant and awesome idea in my opinion. Especially with staring out in Falkreath to establish yourself. There is also a little fox friend and frankly the mod gets a yes from me on that principle alone.
Pictures Under the Cut!
There are not as many photos in this as normal. The home is very small and much of first shots caught most of the home itself. You are all privy to the horse in the stone and the extra trees now though!
Home Inspection Journal: Blisterwort - Little Mushroom House
Link: https://www.nexusmods.com/skyrimspecialedition/mods/164879 If you need a refresher on what I'm looking at for each point here's the original post!
Little storage in this home, organization would need to be obtuse in its categories to fit everything in the container that are here. Mind you, this is a one room house mod, not a grand castle, so while it is not ideal for a late game player, seeing this in such a small-scale home makes sense to me.
While a small home, the maneuverability of two followers was not impeded in the slightest. The circular shape of the home made it easy to get around and take pictures while Tally and Gorr meandered on their own in the background! Probably more then that would make it very very cramped, so bring a party with that in mind. Otherwise, two is good!
Layout was one room only, and arranged in a circular array of decoration and crafting stations. The cooking pot was in the center, making it also a good central heating place on top of that. The crafting and other areas were against the wall, leaving a circular walk-around to maneuver. The space was used very effectively.
All amenities were provided, save for a smelter, and an anvil instead of a forge. Still an indoor smithy but acceptable for air quality for now. Each had at least one storage unit in the vicinity for holding supplies and was decorated appropriately.
One bed with a spare next to it were the bedrooms of the mods home. Sleeping area was decorated and space was effectively used as well as thematically sensible. It made sense that the sleeping mat and bed would be in the same area, with there only being one room, privacy was not as assured in this situation.
A couple turns around showed no missing items or textures, clipping or broken spaces either.
A mixture of static and non-static, places well enough that there was little risk of knocking stuff over, but could be removed with some Items still decorating the area. Nothing wrong with combinations like this, and while I prefer static items to non-static any day, someone else might enjoy it!
There were no unique stations in the home.
There were no levers, switches or valves to test in this home!
The house was well decorated and cozy as all get out. It is a nice small home that offers most amenities. The central focus being the cooking station was a nice touch to the area and made the circular design come together nicely, as most rooms like that can suffer from an empty feeling for fear of obstructing movement, this allowed both a way to make the middle seem full and the space still traversable. The home looks to be a Dunmer styled house with base game items to make it serviceable to a alchemist/mage like character outside of that. My biggest confusion is the divine shrines missing Julianos**, which, again, not a criticism, just not seen that one get omitted before. All in all, the home is cozy, organized and well decorated, a small cottage like place for a new or minimalist player to use!
Edit as of 07/06/2026: So I mistook Zenithar for Julianos I am so sorry, above post has been fixed to reflect this.
Home Inspection Journal: Abandoned Tower (Player Hideout)
Link: https://www.nexusmods.com/skyrimspecialedition/mods/170574 If you need a refresher on what I'm looking at for each point here's the original post!
Edit: 09/07/2026 - Mod has since 28 May 2026 been hidden by author.
Storage is adequate, and unique, the crates, chests and sacks have been redesigned to fit the theme of the house beautifully. However, the storage is sporadic and tangential with what you would expect. You can allot specific storage containers for certain things, but you may not have the amount of chest you want to separate, nor are there enough in the workspace areas. While normally a gripe, the use of unique assets and the theme of the player home does make some placation towards this. Despite the fact it is not something I can overlook, it can be overlooked for whose who enjoy the aforementioned individuality of its use.
There was some difficulty with followers getting in the building to begin with, and navigating despite the size of the structure. The topmost area they did not even get in at all. This made it more efficient to take pictures, which I was minutely grateful for. But follower mileage inside may vary for each user.
Layout was thematically in disarray, but traversable by the player with litter effort, there was a sense of enjoyment to seeing each new floor, and turning corners. The areas were for the most part decorated and fitting the theme the author set out for wonderfully. The disarray was from the fact an alchemist with dubious morals to say the least lived in the tower, and abandoned it later. The use of the debris and whatnot told as much a story as the found journals did which was excited to see. The only curse of any large space is being able to fill it up, but in this case the space while empty in places, was done with intention.
All amenities were mostly provided. An anvil and smelter were missing from the smithing area. However, as it was inside and the tower was used by an alchemist, it made sense. The workstations were spaced out instead of placed into one area, which was a delight. Some folks may not enjoy walking between 5 floors to get to each station, but the choice to do so I believe is a fantastic use of spaces especially when they are large as this.
Bedrooms were taken into account with understanding of the story of the home, ‘guest’ beds were meager, sandwiches near each other. Fitting the alchemist having servant quarters and guest rooms that were very cage like. The main bedroom was opulent but neglected, not in the sense it was forgotten by the author but the alchemist themselves. An opulent bed placed amidst scattered hay and unknown green sludge dotting the floorboards. It’s a nice touch.
While the main criteria is ‘clipping, broken spaces, missing items or textures’ the sole place I can account for this is here; the lighting was not functioning within my play-through of the mod. Unfortunately, it made traversing and taking pictures not easy at all, and I am unsure of how to fix the issue on my game itself. This I do not believe is an issue with the mod itself but the case of an extensive load order. Take this into account if you have lighting mods or a large lo as always.
A lot of non-static items, making it easy to empty the space significantly and cause a mess if shouting. Anything base game clutter can and was placed into Hrokkyr’s curious pockets by the end of the photo shoot.
No stations new used in this mod, but the cooking station was revamped with a new and large cauldron for cooking, which I delighted in seeing.
There was a secret panel made accessible by a key, and it worked as it needed to, but aside from that no other surprise levers buttons or otherwise.
The only big concern I had with this mod was the lighting and follower maneuverability, otherwise I love the use of unique furniture and the story itself.
The home was made in mind of an alchemist studying a plague, and using dubious morals to get the job done was taken into consideration with the use of the space inside. It is off the strait near Solitude, half broken on the outside and a mess of debris, dead rats and chemical spills inside, the overall look of the home paints a clear enough picture and give the user a sense of imagination to wonder what exactly happened in these walls, even with the journals there are still some questions left up to the minds of the person viewing the strewn about supplies and old equipment left to rot, almost in a hurry…
The home is best fitted for a reclusive alchemist, mad scientist, less than respected mage or otherwise hermit-and-science/magic combination for a play through.
Pictures Below the Cut!
(Unfortunately there was no getting around the lightless-ness in some areas, so I decided to showcase some of it just for reference. Again, check your lighting mods folks.)
Just got through 18 different house mods and now they are sitting in my folder (organized for once LOL) staring at me to do them up.
Y'all can expect a lot of that show to be in rotation soon!
I DO also however have some other stuff to edit and post as well so if it all works out we will be scattering them between each other
Home Inspection Journal: Autumn Haven - A Player Home
Link: https://www.nexusmods.com/skyrimspecialedition/mods/11556 If you need a refresher on what I'm looking at for each point here's the original post!
Storage is adequate, mostly named, and well dispersed. The placement of keeping ingredients and potions and gems aside are thematically fun and efficiently dynamic, and will change as you add more to it, which is a fantastic little addition to the storage function. A few containers are normal as well and altogether the storage in here gives plenty of organizational options for your home!
The home is small but maneuverable, more than four followers may be an issue in terms of backing up on the stairs, but otherwise there was not issue outside or inside the home with having two followers at the very least.
The layout was a simple base of a two-story farmhouse with a basement, but decorated in a unique format on the first floor, and giving a spacious, but not empty looking master bedroom on the second floor. The basement is open concept, with the majority of smithing workstations taking up residence here. There was no getting lost in this place.
All amenities are provided withing the home, with three of the four mains being on the first floor. Same grip as usual about an indoor smithy EXCEPT, there is a placement of ventilation shafts above the forge and smelter, which does make it OSHA compliant, and good enough for me.
The bedroom is peculiar, but fully functional and fun looking. I know there are supposed to be support posts on the bed but alas, floating flora and a whole tree stay suspended above the bed in a natural canopy that is pretty, but strange, lest in the trees situation. There are no beds for children so it may not be a favourite for those who want a big family in the game, but otherwise its lovely as a master room.
Nothing in terms of texture issues save for the fact that the bedpost are missing, again. I am want to omit that from the inspection but its better to be transparent, as it is likely a mod conflict I have in my load order. Plus, it will allow some record of bugs I can look at later. Aside from that, tree placement for modded trees is the only issue I’ve run into.
More static than non-static, but some books are obtainable, the bulk of the objects in the home seem to be made up of the dynamic storage’s effect, so not a lot of clutter already in the home to begin with.
Some lighting is toggle-able and functions as intended but otherwise no other unique stations.
As above, only the dynamic lighting is available and functions as intended, but nothing else outside of bast interactive functions from that point.
This home if cozy and quaint, beginning as an empty looking home, for a freshly moved in player. As you add to your collections, sort loot and ingredients/mics items, however the home blooms into a lived-in haven. The warm tones are normal in the layout of the home chosen, but the added lighting toggles are fun to use to brighten or darken the area per preference. The bedroom is large, and take up the whole of the second floor, but again, adding to the hoard allows for the space to seem at home. Situation in the Rift make the outside already picturesque as well, along with the mod author making the garden and yard areas quite unique in look. I could imagine a dragonborn relaxing by the pond at sunset fully at peace here.
Home Inspection Journal: The Cracking City - Ayleid Player Base
Link: https://www.nexusmods.com/skyrimspecialedition/mods/81 If you need a refresher on what I'm looking at for each point here's the original post!
Storage is intermittent in some areas and adequate in others. Not enough in the whole to be great in my opinion. I cannot stress at least having a place to drop off food at least in a kitchen. But some places do not account for it as its not a feature in base game to need it. I get that at least, but it is nice to have. The chests placed throughout are mostly with the smithing areas and alcoves, which you can very well store your items in some organization, but proximity to a working station is few and far between save for the workstation area. It is placed there as a requirement, not as an enhancement to the area.
Followers had no issue moving with and around Hrokkyr, the areas are spacious enough and with little for a follower to get trapped/stuck on, it’s a good place for larger party groups to idle and mingle. There is however a LOT of empty space, it’s called a city in the title, so I can’t be surprised in that regard of the scale of the place.
Layout is functional and vast. It’s not easy to get lost in the home, size that it is. It is lacking clutter in some aspects but the sheer scale of it does not permit that worst of decoration. The spaces are sensible to a living space, with the marbling tile set making for a unique theme for the home itself. Fountains, indoor carpet, garden displays dot the house map as well to add a flair to the home’s interior. It does fall into an empty sort of space for the rooms however.
All amenities are provided, with the workstations being all on one room. Not a flaw in any way, especially if you like it have it all on one space instead of spread out, which makes cross crafting a breeze for sure. Due to the scale of the rooms, I will say for once an indoor smith isn’t too bad, however there is still not proper ventilation in there. and there are curtains near the forge which does prove a fire hazard.
The bedrooms are a simple affair, spacious as the rest of the home, and the children’s room can be converted into a follower room, but that would be again a barracks type situation. There is nothing to change the room to be more follower-centric if you choose so either that I found. It is decorated to an extent, but left mostly empty, which for large parties is a boon. Otherwise, the theme of the walls and floor are the only unique part of the bedrooms.
Had a few missing textures with the beds, and the bed posts of the master being completely gone made for floating curtains in the room. Other than texture issues, there was no concern or findings of anything clipping, no broken functions within.
A lot could be picked up in the home, non-static proved the more frequent item in the rooms, and while the scale of the rooms made for less likely collisions from npcs, if all was picked up, nearly nothing would be left over to act as decoration. (Yes, I took all the food on the table, my Reachmen needs to eat because of the ineed mod)
No unique stations to work at, but there were vendors within the home that made getting supplies easier, due to the location of the home it was somewhat remote, and hidden. All worked as intended in this case.
No levers, switches, or valves that I found that needed testing.
The overall scale of the home out paces the decoration in some areas. There are things to fill the space, but the sheer size make it still feel alone inside. Having more people in there might alleviate the feeling that I experienced in there, but there may be a preference in my sensibilities to smaller, more cluttered homes. Not to say this home is bad, it is indeed good for large parties or follower-collecting Dragonborn. There are only 6 extra beds which, again, are in a barrack style unless you decided it to be a kids’ room, and you cannot change it to be specifically followers only room either. But the space more occupied would make for a good hub of activity.
The pale walls and floors not covered by carpet allow for more light than the natural lighting usually has, which makes it well lit and bright even inside a mountain. This home is spacious and crisp in its atmosphere.
Pictures Below the Cut!
Last two have Taliesin giving probably, situationally, the most hilarious commentary yet
If you wonder where Gorr is I can only attest that he is trying out the food in the place behind the camera.
Link: https://www.nexusmods.com/skyrimspecialedition/mods/47956 If you need a refresher on what I'm looking at for each point here's the original post!
Storage and named storage are plenty abundant in this cozy abode. The kitchen has placements for various vegetables and sorts to be separated, though I could not find a spot specifically for meats, there is also cupboards or barrels unnamed to use for that if you desire! There could be more, but the ratio of storage per room is sufficient for anyone’s organizational needs. I will say some structures in the home are display only, such as a cupboard in the cooking area, and offer no storage despite being the shape of such. Not an issue in this case as the actual storage capacity is not hindered by this, just an observation.
It is a tight fit for two people, let alone three, but manageable. The house is able to accommodate three people in terms of sleeping arrangements, but they likely would be for idle followers, not the sorts following behind the protagonist at 9 inches space between (thanks Taliesin). No matter of that, if you have a good push mod it will be fine, but just be aware of the narrow hallways and cluttered spaces within, it will make backtracking a bit of a chore.
The layout is a unique and manageable space; it optimized the levels in a cluttered-but-lived-in way. The main floor being taken up by a living/bedroom, and kitchen encompassing the back of the wall, the stairs lead to another sleeping arrangement and down stairs the bathroom, crafting stations, and another bed lay, each area without a doubt lived in in the case of clutter. It is not a maze by any stretch, but the tunnel like hallways of the bottom floor give a small ‘what’s around the corner?’ Feel to it that elicits some pleasant whimsy.
All amenities are provided within reason, there is a smithing, alchemy, enchanting and cooking placement within the home, although the smithy being indoors as you all know I am not the most approving of, this at least makes effort to contain it within a separate loading cell accessed through the house, though ventilation is still lacking.
The bedrooms are amazing. The space provided makes for an area that accounts for needed ingenuity of for making a place have more space than it should. As such, the sleeping areas dotted in the home are open concepts, yet still individualistic. As best as possible in each area it tries to give privacy (alcove walls, curtains, lattice partition) and its own style in it. To make it clear; there are no bed rooms in this house. But the creative layout of the sleeping places make up for that spectacularly.
I encountered no missing textures on my first walk around of the mod, I had deleted and then needed to re-download it again after some time and found the pond flora outside purple. This is however very much certain an issue with my own load order. Nothing missing, not broken in the area I explored, thought if you use tree mods that overhaul Skyrim, take care to delete ones within the home’s layout outside.
There was a priority in static items in the house, due to the size of it having non-static items would more than likely result in clutter all over the floor, as there is little room to not knock into something. (Especially when you are a 6’5 Reachman with an Altmer and Redguard in tow.)
Nothing in terms of new stations, but they created a cauldron for alchemy, an book and table set up for enchanting, and both functioned as intended, both imaginative in design and fully lore friendly in my eyes.
No levers, switches or valve that needed testing save for turning some stations on or off, all worked as intended.
The home is a plethora of colour, shapes and points of interest. The main entryway is a small mud space with a place to drop off things and head right back out if you don’t want to organize immediately, along a narrow-walled stairway leads up to the kitchen and small sleeping/leisure space tot eh left, and the right offers an oven and more design entailed to evoke whimsy.
The whole of the house is laid like a coven of eccentric folk took up the space and made it their own. The downstairs opens a little bit more into the alchemy and enchanting, with a side door that leads to a smithing area as well, and a decent sized bath room and toilet area. The aesthetic may not be fore everyone, but it hit all the right boxes in my brain. Bard-like players or whimsical mages would find this spot a great safe home for them. This is all not mentioning the picturesque outside area and windmill outside! This house is beautiful as it is functional.
Pictures Below the Cut!
And for all of you who made it this far... have a Taliesin clipping through the door (he's fine I promise)