Dragonborn talk:Severin Manor

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Safe Containers?[edit]

Does anyone know if the Storage Containers here are Safe?-- 23:16, 11 December 2012 (GMT)

They are. Jeancey (talk) 23:27, 11 December 2012 (GMT)
I'm not so sure. I had the family safe, which I had filled with pretty much 90% of my character's net worth (60k gold, tons of gems, necklaces, rings, etc.) disappear. Tried reloading an earlier save to no avail. Not the best way to learn not to put all your eggs in one basket, I guess. Any suggestions? 04:09, 21 February 2013 (GMT)
I found the ID of the safe (xx01f31d), and used prid to select it in the console. Using showinventory just netted a ton of BAD EDITOR ID errors. Disabling/uninstalling as many mods as possible, waiting for 3+ days in an empty cell, etc. didn't work. Eventually had to manually remove each bad item from the inventory using a batch script, then re-add them (using bat "script.txt" in the console.) Not even going to mention the hell I just had to go through to get the IDs of all the items thanks to Bethesda neutering the SCOF command. 05:44, 21 February 2013 (GMT)
No most of them are NOT safe, I've been testing a bunch of them on Xbox and I've yet to find any of the ones that are there BEFORE you buy the place to be safe. Containers added during renovations ARE safe however. Lord Eydvar Talk|Contribs 05:46, 21 February 2013 (GMT)
I've conducted a simple test on PC(game vision with UDBP-1.0.2). Just put something in these containers and wait in Windhelm for 10+ days. Every chest, urn and barrel on the lower floor is safe(didn't check sacks). Four mannequins in the bedroom functioned very well and I didn't lose anything. From my point of view, further tests are needed, we may need a detailed list of safe containers(racks and mannequins as well) at last and add the info into the main page.Dreamshadow (talk) 09:51, 23 March 2013 (GMT)
It isn't possible for this cell to reset without someone modifying it. The "NoResetZone" encounter zone is set on it. This causes the cell to never reset. Arthmoor (talk) 03:41, 27 March 2013 (GMT)
I have asked someone else, they shared the same conclusion with you. I think my test can prove this too. However, I do have another problem with mannequins. It's easy for them to be misplaced and become uninteractable though they look just all right except the position. Use "showinventory" on them, the results contain a lot of bad IDs. Leave and re-enter may fix this, but it won't always work. Any solutions? Dreamshadow (talk) 06:55, 27 March 2013 (GMT)

Edit: Have all or any containers in the house been confirmed as safe? Are they only truly safe after you're given total ownership of the contents? And what's this about renovations? I see no info on this, and no npc has mentioned it so far.--Playerseekingbugs (talk) 21:31, 6 April 2013 (GMT)

Well, I've reported this problem to the UDBP. They can confirm that all the containers in the house are safe. Dreamshadow (talk) 00:03, 7 April 2013 (GMT)
Then judging by the problems the one person experienced above, are there any other potential issues like the bad editor id errors or whatever they got? It sounded like it makes items seem to disappear, and you may not be able to access them. I'm on 360, so it would be really frustrating to get an error like that and lose some nice stuff.--Playerseekingbugs (talk) 03:37, 7 April 2013 (GMT)
Yeah, it seems that there is a common bug with mannequins. The problem I've met is that two mannequins displaced and became unable to interact. They looked just ok with full set of armor. Re-enter the room or load a previous save in another place shall fix this problem. Dreamshadow (talk) 04:25, 7 April 2013 (GMT)
Thanks for info. I went ahead and used the safe, many of the chests, and a few barrels for storage. After waiting 30 days (a few of those outside in front of the house, the rest in the tavern) I went in to find everything exactly as I left it. Perhaps any other issues were related to occupying the house before it is actually given to you. I know the safe's items were strangely not owned by anyone before I got possession of the house, and that container is what the one person above had issues with.--Playerseekingbugs (talk) 08:39, 7 April 2013 (GMT)

spouce moving in[edit]

can your husband or wife move in this house? — Unsigned comment by (talk) at 20:51 on 1 January 2013

Not sure if spouse alone can move in. Spouse with children apparently cannot. There is no dialog option once the house is obtained. There is no option to improve the house to a children's room with either the councilor or the 2nd councilor. It does seem that there is plenty of room for a children's room. May this option be added in an update? Deanmakoma (talk) 02:59, 5 January 2013 (GMT)
No option to move to Severin Manor appears even if it's just a spouse alone. Disappointing. It's such a nice house. 00:41, 6 February 2013 (GMT)
Is it a bug, intentional, or a overlooked issue??? -- 21:38, 13 February 2013 (GMT)
Not entirely sure if its actually a bug, more likely a technical issue, or just overlooked. Jeancey (talk) 21:40, 13 February 2013 (GMT)
I'm bummed to find out that spouses can't move into this house. Was thinking of making it a permanent residence for one of my characters when I get my own copy of Skyrim for PC *been playing on my roommate's copy*, but if I can't move a spouse and children into it, there's not a lot of point. :( 17:27, 27 April 2013 (GMT)

() Someone has listed it as a bug that spouse and children cannot move in to this home. It's not a bug. In order to have been able to do that they would have needed to edit the RelationshipMarriageFIN quest for vanilla, and done so without assuming anything other that Dragonborn was loaded. This would then have generated conflicts with Hearthfire and broken the ability to move family into the Hearthfire houses. Also since adoption doesn't exist outside of Hearthfire it would be impossible for them to have provided this support without the construction of a patch module to combine everything. So bottom line, not a bug, intentional due to the nature of how mods work since DLC are just large mods. Arthmoor (talk) 07:50, 19 March 2014 (GMT)

fixing the mannequin duplication bug[edit]

You can fix the mannequins by opening the console and clicking on them.

Now type "showinventory" and it will list all the items on the mannequin at the moment, including the items' BaseIds (an eight digit number).

Type "drop xxxxxxxx y" for each of the items (xxxxxxxx being the BaseId and y the amount of the items).

Pick up all the items from the floor and you will notice that the duplicated items are flagged as stolen.

Sell them to a fence or drop them somewhere they will be deleted once the cell resets.

Leave the area, save and come back. (If you don't want to mess up achievements, close the game after saving.)

The mannequin shouldn't duplicate anymore and you can now put new items in it's inventory. --Geistertanz (talk) 09:49, 9 February 2013 (GMT)

Is there a way to fix this problem on Xbox360?
-DB — Unsigned comment by (talk) at 20:23 on 25 January 2014 (GMT)
I found this method on a site for 360 users, and subsequently confirmed it to work on PS3 as well. It involves exiting and re-entering the house multiple times, and requires that a rendered model appear on the loading screen at least once during that process, so I suggest saving before you begin, just to make sure you get one.
1. Find out precisely which items are duplicating by removing all items from the affected mannequins, then leave the house and return.
2. Place a second copy of each item that duplicates on the mannequins, then leave the house and return.
3. Remove one copy of each item, then replace them without leaving the menu. Make sure you have no more than 5 copies of said item in your inventory, because it if asks how many you want to add, it breaks the fix. After adding all items back, again without leaving the menu, add any weapon and it will be returned to you. This ensures that the mannequin loads every piece of apparel prior to exiting the menu. Leave the house and return.
4. Remove all items from the mannequins, then leave and return. Your mannequins should now be naked. 20:14, 22 March 2014 (GMT)


i lost 4 sets of thankfully replaceable armor from equipping the mannequins. when i came back they were naked. Dragonalumni (talk)

I lost Ahzridal's Mask! — Unsigned comment by (talk) at 04:42 on 30 July 2013 (GMT)

Nice house, but how to get rid of the corpses?[edit]

So I killed Mirri and Tilisu Severin right at the top of the stairs during Served Cold. After being awarded the house at the end of the quest, I realized their bodies are still there, which doesn't make the place feel very homey. Will they ever disappear or will I just have to drag them somewhere out of sight? 19:10, 16 February 2013 (GMT)

One can always raise them as zombies, then drop the corpses elsewhere. Erior (talk) 23:28, 16 February 2013 (GMT)
I did the same (killed them at the top of the stairs, not raised them as zombies) - they eventually disappear. You might need to stay away from the house for a couple of days though. If for whatever reason they don't, and you're on the PC, you can disable and markfordelete with the console, but that shouldn't be necessary. TheRealLurlock (talk) 03:28, 17 February 2013 (GMT)
This bug and the bug "Trespassing" below are the same. Try the solution described on Trespassing, it should work. — Unsigned comment by (talk) at 01:11 on 22 January 2015 (GMT)

Trespassing Bug[edit]

Although I have completed "Served Cold" and granted ownership of Severin Manor, I can't use any of the beds nor wait in the house. The message "You cannot sleep/wait while being asked to leave" appears. Any ideas how to fix this? -- 23:07, 5 August 2013 (GMT)

I have the same issue. I had hoped that "setcellownership DLC2RRSeverinHouse" would fix it, but it did not. Mawcs (talk) 23:29, 30 September 2013 (GMT)
Added a bug entry with the relative cause and fix. Please forgive the lack of proper formatting, I just wanted to have an actual solution published, since I was entirely unable to find anything on the internet other than "reload a previous save". I wasn't really in the mood to make it look good. Hopefully somebody with better knowledge of the wiki and the will to spell out the necessary commands will come along and improve it. 99stars (talk) 19:28, 13 November 2014 (GMT)
I fixed this by performing several steps:
1) reload to a previous save prior to being awarded the house¹
2) enter Severin Manor and resurrect Mirri through the console
3) go out, and type "moveto player" on the console (make sure Mirri's code is still active in the console - it will probably be if you are performing the steps exactly as I'm saying)
4) kill Mirri (via console or just kill her normally)
5) repeat steps 2-4 for Tilisu (you may not need to repeat step 3 if Tilisu follows you outside of the house)
6) proceed with the quest until you speak to Councilor Morvayn and receive the house as a reward¹
7) go home and enjoy the comfort of your bed ;)
¹ I actually didn't test this solution without trying steps 1 and 6. You may be able to solve this issue only by performing steps 2-4 twice.
— Unsigned comment by (talk) at 01:10 on 22 January 2015 (GMT)
I can confirm that steps 2-4 worked just fine with the "can't sleep while being asked to leave" bug. I didn't even need to use the "moveto" command, Mirri and Tilisu followed me outside after being resurrected. 17:55, 1 February 2015 (GMT)

Wife and Children Bug[edit]

Being unable to move wife and children into Severin Manor should be a note, not a bug. Severin Manor is not within Skyrim (Solstheim is Morrowind) and there are no beds for the children (different DLC) so this is probably intentional. 00:15, 19 December 2014 (GMT)

Dungeon music bug[edit]

As a quicker fix, typing "player.kill" into the console and having the game load my last save worked for me. 04:50, 20 March 2015 (GMT)