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/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 donât 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, itâs a survivorâs 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 (Iâll 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, same 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 Zenithar, 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!
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!
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, âguestâ 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. Itâs a nice touch.
While the main criteria is âclipping, broken spaces, missing items or texturesâ 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 Hrokkyrâs 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 hurryâŚ
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 Iâve 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 storageâs 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, itâs a good place for larger party groups to idle and mingle. There is however a LOT of empty space, itâs called a city in the title, so I canât be surprised in that regard of the scale of the place.
Layout is functional and vast. Itâs 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 homeâs 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 isnât 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 childrenâs 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 kidsâ 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 anyoneâs 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 âwhatâs around the corner?â 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 homeâs 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 6â5 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 donât 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)
Home Inspection Journal: Aetherius Crossing - A Tropical Player Home
Link: https://www.nexusmods.com/skyrimspecialedition/mods/174933 If you need a refresher on what I'm looking at for each point here's the original post!
There is more than enough storage, but not to the point of filling a wall, it was dotted around the areas needed, and incorporated into the furniture in the home itself and around. Also it was named storage which some of you probably have clocked I'm a sucker for.
2-3 followers are just fine navigating, though you really should have max two (explained in sleeping arrangements in a bit). The area is all open world and concept, so there is a good pathing made out for the areas for the most part. Also there is a cheerful little seagull that follows you on foot everywhere like a pug with moderate separation anxiety, so add that to the roster of people you will have there with you when considering who to invite to the bbq.
Layout was simple, yet unique. The dock opened towards two huts side by side; one contained the sleeping and leisure area (for treasure, books, cloths, and a master bed) the other hut held crafting stations and cooking. The island wound to a small beach further in and just off to the right as you walk in another dock extended for fishing. All this to say the layout was pleasantly airy and scenic to walk around.
All amenities are provided and more in this small but spacious place. I had expected to not have some of the main four (smithing to be honest) but that, alongside the staff enchanter are there in the flesh. There is also an apiary, a garden (small but serviceable) and a wood chopping station
Which I'm starting to realize but meet the requirements of some house mod needing it, but I will determine that at a later date.
The master bedroom is spacious and uniquely decorated, the bed itself actually looks comfy to sleep in. and for the sleeping arrangements of followers, there is only one bedroll that can be deployed or stored away as needed. I definitely don't mind this approach to follower sleeping conditions, and it is handled very tactfully. There are time that, while they are your friends, it makes sense they don't all live with you, and some house mods hit that well.
I had found no issues with clipping nor anything broken to the point of being un-usable. I do get freezes now and then on my modded save and with Hrokkyr himself, and this mod was a larger one, so take that into consideration when downloading. It however the load order, not the mod that would give that pause.
Everything that I tried to knock over was static, and rightly so, as it is a open space and no loading doors (save for the cave) and keeps things clean.
The only unique stations were the staff enchanter and the crafting tables used to customize the house, but otherwise worked as intended. It was a nice touch to separate the outside utilities (garden, smithing, etc.) and indoor (bedroom and cooking/alchemy area. Each area worked as intended and flawlessly.
There were no switches levers or valves, however there was a few point and click things in the cave (explained a bit in the vibe section)
The mod itself was breathtakingly beautiful, and jam packed; bright sunlit beaches and lush tropical scenery, inviting waters and colourful skies make up this picturesque mod. It is not a big one, in terms of space on the island, but it makes everything fit and gives good room for navigation without seeming too empty.
The living and crafting quarters are the main areas of the mod that you will spend your time in and it is unique in decoration and still leave good breathing room for more than one person to navigate. There are also journals narrated by the previous person who was at the Island, and if you explore, you can hear his whole story through the voice acted narration of each of his journals strewn about.
I know this is not a mod for someone with 56 followers, but for a person with a few, or just alone and wanting a magical dream-like space to have as a home, this takes the cake. I would put it firmly in the same lane as Magpie Manor in great homes.
Link: https://www.nexusmods.com/skyrimspecialedition/mods/174933 If you need a refresher on what I'm looking at for each point here's the original post!
 Out the door there was not enough containers. Sure, there was at least in each place one container to hold something (a side table in the kitchens, or chest in the bedrooms) but the storage was lacking. The illusion of storage in the custom assets made for the rooms had me checking every cupboard. The crafting areas had a bit more choice for storage, but the kitchens were lacking in that department the most. It was not enough in what I would consider good.
There was absolutely no issues with maneuvering around the castle proper, nor most of the new world space itself. The mod is grandiose in many ways and the pathing of followers was taken into account for this. You could have a slew of folk running with you and not worry about backtracking in the main castle for the most part.
The layout was beautiful, decorative mostly though. The courtyard was manicured and the insides were tailored to fit the theme of the world, which was storybook in its creation. The structure of the castle itself was somewhat of a turnaround, the inside did not reflect all of the structure outside, and there were buildings that were purely decorative, and inaccessible.
The amenities were provided, and as spectacularly so! The enchanting and alchemy tables had unique designes that made them blend seamlessly into the theme of the castle, the forge area was separate enough, and the castle large enough that I forgone my gripe of an inside smithy. The cooking area was thematic, held an oven and pot both custom worked to blend in as well.
As far as my exploration took me, there were no beds for followers, but each bedroom was separate, and unique. As they were for children, they had some design made in mind for them, and the master bedroom was as grand as befitting of a castle home in my humble opinion. Each bed also had a custom design, (albeit repeating in the mod) it was a treat to see!
There was no clipping that I found, nor any spaces that had any issues loading in. the mods main area being in a new world space I think helps avoid some buggy-ness that some homes get in existing saves in main Skyrim. Otherwise, everything was working as intended.
There was a lot of non static items strewn about the mod, its castle interior and the towns has scrolls, hourglasses, PLAYING CARDS. When I tell you my little goblin heart near exploded at the sight of a pig plushie I mean it. I LOVE clutter and the additional new clutter was so fun to look at and steal.
There was a significant portal area in the main foyer of the castle that took you to the various hold in Skyrim, which Iâve seen in other mods but this one feels like it definitely belonged there. Some crafting functions (smelting) in the village and port town had unique looking stations as well, and all worked as intended.
There were a few places with valved and levers, and some caused something to move or change, others were for decoration, but none caused any issue.
While I have reservations of functionality, I can say it is serviceable as a home mod. However, due to solely my opinion of a house, I cannot say it would be one Iâd consider. The lack of storage made it hard to imagine moving in. The areas that are locked or have no door are explained in the mod authors main page of the mod, so I reserve no ill opinion of it, only observation.
However, in lieu of all that, I did love this mod, it was nothing short of beautiful. Full stop.
The atmosphere alone drew me around the world space like a curious pup. It took nearly two hours before I had even gotten to the castle itself! The world space has a lot of fun things to explore in and out of the main home. The castle itself is also stunning, truly fit to have the name of Castle. It is big and grand. The custom assets used made it feel like a fairy-tale scene in every aspect of the area. The home outside of the Dragonbornâs also felt well crafted and lived in. no house was the same, and the testament to individuality was fantastic. I was also genuinely so ecstatic of the new little misc items in the world. The plush pig was a hit and I cannot not have it in my inventory while running around the place. I may have stolen a LOT of stuff and did get caught once though. So be careful.
A lot more I would like to say about this mod, while beautiful and awe inspiring for the world space, I would not be keeping it in my L.O.
Any other trans identity that doesnât fit into those three
Cis people who changed their name
Anyone who goes by a different name then the one their parents gave them regardless of how âgoodâ of a person they are, or your personal feeling towards them
Link: https://www.nexusmods.com/skyrimspecialedition/mods/47117 If you need a refresher on what I'm looking at for each point here's the original post!
Storage is sufficient, there is a plethora of unique storage containers throughout the home, and a focus on food separation that is not always seen in other house mods. I will say some food items don't have a specific place while others have more thought into it, but that is a critique on my preferences.
Only one follower really is properly maneuverable for the space provided, two or more will block your way back almost assuredly, albeit is manageable if you are patient. Anything above those numbers is unwieldy, so if you like having 50 people follow you this is not the best house to be in (unless you thrive on the chaos and in that case go ham friend)
The layout has an upper-floor living and leisure space (with cooking) with a lower utility space, both make sense in where everything is (the smithy is outdoors!) and the space is lovingly utilized to the fullest.
All utilities are provided, mostly. There is no smelter, but cooking, alchemy and enchanting are provided. Given the author states that it is made with an 'alchemist feel' to it, it is no issue having no smelter on the grounds of vibes.
There are 2 beds, one double and one single in a bay window. While unique, the furs overlapping on top of a wooden plank structure does not commit to mind full comfort, but it can be ignored if need be, and both are nicely(given the space) decorated. There are no partitions in the home for privacy nor anything to break eye contact from one bed to the next however. I do not consider this a failing, but as a preference I enjoy some privacy in bedrooms that are separate.
From the initial walk-through of the home there were no bugs or glitches I could find. However, I have an overhaul on mountain flowers and some other harvest-able ingredients, so the garden beds on the balcony have a issue with the flowers stems floating outside the planter-box, so be aware of conflicts with flora overhauls you may have.
There were next to no non-static items in the building and surrounding area, so there was little concern for flying pots and pans when loading in. In general I have a preference for more static items in a home so this was a nice discovery for me.
No technical unique stations, however you do have a milling stone in your lower floor to mill grain and whatnot, so that is a fun function for the home, especially since it IS a mill house on the river. A very good touch of immersion.
No unique switches, but everything otherwise worked as intended.
The overall vibe of the house is bright and inviting. A bit cramped interior, but the charm of the home lies in its design. Its furniture takes from base game models and outside models by the looks of it, and it is implemented very well to make a visually lovely house. My only gripe, if it can be called that, is the beds. nothing wrong with the design, but being able to see the wooden frame underneath makes it seem less soft and inviting. That, and the lack of privacy, regardless it is still a big step up from barrack-like rooms filled with beds and little else. This home is a sweet retreat for a player with maybe one or two solid followers or a spouse. It is also across the way from Waterview, which I find very fun as a role-playing aspect of multiple modded homes co-existing nearby.
Link: https://www.nexusmods.com/skyrimspecialedition/mods/17500?tab=files If you need a refresher on what I'm looking at for each point here's the original post!
A mix of named and regular storage allows for sorting all item very neatly within the parameters of the house, food especially has a good amount of named storage to sort raw, cooked, veggies fruits and meats!
The home is spacious without being vacant, and that space allows for followers to move about freely, even in larger numbers, I had 7 people at one point and while a few doorways get blocked if just following it is otherwise very maneuverable.
The layout is a open concept first floor, and a basement (sadly do not have pictures of it) and all placements make sense and allow for easy transition from one space to another, it feels like a home to live in, not just dumping treasures and running off. I wouldn't mind doors on a bedroom though, but not a flaw in any capacity.
All amenities are provided, and the smithy is outside! I know I should not chastise about it being inside, but it makes sense for open air smithies (or at least not in the basement!)
The cooking station has a few cutting tables for modded in veggies and fruits, as well as a coffee maker too, which is a lovely touch!
There is a master bedroom and a small guest room in the main house, and a bunkhouse for visitors across the road not far away, the bedding is bunker like, so no dislike on the beds being all in one room, a guest cabin makes sense like that. the rooms hold a nice layout and simple but warm decoration (and you can change the decorations a bit in the guest house!)
No clipping, broken or missing textures that I could find, other areas that mod the area will overlap possibly, but Tree overhauls might for sure, though Nature of the Wild Lands seems to interact well with it with no clipping so as always with modding, check and try.
There are both static and non static items throughout the house, not enough to make stuff fly when you load in, and removing them does not make the area look too vacant without, the statics are nicely arranged as well!
There are a few unique stations in and outside the house! Alchemy has jars that auto sort base game ingredients, there is a coffee maker as mentioned above, a cutting table to slice fruits and veggies from the mod in half to make certain dishes, a spinning wheel to make cloth and rags for bathing and other things, and a soap pot on the deck outside! There is also a mirror to change your appearance, a shower and toilet are provided as well.
There are more than a few unique stations, with a few buttons and turn-able things through the house, each and every one in my save work as properly functioned!
This house genuinely makes me so happy to be in, and while I have make a disclaimer that I do not yes or no houses on here - just post my opinion on them - I so, so much encourage people to check this one out. It is not flashy or big or even fits 100 followers, but it is made with joy and you can tell as you wander the warmly lighted house. The whole of the house is so welcoming and bright, you could really wish to wake up in there to make some breakfast on a lazy fall morning. The mod author has made a few houses and each live up to the same shining example of what truly makes a home, and I may do one or more later in my posts but for now THIS house mod is cut and dry what I would probably call one of my all time favourites.