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Skyrim my home is yours. My home is your home - Gameplay changes - Mods and plugins for TES V: Skyrim

Version:1.21
Transfer:russian

Description:
Each companion in Skyrim SE can now have own house, fast travel to any of the companion houses is also available. Any place can be a home, from standard GG houses to any mod house. The dismissed partners will return to their homes, there they will go about their business, they will be full-fledged owners. There is support for companions from other third-party mods.

Update: 1.21 (SE)
- The mod is adapted for the Skyrim SE game, the original mod version 1.21 was taken as a basis, which was originally before any alterations by other authors, only the necessary and necessary functionality remained in the mod, there are no settings, there are no MSM menus, it is simple and accessible, only dialogues and not more.

More about the features:
- In dialogues with companions, the phrase "Let's talk about the place of residence" will appear.
- Take your companion to the house where you want him to live and say "This is your house now", he will return there if he is fired.
- When you talk to your current companion, there will be a new "Let's talk about home" dialogue, the choice will register the NPC in this mod and assign an invisible marker to it.
- All you have to do is bring your companion to where you want him to stay and tell him that "This place is your new home."
- The marker will be moved to its current position, the companion will interact with objects and do business in this house.
- When you fire a companion, it will return to its original habitat.
- You can tell him to forget about this house and move to another house.
- Hired companions will be added to the "Book of Companions", this book will auto-add companions to the player after installing the mod.
- The "Guard" and "Sleep" options are executed from 10 pm to 6 am. Companions will guard the outer area of \u200b\u200bthe dwelling, they will automatically receive and use a torch that will be removed when the watch ends.
- Option "Work", between 9 am and 5 pm, NPCs will interact with any furniture in this area.
- You can assign homes for your Dwemer pets from the Dragonborn DLC, but will return to their original locations upon dismissal.
- If you want to settle Serana, then finish all the quests related to her, and then you can only designate her a house.
- Support for up to 250 companions.
- Companions will roam around the house, eat, sleep, use furniture and tools.

Compatibility:
- Compatible with all game companions and from mods.
- AFT and EFF
- All huscarls
- All mercenaries
- All orc companions in fortresses
- Cicero
- Serana (attention, it is highly recommended to complete all Dawnguard quests before assigning Serana her new home).

Note for those who use the AFT mod:
- There is a "Stay Here" function in AFT, my mod cancels this order, and the companion will return to the assigned house, and not hang out in the current position.
- After being laid off, it may happen that partners cannot be recruited, appoint a new home before being laid off.
- In case of firing companions when they don't leave, load the previously saved game and fire all your companions before activating this mod.
- It may happen that your companion will walk to the side original homeBefore this mod replaces the scripts, the companions have to turn around after a while and go to the house you assigned them.

Note for those who use the EFF mod:
- EFF has a "residence" function that works similarly to the function from this MHYH mod.
- The "Sandbox" system in the houses from the MHYH mod overrides the "sandbox" system from the EFF, but not immediately. If you designate residences and homes in different locations, your followers can stay for a while in a specific location and then go to the designated home.

Important for updates and fixes:
- If you don't get a new dialogue, save and load the game again, this will fix the error.
- When you update the mod, all your companions that you have will be registered in the ledger.
- If this does not happen, then open the console and enter "stopquest 0x000D62" this will stop the script, then "startquest 0x000D62" will start the script again.
- Enter "help vvv" to see which companion x has been added.
- Please note that if you restart the quest, all companions will lose their homes.
- If you want to settle Serana in your house, then first complete all the quests that relate to Serana and the quest to find the Soul, and then use the dialogue for the settlement or first delete the mod before completing the quest, and upon completion, reinstall it.

Requirements:
- Skyrim SE 1.1.47.0.8 and higher

Installation:(can be done manually or via NMM manager)
Place the Data folder from the archive into the game folder (Data not inside Data, but on top), confirm the merging of folders and files and activate.

Description:
Each companion can now have their own home, and fast travel to any of the companion homes is also available. Any place can be a home, from standard GG houses to any mod house. The dismissed partners will return to their homes, there they will go about their business, they will be full-fledged owners. There is support for companions from other third-party mods.

Update: 2.1
- Added MSM menu with options (read below options in MSM menu)

Update: 2.0
- Well, finally, this mod is being revived, another author got down to business, or rather made a complete rework and reconstruction of the mod from scratch, but the original mod is still taken as a basis, the name has not been changed, only all the insides have been redone, why another author, but because the author of Volek of the original mod has long abandoned the mod and will no longer update it, all updates will now be behind the author smashly
- Now requires a prerequisite SKSE 1.06.16 or 1.07.01 and higher, respectively, you need the game version 1.9.32.0.8
- Now all 250 companions that will be settled by you can guard / sleep / work
- Over 4500 script variables reworked, 230 unnecessary script variables removed
- Completely reworked the entire translation of the mod (I already did this myself)
- In plans for the future, add an MSM menu with lists of companions that are processed by the mod, teleport companions to you, add access to the companions' inventory, and so on

More about the features:
- Optionally, you can accommodate companions in hotel rooms, the phrase "And my companion also needs a room"
- In the dialogues with the companions, the phrase "Let's talk about the place of residence" will appear
- Take him to the house where you want him to live and say "Now this is your house", he will return there if he is fired

- When you talk to your current companion, there will be a new dialogue "Let's talk about home", the choice will register the NPC in this mod and assign an invisible marker to it
- All you have to do is bring your companion to where you want him to stay and tell him that "This place is your new home"
- The marker will be moved to the current position, the companion will interact with objects and do business in this house
- When you fire a companion, it will return to its original habitat
- You can tell him to forget about this house and move to another house
- Hired companions will be added to the "Book of Companions", this book will auto-add companions to the player after installing the mod
- The "Guard" and "Sleep" options are executed from 10 pm to 6 am. Companions will guard the outer area of \u200b\u200bthe dwelling, they will automatically receive and use a torch that will be removed when the watch ends
- Option "Work", between 9 am and 5 pm, NPCs will interact with any furniture in this area
- In v1.2 and up, you can assign homes to your Dwemer pets from the Dragonborn DLC
- If you want to settle Serana, then finish all the quests associated with her, and then you can only designate her a house
- Supports up to 250 companions
- Companions will roam around the house, eat, sleep, use furniture and tools

Options in the MSM menu:
- Option "Move to me" - you can move the NPC to your location
- Option "Move me to" - you can move to the selected location
- Option "Forget about guarding / sleeping / working" - you can free the NPC from these actions
- Option "Evict" - you can evict an NPC from the designated place of registration
- Option "Open inventory" - you can inspect the inventory of the selected NPC

Compatibility:
- Compatible with all game companions and added from mods
- UFO, AFT, EFF
- All huscarls
- All mercenaries
- All orc companions in fortresses
- Cicero
- Serana (attention, it is strongly recommended that you complete all Dawnguard quests before assigning Serana her new home)

Note for those who use the UFO mod:
- In case of firing companions when they don't leave, load the previously saved game and fire all your companions before activating this mod
- It may happen that your companion will walk towards the original house, before this mod replaces the UFO scripts, the companions should turn around after a while and go to the house that you assigned to him
- If you use the UFO mod, then in the order of loading in the launcher, the UFO must be below this mod

Important for updates and fixes:
- If a new dialogue does not appear, save and load the game again, this will fix the error
- When you update the mod, all your companions that you have will be registered in the ledger
- If this does not happen, then open the console and enter "stopquest 0x000D62" this will stop the script, then "startquest 0x000D62", will start the script again
- Enter "help vvv" to see which companion x is added
- Please note, if you restart the quest, all companions will lose their homes
- If you have DLC Dawnguard and you want to settle Serana in your house, then first complete all the quests that relate to Serana and the quest to find the Soul, and then use the dialogue for the settlement or first delete the mod before completing the quest, and upon completion, install anew
- As of v2.0, you can assign a Dwemer Automaton and pets from the Dragonborn DLC to reside in your home

When upgrading from 2.0 to 2.1:
- Just install on top with file replacement

When upgrading from an older version 1.21 to version 2.1:
- If you used a very old version of the mod 1.2 and you have open pex files, then you need to do the following:
0. Tell the companions "Forget about this house" and they will return to their homes, you yourself retire to another location so that there are no companions nearby that you have assigned for housing
1. Save to an empty save slot, exit the game, delete the following files:
vvvMarkHome.pex, vvvMarkHomeForget.pex, vvvMarkHomeGather.pex, vvvMarkHomeGoHome.pex, vvvMarkHomeGuard.pex, vvvMarkHomeGuardTorch.pex, vvvMarkHomeGuardTorch.pex, vvvMarkHomeInvest.pex, vvvMarkHomeInvest.pex
2. Install new version 2.1
3. If you had version 1.21, then you have such pex files. no, because since version 1.21 the mod was in 2 bsa files. and esp., so you just need to save to an empty save slot, exit the game, update the mod with the replacement of files

Requirements:
- Game version 1.9.32.0.8 and higher
- SKSE 1.06.16 or 1.07.01 and higher
- SkyUI 4.1 and higher
- DLC Dragonborn optional

Installation: (only manually, the archive will not be installed through the NMM manager)
- There are 2 modules in the archive
1. "Basic mod" - this module is required for installation
2. Optional "Settlement of NPCs in taverns" - I left this module from the previous version 1.21, just in case, because the new author who made version 2.x did not do this optional module, it may not work, but still on just in case
Place the Data folder from the archive into the game folder (not Data inside Data, but on top), confirm the merging of folders and files and activate in the launcher
Optionally, for settling companions in any hotels (in rooms), install the module "Settlement of NPCs in taverns"

This small mod is designed to assign your companions a place that they will consider their home.

Can be assigned common Home for everyone (base), or a separate house for everyone (via the dialogue menu This place is your new home).
- You can make your home any place in the interiors or on the street that you like.
- The dismissed companion will go to the place designated by the house. There he goes about his business - eats, sleeps, uses tools, uses furniture (if all such things are nearby and do not belong to other NPCs)
- Compatible with UFO mods, Amazing Follower Tweaks, Big Dialogue Overhaul, Fix Target Stats
- Compatible with Dawnguard and most of the companion mods.

Since the mod is still in development, it may not work correctly!

Details:
- To assign a companion a home, talk to him using the item Let's talk about home. If the item does not appear, save, restart the game and everything will be fixed (version 1.7.7 bug, alas)
- After that, select the item This place is your new home in the menu that opens, if there is only one satellite. If you do NOT have one satellite and you want the house to be one for everyone, select the phrase about the new base, and then - This applies to everyone.
- Now you can take a fast trip directly to your home from anywhere through the phrase in the menu - We're going home.
- To reassign a home to a satellite, first select the phrase Forget about that place ... And only then assign a new home. To reassign the base for all companions, alas, you will have to talk to everyone and order them to forget about that place.
- Since version 1.1, all satellites are recorded in the tenant book, which will automatically be added to you when you enter the game.
- The new sleep and guard options are between 10pm and 6am. The new work option is valid between 9 am and 5 pm. This was done to establish the normal behavior of companions living in the house.
-Added support for Dragonborn (requires SKSE), which allows you to assign a home to automaton companions from this DLC

Known bugs:
- dialogue about the base appears even if there is only one satellite
- you cannot send a companion home without being fired
- the mod is incompatible with some satellites
PROBLEM with Dawnguard: In Valerika's laboratory, Serana stops following you through the plot while you search for everything you need to open the portal. If she has a house assigned by you, she will go there and it is impossible to stop her. The only way out is to turn off the mod not when you pass this place.
- In some places, dismissed companions do not use stairs (some kind of behavior or navmesh bug). It is unknown why this is happening.
- Companions may ignore new teams.
- When using fast return, you can see two loading screens - it's just that teleporting to the interior is impossible, so it happens in two stages.
- Satellites assigned to guard the site do not always respond to a threat unless they are directly attacked.

UFO users
- if the dismissed satellites do not want to follow when you hire them again, roll back to the save before installing MHYH, fire all satellites and then put this mod.
- it may happen that the companions go to their normal home, which is their default, after being fired. This is a temporary bug, they should then go to the house that you assigned.

For AFT users
- AFT uses the command stay here, alas, MHYH is rewriting it - instead of hovering in the specified place, the satellites will go to the house you designated!
- After the dismissal of paid mercenaries from taverns, it may happen that they cannot be recruited, only dialogs about the house will remain. This bug is treated by assigning companions at home BEFORE. how do you fire them.

Otherwise, this is a very useful mod.
Thanks to Petrovich for the companion voiceover fix.

Requirements: Skyrim, Dragonborn,

 


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