The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

566 ratings
Honeystrand Meadery
File Size
1.599 MB
Jul 10, 2013 @ 5:14pm
Feb 17 @ 6:13pm
5 Change Notes ( view )

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Honeystrand Meadery

Become a master brewer in Skyrim! Build, furnish, and run a meadery, use a new crafting system to create dozens of new consumable items, sell them in cities whose market trends change over time, and earn gold income over time. >>>Please note: Hearthfire DLC required.<<<<

-New crafting gameplay – mixing, brewing, aging; simulates real life brewing process
-Dozens of new drinkable items (potions) and crafting ingredients
-Build additions and furnishings for the meadery over time
-Sell your brews in cities all around Skyrim and earn gold!
-Market trends change over time
-Dialogue and other key text changes dynamically based on player decisions
-Fully voiced NPCs
-Autostart quest when mod loads for the first time


2/17/2016 UPDATES:

Hi everyone! I'm back, with tons of fixes and updates for the mod! Most importantly, no more zero profits bug!

>>>>I highly recommend installing the updates to a CLEAN SAVE otherwise I can't guarantee they will work -- in fact I would be surprised if they do.<<<< Unfortunately, as many of you are probably aware, this is just an issue with the Creation Engine that I have no control over.

Patch Notes:

Quest scripting updates:
-New Stages: Searching for Neldam’s note, and “all repairs finished, now I brew indefinitely."
-Crafting assets and Neldam’s note spawn on first arrival, to prevent bugs where some were going missing.
-You can now acquire the meadery deed either by purchase or by killing Neldam.
-You can acquire the deed from Neldam without having ever visited the meadery site.
-Moved Neldam to a table where he only cuts through the furniture ½ the time instead of like ¾ of the time. I blame his night elf shortness.
-Made the startup quest “finish” so it’s not continuing to run in the background.
-Neldam now carries the meadery key in his inventory. If you kill him, make sure to take it if you want to use it.

Construction updates:
-Refactored construction scripting; removed excess scripts.
-Added more décor to garden. Redid some rubble/destruction décor. Separated out Apiary construction item.
-Can’t repair Boilery till other two buildings are done. Removes door lock issue.
-Can’t furnish Bedroom until all three buildings are repaired.
-Updated/balanced construction recipes.

Drink production/economy updates:
-Major refactoring of all scripts controlling brewing tanks, drink production and sale, and the drink economy.
-As a result, fixed bug where meadery would stop generating income after save/load!
-Fixed little bug on aging casks where if you removed a drink before it was done aging it wasn’t returning it to player inventory.
-Now you get paid daily; the market values still shuffle weekly.

-Added Hearthfire DLC “Plantable Soil” objects to garden; custom Hops and Barley items now plantable! Grow your own!
-Adjusted some container yields
-Added a script to force some containers (those that contain mod-unique ingredients, like Spices) to respawn contents more frequently.
-Now have 2 cheat chests, one for building mats,one for drink mats
-Navmesh improvements (note I said “improvements”not “is good now” XD )
-Fixed Lod’s house
-Cleaned up the .esp of a bunch of unused objects and dirtied cells

Thank you for playing!



v_1.1.2 (7/13/2013)
-Permanently unlocked the door that locks since apparently even the key is not working for some people. This means you will be able to access either the Main Hall or Boilery before they are "repaired" (i.e. when you've build one, but not the other), but for the time being this is preferable to people having to run outside to move between buildings.


-more water to well until I have time to make it respawn faster via script
-placed key on bar (on the right) for the door that sometimes locks in the main hall
-no longer disabling door via script


-fixed a bug where other NPCs were getting some of the manager's dialogue topics
-temporary fix to self-locking door in Main Hall by disabling door (if you have already constructed everything this fix wll not affect your current save, it has to be done from the construction stage)

Compatibility: This is primarily a crafting mod, so compatibility with other crafting mods may be an issue, but is one I did my best to minimize. I did not alter any of the vanilla game’s crafting systems, but rather added my own onto it using custom furniture and containers. Of course let me know if you think there is an issue.
Popular Discussions View All (2)
Dec 29, 2015 @ 12:51pm
0 projected earnings.
Iron Disciple
Dec 29, 2014 @ 2:16pm
The missing/untouchable note & cant find the place
John 0648
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john.e.wolfenbarger Nov 2 @ 6:07am 
How do I collect my earnings. I've checked all the containers (strongbox makes sense) my inventory and talked to the employee. I can't find it. HELP!
kaylee_gee Sep 26 @ 3:30pm 
I am having an issue of being able to find the door. The only door I see is buried because the front and side of the building is halfway underground, and the other half is not even touching the ground. Any fix for this? Just unsubscribed and then subscribed again to see if that fixes it.
Haytham Kenway Sep 15 @ 5:45pm 
One issue I'm having is, whether I sell the drink I'm brewing in a tank. They don't apeear next to the shelves near the brewing tanks. What can be causing this issue?
Dgoirh Aug 9 @ 11:39am 
I had an issue with the quest markers. I had the marker to find Honeystrand Meadery but I decided to go to Blackreach first for another mod and when I came back the meadery had already been discovered on the map and there were no quest markers for anything regarding the mod. The quest was active and set to show on map, but it didn't. For that reason I couldn't figure out how to repair the meadery.
indyfan98 Aug 5 @ 6:30pm 
It would be so cool to see an update where Maven Black-Briar sends thugs, theives, and assassins after you, and you get a quest to put Black-Briar Meadery out of buisiness. Industrial espionage, blackmail, slander, the like. Just a thought. Either way, this mod looks awesome, and I can't wait to start playing it!
StgSarcasm4 Aug 4 @ 1:55am 
Is anyone else still having trouble mixing? I have just recently subscribed to this mod and I can not use the mixer to make new brews. Can anyone help me?
starhammer123 Jul 22 @ 5:44pm 
Make more Ciders, and make Cider into its own class. Seems strange that Cider is the same class as Mead and Beer.
Stoner Jul 18 @ 7:18am 
Mixer does not work for me. Specifically, when I point at the Mixer (iron pot surrounded by all the ingredients), there is nothing to indicate that I am to add ingredients. Nothing indicates recipe creation. When I used this mod a year or more ago, the Mixer worked as it should. Am I missing something?
kleisshoeft Jul 6 @ 7:45am 
Hey I have two ideas in mind for you, I would do it myself through the creation kit but this is your mod and don't want to intrude upon your idea. However I think this could add to the mod itself. #1 Across the cobblestone path add a clearing where the player can install fences and fertile soil to grow the products he or she needs to continue brewing. #2 Once the bears are defeated at the nearby cave the player could create a passage from the cave to the brewery and vice versa. The cave could be used as a storage vault for goods and shipping crates; with maybe a secure room for valuables with a hireable guard.
kleisshoeft May 22 @ 3:28pm 
Whats your next project?