File information

Last updated

Original upload

Created by

Dustmote

Uploaded by

Dustmo7e

Virus scan

Safe to use

Tags for this mod

About this mod

A playerhome for someone, who likes to be by themselves.

Requirements
Permissions and credits
Who built the recluse cabin? Did you build it or did you find it? Either way there it stands, alone on a cliff beaten by sharp winds.

The Recluse Cabin is a playerhome for the Dovahkiin who does not much care for company. If a friend magically appears in your cabin, there is a cot for them to sleep in and an extra chair to sit on but that is it. 

The cabin is located on an added cliff, right behind the Pelagia farm. Someone built long stairs just to get up there and the stairs do look self built. Don't worry though; they will hold. Just don't slip!  And be careful: there are dragon's around that area. The cabin comes with a mapmarker that you can fast travel to if you wish, but you need to find it first.

Some navmeshing problems exist, so if that frightens you but you would like to use the mod, create a character especially for testing and try it out with them first.




Delving deeper:
Problems: I could not manage a navigational mesh there myself (the vertices just would not stick) and so I had the CK build it using recast. The end result looks like it. I am not sure how to push followes onto the stairs and so I connected the the navmesh there to the game navmesh. Some people warn against touching the original navmesh but what good are new stairs if your follower A.I. cannot connect to them? I chose not make it the stairs a preferred path, because I thought the dovahkiin using the cabin only has max. one friend with them anyway. But the result after all of this still remains that followers will not follow. Lydia followed to the first landing and Inigo not at all. But if you fast travel there, the cabin is navmeshed. Inigo turned up and went to bed. CK also says to finalise cell 4.7 (on the mountains and the top end of the stairs) because there are bounds missing. It has been finalised many times but CK does not read that for some reason. So, at your own risk. But maybe it is worth mentioning that nothing happened during my testing.

Another problem is not very big. The cellar area is very bright. I tried to use some appropriate templates but they all made the place very dark, especially with lighting mods. I tried to create a custom template that would give shadowy corners but enough light to see by. The problem is that every time I did that, CK ended up not recognising the change and lighting the place up like there were fluerescent lamps on the ceiling. But if it is a choice between pitch black and over-lit, I choose the over lit. I tested both with mods and vanilla and the problem existed with both.