The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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zxmuffin Dec 17, 2014 @ 12:17am
Hearthfire - how to rebuild your manor?
Yeah, I googled it and found the way, but it doesn't work for me. So I need help. I bought GOLD edition with pre-installed DLCs. One day, I found out that I can build a manor. Excited, I did that. What a mistake... Whatever. Now I need to rebuild it, doesn't matter how, even if I have to do it from scratch.
Google gave me the way and I tried this - saved in Whiterun, stopped game and disabled Hearthfire DLC from launcher, loaded game, saved in Whiterun again, stopped game and enabled Hearthfire, loaded game from save made without DLC.... aaaaand, nothing changed. Manor is back on it's place.
I tried to check what happened on that spot with disabled DLC and found anvil and chest. And mark on my map doesn't disappeared. So I think that game saves manor data somehow even if DLC is disabled. WTF Bethesda? U ruined my game! What I have to do now?? :bbtcat:
Last edited by zxmuffin; Dec 17, 2014 @ 12:21am
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Showing 1-10 of 10 comments
Nazenn Dec 17, 2014 @ 12:22am 
Disabling DLC is a HORRIBLE idea in a saved game.
When you disable something with that many scripts and that much data you are effectively stripping out a good quarter of your save games stable structure. The data for the manor is already saved in your game because the save game has likely kept the structure because the dlc wasnt removed from it properly and scripts were still running etc, which you wouldnt want to do because you can severely injure your save that way.
Disabling small mods with small scripts can lead to bugs, let alone something as massive as a dlc.

I personally cannot and will not help you try and fiddle around with disabling dlc which is not a safe thing to do because I dont want to be troubleshooting you down the line when food stops working, or inns get messed up, or you CTD in areas because the save game has been damaged.
If other people chose to help you thats fine, but please understand the risks to your save game.

In the base game there is no way to unbuild and rebuild a specific manor, but you can choose to build one of the others
Last edited by Nazenn; Dec 17, 2014 @ 12:22am
zxmuffin Dec 17, 2014 @ 12:44am 
Ok. That's actually first thing everyone advicing everywhere - disable, enable, magic! But for me magic didn't happaned. Hurrdurr... :bbtcat: Well, seems like I have to play game from scratch now.
Last edited by zxmuffin; Dec 17, 2014 @ 12:54am
identity001 Dec 17, 2014 @ 1:45am 
Originally posted by 8lunt:
Ok. That's actually first thing everyone advicing everywhere - disable, enable, magic! But for me magic didn't happaned. Hurrdurr... :bbtcat: Well, seems like I have to play game from scratch now.

If you are just trying to get a fresh start on your lakeview manor home, all you have to do is go to your house blueprints and activate the remodel house to entrance option. Blam, done.
Zefram Cochrane Dec 17, 2014 @ 6:28am 
The only safe way to remove a built house is revert to a save from before you built it. As Nezenn says what you're trying to do is a really, really bad idea.
Nazenn Dec 17, 2014 @ 6:30am 
Originally posted by identity001:
Originally posted by 8lunt:
Ok. That's actually first thing everyone advicing everywhere - disable, enable, magic! But for me magic didn't happaned. Hurrdurr... :bbtcat: Well, seems like I have to play game from scratch now.

If you are just trying to get a fresh start on your lakeview manor home, all you have to do is go to your house blueprints and activate the remodel house to entrance option. Blam, done.

No, not blam done. That only changes the style of the front room. It doesnt actually rebuild your house or remove the already built wings
Brandybuck Dec 17, 2014 @ 9:14am 
Removing a mod from an existing game is usually a bad idea. Removing a DLC from an existing game is ALWAYS a bad idea. There are scripts that will still be running and global variables that will still be set. Even if you don't notice anything remants of the DLC will still be there just waiting to crash your game at the most inconvenient time. Re-enable the DLC and those scripts and variables will not be reset.

In other news, there are three manors you can build. If you don't like the first one you built, go build another. Easy peasy.
Last edited by Brandybuck; Dec 17, 2014 @ 9:15am
zxmuffin Dec 19, 2014 @ 1:51am 
So, I'm looking to start new game. According to this information, everything is depending on save file? If I installed new mod and then delete it, but I will load from my old save file wich was made without this mod - I'm totally in safe?
Nazenn Dec 19, 2014 @ 1:52am 
Yes. The only way to cleanly remove a mod from a save file is to revert to a save before the mod was ever introduced. Skyrims saves are VERY greedy for data and don't give it up easily.
AB Oct 1, 2017 @ 5:15am 
Very old thread but still rises up in googling, so last posts should be corrected as they are misleading for SE newcomers.

So basically while removing a DLC or a heavily relied on ESM is generally not great, removing a mod is actually a very easy and safe thing to do in MOST cases.

Knowing if it's safe is quite intuitive mostly: overhaul mods are a bad idea, locations mods if you are in that location, container mods if you still have something in them, npc mods if they hold items you need or if they have active interactions, quest items when quest is active, etc etc. If you're feeling more or less safe, but not totally sure you probably can test it and revert to the pre-uninstall save, I never met a problem that I did not encounter almost immediately. I uninstalled mods hundreds of times in all Bethesda's fallout games and skyrim/oblivion.

(As in all uninstalls, if you merge patches in xEdit or use FNIS etc, rerun it, if you don't use them this doesn't affect you)

Lastly, "fallrim" utils can clean up dead scripts and references from saves, this is not a must but a recommended QOL thing.
Last edited by AB; Oct 1, 2017 @ 5:19am
smr1957 Oct 1, 2017 @ 10:20am 
Originally posted by assaf:
Very old thread but still rises up in googling, so last posts should be corrected as they are misleading for SE newcomers.

So basically while removing a DLC or a heavily relied on ESM is generally not great, removing a mod is actually a very easy and safe thing to do in MOST cases.

Knowing if it's safe is quite intuitive mostly: overhaul mods are a bad idea, locations mods if you are in that location, container mods if you still have something in them, npc mods if they hold items you need or if they have active interactions, quest items when quest is active, etc etc. If you're feeling more or less safe, but not totally sure you probably can test it and revert to the pre-uninstall save, I never met a problem that I did not encounter almost immediately. I uninstalled mods hundreds of times in all Bethesda's fallout games and skyrim/oblivion.

(As in all uninstalls, if you merge patches in xEdit or use FNIS etc, rerun it, if you don't use them this doesn't affect you)

Lastly, "fallrim" utils can clean up dead scripts and references from saves, this is not a must but a recommended QOL thing.
ABSOLUTELY WRONG. See:

You CANNOT Remove Mods Mid-Playthrough
Original Skyrim - http://steamcommunity.com/app/72850/discussions/0/1495615865205745360/
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Date Posted: Dec 17, 2014 @ 12:17am
Posts: 10