Live Anywhere: Constructible Shacks Readme ===================== Table of Contents: [1]Description [2]Shack Purchase Guide [3]Workarounds [4]Compatibility [5]Console Commands [6]Upgrading [7]FAQ [8]Recommended Mods ===================== =============================================================== =============================================================== [1]Description This mod allows you to build small shacks anywhere you like and use them as your player home. You can build as many shacks as you want. - Wished you could buy a player home right when you start the game and just go adventuring without following the main quest? - Want to live in the wilds? - Don't want to follow some quests just so they let you buy a home in their town? - Want to settle in one of the cities but don't want to pay the high price of the full blown homes? - Tired of waiting for a compatibility patch for your player house and town overhaul mod? - Wished you could live in one of the mod added towns but it has no player homes? This mod addresses all of them! Get a shack early on in the game and build it absolutely anywhere you want, even in dungeons! Setup: There are 2 main downloads, one for Nexus Mod Manager and Mod Organizer, and another one for manual installing. When installing choose a version of the mod depending on location compatibility (view the compatibility section for more info) and run the game. The first time you run the game with the mod installed, you will be asked a few questions, these are related to compatibility with frostfall, immersion, upgrading from previous version, and a cheat spell. This in-game set up wizard allows you to play different variations of this mod in different playthroughs without having to install different versions of the mod. The options you choose are saved in your save file. Usage: After finishing the very first quest of the game, you will be outside Helgen. Moving down the road a little bit you will find the carpenter's shack. Under his working table is a chest in which you will find your starter home for free, as well as "Move Spell". On the table you will find a book called "Shack Purchase Guide" and a "Shack Destruction Axe". The guide will help you in purchasing goods from the carpenter and building them, and has information about nearly all objects and their usage. If you're mid game you can find a carpenter in Whiterun. Other carpenters sell the Shack Purchase Guide for a low price. Building: Once you have your shack in your inventory, find a nice place where you would want to build your shack. Take care not to build the shack in a places where NPCs often frequent, like on roads. Stand where you want the center of the shack to be, and face the direction you want the door to open. Save the game and then drop your shack from the inventory. You will be asked several questions and then your shack will be built at the spot you were standing. Use the Shack Purchase Guide (either in the readme file or the in game version) for detailed information of the building process. Carpenters: Carpenters are special merchants who sell shacks and related goods. One of them is outside Helgen right when you exit the cave at the beginning of the game, another is in Warmaidens in Whiterun, and there are also other carpenters in other areas in Skyrim. Check the "Workarounds" section for their location if you don't want to discover them on your own. These carpenters also double as "starter merchants" so they sell a variety of items needed for starting the game using mods such as Frostfall and iNeed. This means visiting the carpenter in Helgen is all you need to start your adventures on your own without going into the quests. They also carry a lot of gold and buy anything like the general goods merchants. Furniture: In addition to shacks, the carpenters also sell a variety of complementary items. These include the following: Planks: A piece of plank to build other stuff on. Can be placed at a height. Stairs: To access the shacks and planks that you have built at a height. Home Furniture: Things to clutter your shack or any other player home with. Includes the likes of chairs, tables, cupboards, etc. Crafting Stations: Includes the game's crafting stations such as Workbench, Alchemy table, etc. Also available are compact version of cooking pots and compact smelters. Chests: Non respawning chests in case you don't want a full blown shack to call a place home. Chests can be marked on the map. Barrels: Like chests but cheaper and lighter. However you can only store 300 units of weight in barrels. Tents: In case you think living in wilds is better done in a tent than a shack. Tents can be marked on the map as well. Campfires: Campfires to make camp. These are compatible with Frostfall. Candle Stands: To make some dark places brighter. Burrows and Basements: Burrows are very small excavations that can be used as temporary shelter, while basements are larger underground dwellings more suited for living. These can be used if you want to have a player home in an area that is too crowded for shacks. Placing these in wrong locations can be immersion breaking, (like building a basement on top of a house) so when you first install the game, you can choose to not have them included in your game. It is your own responsibility to not break your own game's immersion if you choose to have these in your game. =============================================================== =============================================================== [2]Shack Purchase Guide Shacks come in regular and large varieties. For each there are two types of shacks available for purchase: Regular shacks and sheltered shacks. Sheltered shacks do not let the rain and snow come through, however they lack the window views of the regular shacks. Each type comes in 3 different varieties: Empty, Basic, and Full. Empty Shacks are just that, empty. You need to purchase furniture separately and place them anywhere you want in your shack. Basic Shacks contain a bed and a chest. Full ones also contain a cooking pot, a barrel, and an End Table. Buying these packs is cheaper than buying these items separately, and they are already placed in your shack so it won't take extra time adjusting the furniture positions. Building your shack: Once you have purchased your shack, you can view it in your inventory in the misc category. Go where you want to build your shack. Take care not to build the shack in a places where NPCs often frequent, like on roads. Stand where you want the center of the shack to be, and face the direction you want the door to open. IMPORTANT: Always remember to create a save file before building your shack, once you shack is built it can not be dismantled again. Now go into your inventory and drop the shack to the ground. This will start a wizard asking you few questions about the way you want your shack to be built. 1- In general, what is the weather like here? Choose how snowy the area you're building your shack is. This will affect how much snow is piled on your shack. 2- In relation to where you're standing now, the center of the shack's floor should be: If you are standing at the highest elevation nearby and want your shack to be level at your feet, choose that option. Otherwise choose "At a higher elevation". This will build your shack at an elevation higher than your feet, and is useful in uneven areas and when you want to build several stories. 3- On what type of ground are you building this structure? From left to right, Flat to slope, this affects how high your shack should be placed in order to not collide with the ground. If you choose Bumpy or Uneven, the shack will also have a small stairs. 4- How many stories will your building be elevated above the ground? If you want to build your shack on top of something, like on top of another shack, choose one of the options. If you're building your shack level at your feet, but parts of the shack would be suspended above ground, you need to select the proper elevation here in order to ensure you have the necessary pillars. 5- Choose a window type for your shack: Choose if you want your shack to have a window and how large the window should be. Not available for the sheltered versions. 6- On which side should the door be to you? (large shacks only) Large shacks are two times larger than regular shacks. Imagine yourself at the center of the shack, the door will either be on your left or on your right. Choose your preference. 7- Would you like to mark this location on the map? This option is available for shacks, tents, and chests. Choose if you want to mark the location on the map. The marks are limited so only mark the ones you think you may not find later on. If you're placing a chest in an exterior you can also choose if you want to be able to fast travel to said chest. Shack and tent markers are all fast travel-able. The markers won't work if you're building inside an interior. Shack Extensions: Planks: Building planks shares the same process as building shacks. These planks are cheap and light, and can be used to create even ground on top of uneven grounds to place your furniture on. They can also be used to build your shack more than 3 stories high. To do so build your plank 3 stories high, and build your shack on top of the planks. You can use several planks to build at even higher altitudes. Stairs: If your shack is too high, you need separate stairs to access it. If you're planning on building your shack at higher elevations, you must purchase as many as stairs as you need beforehand. Each stairs covers roughly half a story. When building your shack at a height is finished, you will be inside the shack. Move to the door, then select stairs and drop one on the ground. This will ask you which way you want the stairs to go. Just choose which ever way that is free for the stairs to go. Once built, move to the bottom of the stairs, and if you're still above ground build another stairs. Remember that the stairs should always be placed when your standing where the top of the stairs would be. There are also spiral stairs available for purchase. For these you need to have as many stairs as you need in your inventory, and choose how many stairs you want from the menu and it will automatically build as many stairs as you select as long as you have them in your inventory. Each spiral stair covers roughly 1.5 stories, and they're better suited for accessing very high structures. Furniture: Several different furniture and crafting stations are available from the carpenters. In order to use them, purchase one, go where you want to place your furniture, face the way you want it to face, create a save file, and drop the item from your inventory. Use the third person view and walk toggle to put them with more precision. Burrows and Basements: These can be enabled when you first install the mod, and each comes in Empty, Basic, and Full varieties. Burrows are very small excavations that can be used as temporary shelter, while basements are larger underground dwellings more suited for living. These can be used if you want to have a player home in an area that is too crowded for shacks. Burrows are more suited for the wilds while Basements make more sense in towns and cities. After purchasing one, go to where you want to build your burrow or cave, make a save, and drop your item from your inventory. Take extra care to make these where they would make sense. For instance you can't excavate a cave on top of another building. While this will still work, it will break the game's immersion for you, and that's why it's not available unless you choose to when you install the mod. You can still access these using the master spell later on in the game if you chose not to have them. Shack Tools: These tools allow you to revise the items you've already built: Shack Destruction Axe: Allows you to destroy shacks or any other furniture you have built. To use, move to the object you want to destroy and swing your axe at it. In case of shacks and larger structures, swing the axe at the center of the structure. If you cant select it move closer to the center of the structure until you can. Once selected, a notification message will inform you of the object you have selected, and you have the option to destroy it. Note that this axe is only used to destroy shack items and does no damage to NPCs. Move Shack Items Spell: Works the same as destruction axe. You move close to an object or to the center of the shack, and use the spell. If the item can be moved, the game will tell you and you can select how you want to move the object. "Push forward" and "pull backwards" move the item in relation to the direction you're facing, while "push down" and "pull up" move it on the vertical axis, and rotate functions allow you to rotate an item. You can use this spell to fine-tune the placement of your objects. However be careful that some objects (like shacks) are built at the spot and can not be moved using this spell. If you have built an unmovable object at a bad position you have to reload your save game and build it again. Master Spell: The master spell can be acquired the first time you install this mod, and also using console commands. This spell allows you to move, pick up, or destroy any shack items without any limits, however this also means that it is not a lore friendly tool and its functionalities can be immersion breaking and unbalanced in terms of gameplay. It functions as a sort of cheat and should not be used in regular playthroughs. In addition to moving and picking all object up, this spell also can be used to acquire any item, including items that are not available for purchase and are only available through this spell. Choosing "forget spell" from the master spell menu will turn it back into a spelltome that you can safely store away. Another feature is a proxy container which can help you in organizing your loot. Acquiring the master spell using console commands: open up your console using tilde (~) (the button next to "1") and type: help "CShacks Master Spell" this will give you a code for the spell. Then type: player.addspell replacing with the code you found earlier. Master Spell Items: Some items can only be acquired using the master spell. The reason for this is that using these items breaks the immersion in one way or another, and therefore should not be used in typical playthroughs. These items are: Starter Carpenter: This places a carpenter at your current location, and is meant to be used with alternate start mods. Go to a place where you think it makes sense for a carpenter to live, and drop the kit. The carpenter will spawn at this location and sell you a low priced starter kit amongst other goods. Wall lamp: A candle fixed on a wall. To use, use tcl command and move yourself to the wall. Look sideways of the wall in first person mode and move until the wall is exactly on the middle of the screen. Then face the room and drop the kit. Chandelier: Chandeliers are much more brighter than wall lamps or candle stands, but they are only suitable for interiors. Do not place them on exteriors as it is likely the hanging rope will come out from the other side. To place use the tcl command to float above the ground, go into first person mode and move to where you want to place the chandelier and drop the kit. Bridge: Bridges to access places normally out of reach. These don't have built in AI navigation info and therefore can not be used by NPCs. If you have followers instruct them to wait before going across a bridge. Container Transferor: This item can be used to transfer all contents of a container directly to another container, and can be helpful for loot and follower organization. To use, put the container trasferor in a container and select it as the origin container from the menu. Then take it out and put it in the container you want to transfer the items to, and select the option accordingly. Example: To swap all the contents of two containers between each other, first use the container trasferor to move all the content from the first container to the proxy container. Then use it again to move everything from the 2nd container to the first, and finally move everything from the proxy container to the second container. Master Spell: Another copy of this spelltome. Shack (No Navbox): This is a Full shack, it will always be placed leveled at your feet, and will always have stairs enough for one story elevations. It's also much lighter and should be used if you don't want immersion and just want to create a shack fast. Furthermore this shack does not have AI navigation embedded so it might be used in certain situations when it's preferred for NPCs to not react to the shacks. Note that these shacks don't have any information embedded in them so they can only be destroyed using the "Shack v1 Destruction Kit". (For more info, view the "Upgrading" section in the readme file) =============================================================== =============================================================== [3]Workarounds I have done as much as I could to make this mod bug-free. My mod runs perfect for the most part, however there are some slight issues that may occur that have to do with Skyrim's engine and I can't do anything about them. Here are some workarounds if you encountered any of these issues: IMPORTANT: Always make a hard save before building anything. Once you've built it you can't disassemble it, and if you were positioned wrong or chose the wrong options, or something went wrong with the building script, you have to load the save file. Problem: Dropping the shacks or furniture does nothing. Cause: Skyrim's scripting engine is too busy. Workaround: Pick the item up and drop it again. Problem: You get a "Can't build while in combat" message even when you're not in combat. Cause: The game for some reason thinks you are in combat. Some NPC is chasing you from far away etc. Workaround: Wait a while, go to a different location, find the NPC that has aggro on you and kill it, etc. Problem: Some plant, tree, or rock is clipping through the shack. Cause: Things generally clip through in Skyrim if you placed them inside each other. Workaround: Either load the save and build your shack somewhere else, or use console commands to disable the clipping object if it's not important. (more info in console commands section) Problem: Player collides with invisible objects inside the shack. Cause: This is a problem with Skyrim's engine not updating the location of the objects' collision data Workaround: Go to another interior place. Save the game. Quit Skyrim. Run Skyrim again and the issue should be fixed. This issue will generally be fixed on its own and only happens once, so you don't have to keep quitting Skyrim. Problem: There are two of the same object inside the shack, and one of them is right in the middle. Cause: This happens very rarely and seems to be an issue with Skyrim's engine. Workaround: Reload your save and build your shack again. This issue happens rarely and usually won't happen twice. Problem: After building a shack at a height, you fell from the shack before making the stairs and can't get back into the shack to make them. Cause: You were careless. Workaround: You have several options: -Load your save file, build the shack again, and be careful not to fall. -If your shack was marked in the map, fast travel to the marker. -Use console commands to fly back into the shack. (more info in console commands section) Problem: Furniture placed in the wilds is either too much in the ground or floating in air. Cause: Skyrim's furniture are only made to be used on flat surfaces, and the surfaces in the wilds are mostly not flat. Workaround: You have several options: -Find a more flat surface to place your furniture. -Use a plank to create a flat surface in the wilds. -Use the "Move Shack Items" spell to either pull up or push down an object until it looks right. -Use console commands to tilt your furniture until it looks right. (more info in console commands section) Problem: After placing a furniture in an interior, the player is transported into a void. Cause: You were facing the wall when you placed your furniture. You should be facing the room. Workaround: Load the save file and place your furniture when facing the room. Problem: Marking a new shack on the map causes the previous markers to disappear. Cause: The total number of map markers are limited. You can mark up to 25 shacks, 10 tents, 16 chests with fast travel and 16 chests without fast travel. Workaround: Only mark the locations you think are necessary to be marked. Problem: NPCs act weirdly close to shacks or shack furniture. Cause: In version 2, almost all items contain navigation information that tells the NPCs how to react to them. In some cases the AI decides to completely avoid the structure by taking a detour. Workaround: You have several options: -Make sure you don't place the shacks in the middle of the roads or other places NPCs use as main transport routes. -Use the "Master Spell" to move the structure slightly until the NPCs see enough space to move about. (Use console commands to acquire "cshacks master tome" if you don't have it.) -You can try building your shack high up in the air so the NPCs can walk under it. -Use the "Burrows and Basements" instead of the shacks. These will only add a trapdoor to the world that the NPCs can just walk over easily. Problem: NPCs act weirdly close to stairs. Cause: For regular stairs, the AI navigation info can not tell the NPCs the difference between the top and the bottom of the stairs, meaning the NPCs might think the stairs are built the other way around. As for spiral stairs, there is no way to tell NPCs how to use them dynamically. Workaround: Avoid building your shacks at heights if you want them to be accessible to your followers. Problem: The location of the rest of the merchants is not known. Cause: I'd prefer it if you discovered them on your own. :) Workaround: There are 5 carpenters. One for North, South, East, West, and Center. North: Dawnstar, The Mortar and Pestle, second floor. South: North of Helgen, close to where the player will be when the first quest is done. East: Darkwater Crossing, Goldenrock Mine, down the first corridor. West: Karthwasten, near the entrance of Fenn's Gulch Mine. Center: Whiterun, Warmaiden's, on your left. Problem: The game crashes to desktop when I build a shack. Cause: There may be several cause for crashing, but it's most likely due to maxed out memory. Workaround: First double check using Skyrim Performance Monitor to make sure the cause of the crash is memory. If you're game is crashing when the game's memory reaches around 3GB, then the cause of CTD is memory overflow. If it is, you have have several options: -Load your save and build your shack at a less crowded area. -Uninstall some mods that use too much memory. (such as HD texture mods) -Use texture compression tools such as DDSopt to compress your textures (so they'd use less memory) -Use "ENBoost" to increase the memory the game can use. The memory overflow is a general Skyrim flaw and doesn't have anything to do with this mod. =============================================================== =============================================================== [4]Compatibility Since this mod Lets you build shacks anywhere you want, it's almost compatible with all mods. There are some slight issues that may arise using certain mods that I will address here: Jaxonz Repositioner (and other object movers) Issue: These mods were compatible (and encouraged to use) in version 1, however in version 2 all items include AI navigation information attached to them that these mods will not move, therefore rendering them completely incompatible. Workaround: From version 2 onwards, you can move all items using built in tools such as "Move Shack Items" and "CShacks Master Spell" spells. Follower mods Issue: This mod is scripted so your vanilla followers will follow you into the shacks. If you're using certain custom followers or follower overhaul mods, they might not. Workaround: Enter your follower's command mode (by default you have to hold "E" while aiming at them), and instruct them to activate the shack door. Economy mods Issue: The shacks and other furniture are tweaked for vanilla Skyrim purchase prices. There are some vanilla perks and economics mods which make trading either easier or harder. Using the vanilla ones or mods that make mild adjustments is ok, but using a mod to make trading extraordinary difficult might make the shacks ridiculously expensive to the point of being more expensive than full blown player homes or downright impossible to acquire. Workaround: Use console commands to acquire (or purchase) the goods. View the console commands section for more info. Location mods Issue: There might be some compatibility issues with mods that alter the same cells that are used by carpenters. I have double checked to make sure the following mods remain compatible: Skyrim Flora Overhaul, Lanterns of Skyrim, Expanded Towns and Cities. I have also tried to use cells that don't seem to be important for editing by other mods to avoid incompatibilities as much as possible. Workarounds: If you are using a mod that does edit the same cell as the carpenters, you can use one of the "compatibility version" of this mod when installing. The "interior only" version removes all carpenters from exteriors and puts them in interiors, making sure it stays compatible with all mods that alter skyrim's exteriors. Specifically, this version is compatible with Alternate Start's "Camping in the Woods" scenario. Whiterun only version removes all carpenters besides the one in Warmaiden's, Whiterun. If you have a mod that alters Warmaiden's and it isn't compatible, use console commands to acquire the starter kit. View the console commands section for more info. Alternate start mods Issue: There isn't any real issue. Just that since you don't start in Helgen, you won't see the carpenter at the start of the game Workaround: If you want the starter shack with your alternate start mod, use console commands to acquire the starter kit. This kit places a carpenter at your current location, and he sells a starter shack for a low price. View the console commands section for more info. Frostfall Issue: The campfire burns forever and is therefore a better campfire than those of frostfall's. Workaround: There isn't any real workaround as I don't consider this an issue. There are other campfires in Skyrim that burn forever, such as those of the bandits. It always bugged me that the bandits would get to have eternal campfires while the player had to keep adding firewoods to theirs. However, pay attention that the campfire in this mod is inherently different than the one from frostfall, in that the one from frostfall is suited for traveling, while this mod's is suited for a warm player home. The campfire offered by this mod is quite expensive, heavy, and can only be acquired at certain locations. It doesn't make much sense to travel with one of these instead of some firewoods, and the chances of you wanting to return to a campfire is not much unless you want to make that place your home. On the other hand, this campfire fixes the issue that in frostfall, your player homes would be considered "safe", but you wouldn't be able to turn a place in the wilds into a safe place. As the aim of this mod is just that, I felt that adding this campfire was rather necessary. =============================================================== =============================================================== [5]Console Commands Using console commands are explained in detail here: http://www.uesp.net/wiki/Skyrim:Console http://elderscrolls.wikia.com/wiki/Console_Commands_%28Skyrim%29 I will explain some of them that are related to this mod briefly: For each of these commands, you first need to open the console by pressing the "~" key on your keyboard. (It's usually next to "1") Disabling an object: Click on an object with mouse. This will select the object and a number (it's id) will be shown at the middle of the screen. After this simply type "disable" with no quotation marks and press enter. Be careful that some objects are larger than you think. If disabling an object was a mistake open the console again and type "enable". Flying back into your shack: First make sure you have no item selected by double clicking on any object, then type "tcl" with no quotation marks and press enter. Close the console menu and fly back into your shack. Then open the console menu and type tcl again. Summoning followers: Select a follower in console menu. Write down its id. Then whenever you wanted to summon him/her, type "prid " with no quotation marks and replacing with your follower's id. Press enter then type "moveto player" with no quotation marks. Press enter. Tilting objects: Select an object on the console menu. Type "GetAngle X" with no quotation marks. Write down the angle. Then type "SetAngle X " with no quotation marks and replacing with the new amount you want your object to be tilted towards the X axis. Do the same for Y axis by replacing the X with Y in the above commands. Acquiring the master spell: Type: help "CShacks Master Spell" this will give you a code for the spell in this format: SPEL: () 'Cshacks Master Spell' Write down the code and then type: player.addspell replacing with the code you found earlier. Paying for items acquired with master spell: To pay for the item, type: player.removeitem F replacing with a value from the following chart. Name Price Alchemy Table 500 Barrel 480 Basement - Basic 2200 Basement - Empty 1700 Basement - Full 2500 Basement - Large 2550 Bed 300 Bedroll 150 Campfire 150 Candle Stand 100 Cave - Basic 700 Cave - Empty 200 Cave - Full 850 Chair 50 Chest 500 Compact Cooking 250 Compact Smelting 700 Cooking 350 Crafting 650 Cupboard 600 Enchantment Table 400 End Table 530 Grindstone 200 Large Shack - Basic 3500 Large Shack - Empty 3000 Large Shack - Full 3800 Large Sheltered Shack - Basic 4000 Large Sheltered Shack - Empty 3500 Large Sheltered Shack - Full 4300 Plank 100 Shack - Basic 2000 Shack - Empty 1500 Shack - Full 2300 Sheltered Shack - Basic 2500 Sheltered Shack - Empty 2000 Sheltered Shack - Full 2800 Smelter 1000 Spiral Stairs 100 Stairs 100 Table 100 Tanning Rack 150 Tent 400 Wood Chopping 800 Workbench 200 =============================================================== =============================================================== [6]Upgrading If you have been previously using this mod's version 1 (or 1.0.1), you have to carefully read this guide: Jaxonz Repositioner: This is a mod that I encouraged people to use alongside this mod in version 1, however as of the new version, jaxonz repositioner, and other mods that move static objects, are all incompatible. The reason for this is that in new version the objects have embedded AI navigation information that these mods don't move. So if you move something from this mod using jaxonz repositioner, NPCs will think it's still where it was before. There is a spell available from merchant called "Move Shack Items". Use this spell to move the objects from this mod as this spell has been scripted to move the embedded AI navigation information as well. Disabling objects: Since objects have AI navigation attached to them, you should refrain from using the "disable" console command on them, as NPCs will think it's still there. To destroy objects use the "Shack Destruction Axe" available from the carpenters. Upgrading Toolset: When you first upgrade to version 2 and run the game, you will be asked 2 questions. One asks you if you are upgrading from version1, and the next asks if you want the "CShacks Master Spell". You should answer yes to both as these items are needed to make the things you have previously purchased and built compatible with the new version. Kits: Kits refer to objects that are either in your inventory or stored in some container. These reside in the misc category of the inventory, and are items that have not been built yet. Changes: If you're upgrading from version 1, these kits will completely stop functioning. Dropping them from your inventory will just make them disappear. Fix: You need to write down each object, and then drop them all (making them disappear). Once you have done that, use the Master Spell's "Get Item" feature to reacquire their new versions. Important note regarding interior kits: (sheltered shacks, basements, and burrows) Your kit has an ID that is not visible to you. This ID will not matter if you have not built any of the same type of that interior dwelling before. (Example, it wont matter if you have a full basement kit and you have built an empty basement before. The ID is only important if you have built an empty basement before, and want to build another empty basement again. Both "empty" and "basement".) If you have built the same type of the interior before, you have to avoid using the same ID twice as that will remove your previously built one. You can avoid this by saving the game and testing each kit to find your ID: Move to your previously built dwelling. Use the Master Spell's "Get Item" feature to reacquire kits of that type one by one and build them one by one, until one of them removes the one you had built before in version 1. Remember the ID of the one that did and then load your save file and avoid using the kit with that ID. Furniture: These are your regular furniture such as crafting stations. Changes: These will work as they were before in version 2. However new items in version 2 have navigation information embedded in them so the NPCs can avoid bumping into them. Furthermore, the "Move Shack Items" spell and "Shack Destruction Axe" only work with furniture placed using version 2 kits. Fix: If you want the new features that come with version 2 furniture, first you need to delete them and then build new ones. To delete them open console and select the item, and then type "disable", press enter and then type "MarkForDelete" and press enter again. (more info regarding console commands can be found in console commands section) Once you deleted the previous furniture, use the Master Spell to acquire new ones and build them again. Containers: Chests, Barrels, End Tables, etc. Changes: Same as furniture. Fix: Same as furniture. However before you delete your v1 containers, use the "Container Transferor" from the Master Spell's console item section to move all the contents of your container to Master Spell's proxy container. (more info in "Master Spell Items" under "Shack Purchase Guide"). Once the old container is empty, you can safely delete it and make a new one as instructed for furniture items, and then transfer the contents back to the container. Open Shacks: Non-sheltered shacks. Changes: Same as furniture. The old ones will work, but if you want NPCs to correctly find their way around them you need to rebuild them. Fix: First get some chests using Master Spell's "Get Item" feature and place them somewhere nearby. Use the container transferor to move all of the shack container's contents to the chests. When the game asked if you're upgrading from v1 and you answered yes, you would get an item called "Shack v1 Destruction Kit". This kit should be used with extra caution: Destroying version2 shacks with this will leave the navigation info around and can cause issues. However in terms of upgrading, it allows you to quickly get rid of your old shacks without having to disable each shack prop one by one using console. To use, stand in the middle of your shack and drop it from your inventory. Select yes and it will automatically destroy all shack props nearby. If some props were left, pick it up and then drop it again near them. Note that if your shack is built at a height, it may be advisable to use the "tcl" console command before dropping it to float and avoid falling to your death afterwards. Once you have destroyed your old shack, use the master spell to acquire a new one, build it, and use the container transferor to move the contents of your container back into your shack. Finally, use the master spell to destroy the temporary containers you had built. Sheltered Shacks: Non-sheltered shacks. Changes: Same as open shacks. Fix: The interiors of the sheltered shacks have not been changed between the two versions, so you don’t need to move the contents of your containers like the open shacks. To destroy, simply stand at the front door, and drop the "Shack v1 Destruction Kit" from your inventory WHILE SNEAKING. The kit will find your shack's ID and will put the corresponding kit in your inventory before destroying the shack. Once the shack's destroyed just use the kit that was automatically placed in your inventory to rebuild it. The interior will be as it was before and doesn’t need any updating. Basements and Burrows: The underground dwellings.. Changes: Since the NPC can walk over these, the only new feature is the ability to destroy them. Fix: There is no need to update these. If you wanted to destroy your basement or burrow just use the console commands to disable the trap door. View the console commands section for more info. =============================================================== =============================================================== [7]FAQ Q: Do I need any DLC's to use this mod? A: No. No DLC is required. However you need to have "skse" installed. Q: Are the interior dwellings navmeshed? A: Yes. Bring in your followers! Q: The Shack/furniture was not built correctly, there are parts missing! A: This happens when skyrim's scripting engine is busy. Load a save game, wait a while, and then try building again. Q: Is this compatible with real shelter? A: No. The regular shacks let rain and snow in. However the sheltered ones don't, and these are specifically made with different visuals. (The regular shacks have broken rooftops, the sheltered ones have closed off roofs) They are also different in terms of weight and price. This implementation was chosen because it's more immersive, requires less scripting, and is compatible with all weather mods. Q: Is this compatible with the mod "Helgen Reborn"? A: I'm not sure, I haven't played through the quest. This mod does change some exterior near helgen, so if you want to be sure use the interior only compatibility version when installing. That version is definitely compatible. Q: Can you make the shacks and furniture craftable? A: I decided not to make these craftable for several reasons. One is gameplay concerns, regarding how much vanilla houses and furnishings cost, and balancing them out with the shacks. If the shacks and related furniture are craftable, they almost certainly will be ridiculously cheap to build. 2nd, is the fact that there aren't enough vanilla materials to build the shacks from. There are some interesting items available in the Hearthfire DLC, but I didn't want to make Hearthfire mandatory to play this mod. 3rd: The interior buildings are limited, and therefore it isn't possible to just simply make them craftable as they are unique items. Immersion-wise: I never considered it a problem. The player might be an adventurer who has learned to build his own armor. But does he know how to build shacks? Not necessarily. The player is a weaponsmith, not a carpenter. He does learn carpentry in the Hearthfire expansion, but that is not a necessary expansion and many people don't have it. Q: Can you make the item placement the same as frostfall or jaxonz repositioner? A: No. There is no need for that. The current placement system is very precise if you use the third person camera, and you can use the "Move Shack Items" spell to fine tune their placement. I prefer this method to frostfall's wonky placement and jaxonz's method uses keyboard shortcuts which I don't want to use. Q: Can you make big houses using this mod? A: No. The large shacks are the largest thing you can build. If you want to build larger buildings use the "Home Construction and Decoration" mod. Q: When I want to build something, they just hang in the air or drop on the ground instead of being actually built. How can I fix this? A: Pick it up and drop it again, this happens when skyrim's scripting engine is too busy. If it kept happening, you may have deleted the script files by accident, try re-installing this mod and load a save from before the mod was installed. Q: My follower doesn't come inside the dwelling. A: If your dwelling has a door (like sheltered shacks) enter command mode and order them to activate the door. As for shacks built at a height, currently followers are not able to access shacks through spiral stairs. Multiple regular stairs also confuse the AI to the extent that they just cant use them usually. (However regular stairs do have AI info so feel free to experiment with them) Q: The current Shack kits can only be built up to 3 levels high, how can I build ones at higher heights? A: You can make it higher using planks. Build a plank 3 levels high, then build your shack on top of the plank. You can keep building planks on top of planks until you are at the height you desire. Q: Can I name the shacks? A: It isn't a built in feature, however it's possible to achieve this using the mods "jaxonz Renamer" and "Multiple Custom Markers with Notes" Q: Do the carpenters ever restock? A: Yes. The carpenters use skyrim's basic merchant system and restock once every few days. If there are any anomalies with the merchants it's most likely some other mod that's modifying skyrim's merchant system. Q: The carpenters don't sell basements and burrows. A: Either your game is not running the scripts correctly, or you have not chose to include them when you installed the mod. Try reinstalling and load a save from before you installed this mod. Q: Are all crafting stations available? A: Yes, all of them are available but a specific carpenter might not be selling all of them at the same time. Either wait until he restocks, or seek another carpenter and he might have what you're looking for. Q: Can you build custom shacks by putting in walls where you want? A: It is actually possible to code something like that but is not currently within the scope this mod. Q: Grass is clipping inside shacks and I can't disable them. How to fix this? A: That's how Skyrim's engine handles grass, it just spawns them on certain textures, so they're not objects to be disabled. You can tone down your grass in skyrim's ini settings, or build your shacks at some elevation, ie choose uneven terrain when you're building them. You can also place the planks at an elevation, and put your furniture on the planks. Q: I returned to one of my 3 shacks, which is a sheltered shack, and the door was gone. A: This happens when a sheltered shack with the same id is rebuilt. If you are using console commands, you should use a different code for each new shack you build. If using master spell, refrain from building shacks with the same ID twice. This will not happen in regular playthroughs. Q: I'm using a "Realistic Carry Weight" mod and am overencumbered when I purchase a shack. A: Shacks are heavy. That's realism for you. Here are some suggestions: 1-Have one of your followers carry it for you. 2-Install the "Convenient Horses" mod and put it in your horse's inventory. 3-If you don't mind "magic", use the "Conjurable Chest and Crafting Furniture Spells" to conjure a chest and put the shack in it, then go to wherever you want to go to build the shack, wait a day and conjure the chest again to get your shack. =============================================================== =============================================================== [8]Recommended Mods Enhancements: These mods expand upon the functions of this mod and provide greater functionality: Home Construction and Decoration: Lets you build a full blown house anywhere you like. Also adds a variety of furniture. Multiple Custom Markers with Notes: Lets you mark a place on the map. Constructible Shacks allows you to mark shacks, tents, and chests. If you want to mark something else use this mod. You can also use this mod to mark your shacks with unique names on the map. Jaxonz Renamer: Rename your shacks, containers, etc. Living in Wilds: These mods enhance the experience of living in the wilds: Alternate Start - Live Another Life: Lets you start the game somewhere else than Helgen. Frostfall: Revamps the traveling system for realism, immersion, and role playing. Hunterborn: Revamps the hunting system for realism, immersion, and role playing. Hidden Hideouts of Skyrim: Adds shelters to different parts of skyrim. Craftable and Placeable Bedrolls: Offers bedrolls that are more suited for travelling than the ones from this mod. Loot Later: Adds containers that are more suited for traveling than those of this mod. Travellers of Skyrim: Adds merchants that frequent the roads. Useful if you don't like going to cities! NPC Bartering: Lets you trade with random NPCs Pocket Money: With this mod NPCs carry more money. Useful in conjunction with NPC Bartering. Town mods: These Mods revamp or add towns to Skyrim. Use the shacks provided by this mod to live in them! Expanded Towns and Cities: Revamps the vanilla Towns. Legendary Cities - Tes Arena: Adds cities from the first elder scrolls game to Skyrim. Forgotten Settlements: Adds some lore friendly settlements, villages, and cities. Live Anywhere: These mods allow you to live anywhere in a different way that this mod offers. Dynamic Things: Allows you to turn any container into a safe storage. Camping Kit of the Northern Ranger: Live anywhere in a portable camp. Gypsy Eyes Caravan: Live anywhere in a caravan. Airship - Dev Aveza: Live anywhere in an airship. Inspirations: This mod was inspired by these mods. Home Construction and Decoration: The house you can build with this mod is quite expensive compared to the ones you can build with Constructible Shacks. Constructible Shacks also offers unlimited shacks whereas with this mod you can only build one player home. Starter Tent: Inspired me to add tents to carpenters. Beginner's Shack: This was my main inspiration considering the design of the shacks. Small and to the point. City Shacks: This mod made me think people would probably need a small shack anywhere.