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Refuge Hautebrume - English
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Category: Houses
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89.173 MB
Dec 14, 2012 @ 3:38pm
Dec 22, 2012 @ 7:34am
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Description
.: NOTICE :.
(July 11, 2013)

As Disciplus has not been on for quite sometime, I am going to take the mod into my own hands, what does that mean? Well, I am just going to go in and improve performance, edit the lighting (he made the lighting very dim), and maybe a few changes here and there.

Estimated release: TBA

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Refuge Hautebrume by Disciplus
Translation by LethalThreat (LT539)

All credit goes to Disciplus, so remember to favorite and rate his!

Current Version: 1.0 (12/02/12)

French Version (Original) - http://steamcommunity.com/sharedfiles/filedetails/?id=112445310

.: Personal Revision :.
I - I now added (Respawn) to containers that respawn, hopefully this helps your missing items issue
II - I looked into the items moving issue and could not find the source of this issue
III - Made a few other small changes to hopefully increase performace

.:Installing:.
For the translation to work install mine AFTER the original, but this download includes all the needed files. (But remember to favorite and rate his if you enjoy!)

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.:Includes:.
- A room with a table, a fireplace for cooking, two mannequins and four windows.
- A room for the player with bed, desk, library ...
- A room for your companions with three beds and a desk.
- A laboratory with an alchemy table, an altar of enchantment, plenty of storage.
- A full forge in the basement with storage.
- A room treasures with six models, windows eight, eight plates of arms, sixteen and four storage boxes.
- A room belonging to Sighild and Thorkel (couple living in the refuge)

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.:The archive includes:.
- RefugeHautebrume.esp
- RefugeHautebrume.bsa
* These files are added to the Data folder to the game installation
and delete it to uninstall.

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For those who have problems with grass "floating" go here:
http://www.creationkit.com/Floating_Grass_Fix

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.:Distribution permissions:.
Ask for permission before changing / distribute this mod.
Ask for my permission before modify / upload this mod

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.:Contact:.
SkyrimDisciplus@free.fr

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.:Credits:.
Disciplus for the original mod
BETHESDA for Skyrim and CK
Resource pack for modders & Oaristys by Tony67
Book Sets Resource Resource & Open Books by Blary
Paintings and Frames by Artisanix
Rustic Furniture by Strotis Stroti
24 Comments
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jjb-54 Dec 28, 2012 @ 8:33am 
Okay - no problem. I'm versed enough on computer programs and mods to know that sometimes some things are just not going to work on some computers - I found another flaw on a totally different mod and thought I knew exactly which one and why.

... Wrong ... LOL ....

It was actually one that made no sense at all and was not close in Skyrim Measurements that made sense ...

Then I found one that the Mod and I found was not compatible w/another mod - we both started using that same mod with-in days of each others...

I still have it as a favorite - I like what you did and like it a lot. It works on more computers than not and thus, I cannot dislike just because my computer wants to be a pain. LOL ....

I still give it two thumbs up ... will give it three when I have a system it will work on. :)
.: Steve Lo :.  [author] Dec 28, 2012 @ 8:00am 
@jjb-54; I made it so all containers that respawn are labeled again, so make sure that your not putting it in the respawn containers. For the rest of your issues I to looked into it and have had no issues. I'm sorry this is happening to you and that we cannot find a fix.
Disciplus  [author] Dec 28, 2012 @ 3:20am 
jjb-54, I do not understand your problems with respawn containers, I tested several times, put objects in chests, waited 4 days (in the game), left, reloaded my savegame, etc... I have no problem losing items.
What you mean by "bump test" ??
For your problem with moving objects (for information there is no link between the cells interior / exterior) and ghost wolf, it certainly has no direct relationship with this mod.
Disciplus  [author] Dec 28, 2012 @ 3:12am 
Mialakoda & glen.neville thank you for your comments, I love playing with dim lighting but I'll change the lighting and fog for the next version of the mod.
jjb-54 Dec 25, 2012 @ 7:02pm 
Okay, I reloaded to see if the problem replicated?

YES ---

I put arrows in the various safes - shelves - chests and such. With in 24 -30 hours in Skyrim time, these all vanished.

Came in and out of the home to see if the arrows would return - nope, they did not come back.

I did the "bump" test in the treasure room. Again, everything fell off the table and the ingots close to the door - slide towards the smithing area. Which when I unloaded the home - it is a hill and it was sliding "down hill" - so I am guessing Skyrim's original gravity is more in effect than not?

And yes the "ghost wolf" is stil there off and on - depending on the time of day/night and such. It is not consistant.

Which when I go to the general location of the home - UNLOADED - there is a random wolf there.
N.I.K. Dec 23, 2012 @ 9:45am 
This is a alsome mod I am going to make shere to tell people about it, the one thing is if you could creat a mod to take the fog away in and if possable outside the house itself, please respond as quikly as possable, thank you and good work
Crab*Apple Dec 22, 2012 @ 11:40am 
It just occured to me LT539, There was an add-on for Breezehome that had a large spa pool and I remember that it caused a dim misty effect in the home. I wonder if that could be the cause of the lighting problem in your place. Just a thought.
Crab*Apple Dec 22, 2012 @ 11:20am 
I just took a tour of this stunning refuge. I loved the layout, decor and location. Unfortunatly, even though I noticed lighting everwhere, the overall look of the rooms was very dim. I tried bringing in some lights of my own.. to no effect. Every thing else about the place was so perfect. I did not have any crashing issues, but did not try out the storage problems some players are having. A very lovely home.
Disciplus  [author] Dec 22, 2012 @ 1:22am 
jjb-54, sorry but I don't understand all your problems (my English is not very good)
For moving objects, I do not see any problem. This sometimes happens when waiting in a room or if you load savegame directly into a room. (this seems valid for all mods and even in the interior of the game vanilla).

I see no reason for objects moving on their own.
Some people have problems with the mannequin moving but there is a fix for it on nexus: http://skyrim.nexusmods.com/mods/10652
Disciplus  [author] Dec 22, 2012 @ 1:13am 
Hello, I do not understand why some people have problems of missing objects, so I just tested again and I have no problems with missing objects (french and english version)

Would know you tell me what exactly are concerned container (some are planned respawn and are not shown in the English version)