Semi Protection

Skyrim talk:Houses/Archive 2

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This is an archive of past Skyrim talk:Houses discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Bugs Section - Items Relocating to Original Drop Location

There are two hints at this time for working around the problem of dropped items jumping positions after being moved, both of which are overly complicated. The quickest way I've found to lock items into place is to simply 1) Leave the location by going outside 2) Quicksave and immediately quickload the game 3) Re-enter the location, and any items dropped before going outside will be safe to move around the house. I would make the edit myself, but this is my first comment and my first day, and I do not know all the rules yet...--Rabidrobot 21:05, 1 January 2012 (UTC) I use this method on the PC. Does this info belong on this page at all, and if it does, do I make the edit and wait for the "confirmation" of others, or wait for confirmation in the discussion and then make an edit?--Rabidrobot 21:11, 1 January 2012 (UTC)

All I want to know is how to get my objects to stay where I put them on the PS3, without getting a bounty and paying a fine which is just stupid. I'll try your method for the PS3 and see if it works. Anyone know a simple method like this one that will work for PS3. As for editing stuff, if it's an obvious mistake or something that should definitely be there or orientation of the page is wrong, you can edit. just make sure you only hit the save page button once or twice because any more and you'll clog up the recent changes page with every save u make. Also, leave a short but to the point edit summary for other members to see if they need to check your edit. Someone else may tell you something slightly different though, as I'm not one of the bigger editors on here, and most of my edits have been spelling fixes, or minor re-wording of sentences. As of Feb 22 the Skyrim UESP pages are filling up nicely. As things get patched though it's hard to get all the pages changed to reflect the patches changes right away.— Unsigned comment by D. Gemini (talkcontribs) at 13:12 on 22 February 2012(UTC)
In regard to the bug fix being effective with more than one item - I just tried it and it works. I did the process with two items at once. Another thing I noticed, once I entered the house for the last time I was able to move other items as well and they would stay put without having to go the process over again. I haven't fast traveled or quit to the menu yet, so I'm not sure if this is permanent. Melleh17 20:41, 22 March 2012 (UTC)

stored items disappeared completely

I put all my items in different containers in Breezehome, magic items in one dresser, armor in another, potions in another, etc. I went outside to dump off all my unwanted items. Upon returning to my house, literally everything was gone. I killed my wife blaming her, but how could this have happened? I loaded my last save and got my stuff back, but now I don't even want to leave my stuff there anymore. Anybody know what may have happened? — Unsigned comment by 66.68.246.212 (talk) at 04:23 on 5 March 2012

This also pertains to the following question as well. When harvestable items reset in breezehome all containers reset as well. Weapon racks and bookshelves are safe at this time however. I'm not certain this is true with all other homes but I'm sure it is and should be added to bugs list. I'd add it myself but I'm on iPhone and editing on it is like pulling teeth :(. This happened to me on version 1.04 on PS3. I'm not sure if it happens on all platforms or all versions. It's also worth mentioning that unless you are in the thieves guild or leave your housecarl at your home, you may get burglarized. Artemis Entreri 16:18, 2 July 2012 (UTC)

Harvestables respawn?

Forgive me if this is a stupid question, but do the harvestables (garlic braids, salmon, dried elves ear, etc.) respawn after you harvest them? 67.161.147.136 20:53, 9 March 2012 (UTC)

Good question. I think they do but I'm not entirely sure. RIM 20:56, 9 March 2012 (UTC)
I believe they respawn on the same schedule as most other things not in Cleared areas, which is 10 days if I recall. I'm not absolutely certain of that, though. Robin Hoodtalk 02:44, 10 March 2012 (UTC)
Yes, harvestables respawn on the same schedule as other items. But for player-owned houses (which I'm assuming is the context of the original question, given the talk page) that means never -- because the entire house is placed in a no-respawn encounter zone. That also agrees with what I've observed in-game. Even after spending a long time away from Breezehome, the harvestables have not respawned (whereas during the same interval, the garlic braids, etc did respawn in Arcadia's Cauldron, along with everything sitting out in the store). --NepheleTalk 04:17, 10 March 2012 (UTC)
We have no-respawn zones now? I really need to find time to catch up on all the Skyrim changes! :) Robin Hoodtalk 06:55, 10 March 2012 (UTC)

Add chest to home

How can I add a chest (or Apothecary's Satchel) to my home? Is there any console code? BURNOUT 13:19, 17 March 2012 (UTC)

No, you have to create a plugin using the CK and add the container to the cell. --Gaebrial 09:28, 3 April 2012 (UTC)
player.placeatme 1d13c — Unsigned comment by 24.185.2.52 (talk) at 06:28 on 1 June 2012

Jorrvaskr

Once you become harbringer, how much of Jorravskr is availale for storage? — Unsigned comment by 86.146.231.186 (talk) at 17:04 on 17 March 2012

"'I tried and it ended up re-spawning my stuff I got so pissed off I killed Ria'Bold text — Unsigned comment by 98.226.210.36 (talk) at 05:22 on 26 June 2012
The place page for Jorrvaskr lists the respawn time as 10 days. For information on safe storage, see Safe Containers or view the category for Safe Locations. ABCface 05:28, 26 June 2012 (UTC)

Mannequins

For the mannequins. If you equip armor from the mannequin to yourself directly (not putting it in inventory first) the active effects of the armor may not be applied. Easily fixable by unequipping and re-equipping the apparel. — Unsigned comment by 83.119.165.240 (talk) on 29 March 2012

How do you equip armor without putting it in your inventory first? --Gaebrial 13:18, 29 March 2012 (UTC)
I'm quite sure you can equip armor from the mannequin's inventory directly by hitting the "Equip" button, just like equipping armor directly from a follower's inventory. --Melleh17 20:02, 29 March 2012 (UTC)

Leaving a corpse in your house

If you leave a corpse in an owned house, does it ever go away? I want to have a standing army of Dead Thralls. I will test it now, but if anyone can confirm if this is true or not, that would be helpful. Thanks. RAIDEN 02:06, 29 March 2012 (UTC)

Confirmed that you cannot store corpses in your house. RAIDEN 07:21, 2 April 2012 (UTC)
You can store bodies in your house via use of Dead Thrall/s. After killing a body- cast the spell, bring the thrall into your house, and murder it once more. The body will be there instead of ashes like most necromancy spells. The corpses may- over time- disappear or reset, however. The reseting of corpses in player-owned houses however, is unconfirmed.
>Anyone know if they stay there? — Unsigned comment by 216.25.186.159 (talk) at 22:53 on 5 April 2012
Player-owned houses are set to not respawn, so things should stay there forever. However, if the corpse is of an NPC that was spawned in randomly, it may well disappear when the cell they originally spawned in gets reset. It depends how the game technically handles dead thralls (i.e. does it assign a new form id?) --Gaebrial 09:48, 6 April 2012 (UTC)
I just did a test with Breezehome on PS3 1.5.26.0.5, and I placed some generic bodies inside (Electromancer, Pyromancer, Cryomancer, Ascendant Necromancer). They were there after 30 hours of waiting outside, but not after 36 hours. — Unsigned comment by 72.241.117.248 (talk) at 17:03 on 26 July 2012‎

How much of the "Available rooms" section is not respawnable?

From those interiors listed as "Available rooms" on the main page how much exactly is not respawnable? The whole area for dropped items and containers or only the particular corners usually looking like dorm quarters? PS: doesn't Sky Heaven also have a non respawnable area too? LukeH 07:27, 18 April 2012 (UTC)

Generally, certain zones are marked to never respawn, and any container within those certain zones is safe for storage. A list of those locations can be found here. (A few of the 'Available Rooms' listed on this page are listed there, but not all.) There are a few individual containers in the game which do not respawn, even when they are in a zone that does. There's a chest in Sky Haven Temple that may be one of these exceptions, but the rest of Sky Haven does respawn. More information on safe storage can be found here. ABCface 03:37, 19 April 2012 (UTC)

Mannequin replicating armor

In my game (XBox), the mannequin in Windhelm at the top of the staircase keeps recreating Glass Boots and Glass Helmet of Major Illusion. I had this mannequin completely equipped with glass armor, then changed it to the nightingale armor + shield of solitude. But the glass boots & helmet keep reappearing, even after selling them. All I need to do is leave the house and reenter. The other armor/shield/gauntlets don't replicate. Conveniently, this turns out to be a nice income. — Unsigned comment by 208.250.98.194 (talk) at 00:09 on 22 May 2012

I think this happened to me too (also on Xbox). I had equipped it with Saviors hide, Clavius Vile's helm, Spell Breaker, and Hircine's ring. Then I moved these Items to a mannequin in Riften. Some time after I did this, I noticed that I this set of armor on both mannequins. I think I have three sets of these items now. As cool as this is, does anyone know anyway to fix this?

Friends' houses/inns

You can also sleep in your friends' houses. Your friend = someone you have done favor for. Like Amren's house, Gray-Mane house. Just make sure to stay hidden while lockpicking and they don't catch you doing it. It won't be considered trespassing.

Some friends can also be innkeepers like Hulda of Whiterun, Erik the Slayer's Rorikstead inn. There will be a bed to sleep in. Free of charge. — Unsigned comment by 210.187.248.72 (talk) at 03:29 on May 27, 2012

Mannequins have infinite inventory.

I just found this out, but maybe it's common knowledge by now. Anyway, you can place any armor piece on mannequins, even is every body part is used. (i.e. a set of ebony, a set of steel, and a set of daedric can all be on the same mannequin.) Again, probably common knowledge, but is extremely useful for keeping all of your armor in one place.--Grim765 05:50, 19 June 2012 (UTC)

I don't think anything but bookcases actually has limited inventory. Vely►Talk►Email 16:38, 19 June 2012 (UTC)

Scared the Living Hell Out of Me

Okay, so I just bought Honeyside, a great home by all means. I also purchased all of the furniture, and wandered into the basement to do some enchanting, and that's when I saw the mannequins MOVING. Now, I've had them before, and sure, they occasionally would teleport randomly around the basement, but I would never see them move there. So you can imagine my surprise when the mannequins were wandering around like NPC's.

In my opinion, they're scary enough usually, but when they are walking about and turning their heads to look at you, that is another level. Thankfully, when I activated them, they teleported back to their original places and poses. But now I'm afriad for my character's life. No big deal. I'm not asking for a solution to the problem, I just thought it was a strange occurrence. I play on the Xbox, and I've never heard of this happening to people other than PC players with mods installed.

Anyways, the moral of this topic is: Don't trust those mannequins.

--SlyKhajiit 01:52, 3 July 2012 (UTC)

The bug is listed in the Bugs sections of the Hjerim and Honeyside pages. ABCface 03:23, 4 July 2012 (UTC)
It says the the mannequins move unseen, not that they walk around like NPC's. But it doesn't really matter, they both had the same fix. I just thought it was something humorous to mention. --SlyKhajiit 04:06, 5 July 2012 (UTC)
I guess I missed the 'unseen' part, sorry. I'm guessing the bugs are related though. Feel free to add/tweak whatever bugs are listed on the page, though. ABCface 01:58, 6 July 2012 (UTC)

Brand New House

So I want a new place to set up residence. Anyone know of a place with an alchemy table, an enchanting table. Things involving smithing would be nice but not nessicary. A nonspawnable area that doesnt have owned containers is a must as well. Any info would be awesome. Ive been looking at different area's but to no availe. — Unsigned comment by 68.238.152.79 (talk) at 04:43 on 5 July 2012

Well, this is the houses page. There are specific charts showing what features every house has, and all of them have containers that never respawn. --SlyKhajiit 04:00, 5 July 2012 (UTC)
Well sly khajiit, my bad. I should have mentioned I didnt "want" a house. I have them all. I am wanting a....... other place. cave, ruin, hut, location, un-marked location, ship, hole, camp. Something a hair bit different.— Unsigned comment by 68.238.152.79 (talk) at 23:19 on 5 July 2012
Try a place from this list Category:Skyrim-Places-Safe. They don't respawn, but each place is different. The Silencer speaksTalk 22:37, 5 July 2012 (UTC)
HUGE list, but it vastly narrows the search down. Thankyou very much. =] — Unsigned comment by 68.238.152.79 (talk) at 01:57 on 9 July 2012

Safe chest in Blades secret room

There are two chests in that room... which one is safe? @kretik (talk) 19:56, 25 July 2012 (UTC)

I assume you are referring to Delphine's secret basement in the Sleeping Giant Inn? If that is so, both chests are safe for storage. See this page. ~ Psylocke 20:02, 25 July 2012 (UTC)

Bookshelves

It says that Hjerim have 12 bookshelves, but does that mean 12 shelves of 11 books each or does it count even non-working bookshelves? — Unsigned comment by 83.251.117.18 (talk) at 09:43 on 17 August 2012

Proudspire Children's bedroom is not 250, it's 3,000.

There's an error on the article concerning the Proudspire Children's Bedroom. The page lists it as 250 when the actual cost is 3,000 (Xbox 360). — Unsigned comment by 107.5.58.111 (talk) at 12:19 on 16 September 2012‎

lengthy bugnote moved from article

moved from article:

  • PS3; Needs further verification: With multiple characters saved, you may have all of the barrels, chests, apothecary satchels, and sacks reset early in a later character's game. The glitch seems only to appear after you have a character whos first residence was the College of Winterhold apprentice chamber and had the barrels reset once (may or may not need to lose stored items as a result). When playing as a newly created character after the barrels had reset, instead keep selling items and get Breezehome as a first residence. Sometime into the game (15 to 25 hours of gameplay after purchase) the player will return home and find all containers reset. Items stored on bookshelves and weapons racks will remain. You may have unglitched character saves that never stored items in the college before the save where you did.
added on 20:56, 3 October 2012‎ by 68.63.111.173

Hearthfire

The houses that were added through the Hearthfire plug-in should be added to this page. As I have not yet purchased this plug-in, I don't feel it is appropriate for me to make these edits. LoveWaffle (talk) 06:41, 12 November 2012 (GMT)

Ogama infinium

When reading ogama from a bookshelf in breezehome, the number of books that can be stored in that shelf increases by 1 each time the book is read. — Unsigned comment by Jackman008 (talkcontribs) at 14:52 on 2 December 2012‎

This isn't unique to Breezehome, it's happened to me in Vlindrel Hall, and another user reported it happening in Hjerim. I'll add it as a confirmed bug on the Oghma Infinium page. — ABCface 15:03, 2 December 2012 (GMT)
I actually think it happens whenever you read ANY book directly from a bookshelf, not just the Oghma Infinium. It's not a useful glitch though, as if the bookshelf capacity increases too much, the shelves start to "eat" books! Baratron (talk) 05:07, 30 April 2013 (GMT)

Pre-reqs to purchasing each home

This is a thorough article but seems it could benefit from an added column to the Houses table showing a brief note of any pre-requisites to obtaining each house. For example, Vlindrel Hall: must be level 20 and complete a quest. Honeyside: must do quests for NPCs in Riften. Others: must be Thane of [whatever]. That info can only be found by opening each respective House page. If not in the Houses table, maybe they could be shown somewhere on this page?

I edit some pages that I feel I can add to from experience but am not really versed in editing/adding to tables here... --Trep35 (talk) 03:48, 29 December 2012 (GMT)

Most houses require that you befriend the Jarl of their hold to buy them. That is, you need to complete the prerequisites to starting the Thane quest. The problem with putting those requirements in here is that they vary depending on which Jarl is in place, the thane quest pages are already complicated enough. It's easy for Whiterun (complete Bleak Falls Barrow) and Solitude (take the dead High King's horn to the shrine) but it gets complicated for the others. --Morrolan (talk) 20:13, 9 September 2013 (GMT)
I'm thane of Falkreath, however the steward Nenya doesn't offer any purchase options for land, and Tekla won't offer any dialogue options at all. So how do I buy Lakeview Manor? --BramStoker (talk) 01:32, 10 November 2013 (GMT)
Did you complete the related quest to befriend the current jarl, whether it's Siddgeir or Dengeir? I don't recall exactly what those quests are, but that's the other requirement for being granted permission to purchase land. --Xyzzy Talk 04:44, 10 November 2013 (GMT)

Food may restock

It comes to my attention that I have had some experience of abandoning a house for long enough. Before I spent the time adventuring in another hold, I took some food from the dining area (which are placed on a plate or a bowl on the table, not in any container) and harvested some raw rabbit legs et cetera. After the bon voyage in another hold for long enough, those food is restocked in the house. Some items previously knocked down by the housecarl are also placed back to where they originally were. If there are really some sort of resetting mechanisms, I believe we should document them. Joshua.yathin.yu (talk) 18:45, 6 February 2013 (GMT)

Disappearing armor from mannequins

In my Lake view manor I build an Armory room and placed Circlet, Dawnstar armor and gloves left the house several times and the armor and gloves disappeared while the circlet stayed. Is there any way to stop this happening??? Ameno (talk) 08:58, 17 February 2013 (GMT)

RefIDs of Upgrades

I've added the RefIDs for all the upgrades in Breezehome to the chart. Mainly I did this because I ran into the bug where the steward takes your money but the option doesn't disappear from the upgrade choices, and you don't get your upgrade. We have the console codes to fix this on the Breezehome page, but I ran into the same problem with Honeyside, so now I have to look those up too. I'd like to do the same for all the purchasable houses (maybe even the HF houses, but that's a lot more work), but I'm open for suggestions on better ways to format this. Basically, for (almost) every upgrade, there are 2 RefIDs, one for the room pre-upgrade, which needs to be disabled, and one for the post-upgrade, which is enabled. In some cases, there's nothing to disable, so there's only 1 ID. In one case (Hjerim's "Clean up the murderer's mess" option), there's only a disable ID, and no enable, so that'll have to be treated differently. These were kind of annoying to look up, so I feel it's useful to have them easily referenced on the site. Any objections/suggestions? — TheRealLurlock (talk) 02:05, 7 March 2013 (GMT)

(thread necromancy in effect) Please, please, PLEASE could someone do this! I just had it happen to me in Honeyside - I could use Lurlock's work (thank you!) to fix it for Breezehome, but obviously not for Honeyside. The Breezehome format looks fine to me. Seshet (talk) 20:43, 19 October 2015 (UTC)
Just figured out how to do it for some homes. Enter the Creation Kit; and look under WorldData->Location. Locate the house in question (EG: WhiterunBreezehomeLocation). Doubleclick on the name, and look in the LocationRefTypes tab. Sadly, this doesn't work in Honeyside. Seshet (talk) 22:47, 19 October 2015 (UTC)

Weapon Racks don't work - Hearthfire Houses - Bug

None of the weapon racks is able to store weapons (by traditional means, you could drop them but its not the same)

I'd like to add this to the bugs section if is approved by the community

I found a page that has a fix, but it`s only accesible through steam — Unsigned comment by 190.16.136.71 (talk) at 19:01 on 19 March 2013

I use the weapon racks in my Hearthfire houses all the time without any problem. It does pay to stand as far as possible from them when you place things on them though. For some reason the animation seems to cause weapons to strike the player character while transiting to the weapons rack, and can sometimes damage your health a little on the way. If you're too close, the weapon may even miss the weapon rack entirely, and clatter to the floor. The solution I've found to this is to just stand as far as possible away from the weapon rack, while still being able to activate it. Darictalk 07:25, 19 March 2013 (GMT)
(PS3 user) Maybe the op meant "display cases" instead? I've heard others lodge similar complaints regarding them. MrC (talk) 13:42, 19 March 2013 (GMT)
I've had this issue occur multiple times in two of the Hearthfire houses. The best fix I've found it to hit the rack with an Unrelenting Force shout, which usually clears up the issue and makes the rack useable again. — Unsigned comment by 65.188.58.195 (talk) at 15:16 on 16 June 2013
I had no problem with this in an earlier game but now both weapon racks and plaques will not activate. I have only built Lakeview so far and added the armoury. I have tried the shout, shooting arrows, hitting with a mace and blasting it with fireballs. Nothing. It seems to be connected to the latest Unofficial Skyrim/ Unofficial Hearthfire patches. I had patch 1.3 installed before. I managed to get a weapon rack to work by disabling the Hearthfire patch but I couldn't remove any weapons unless they protruded beyond the outline of the rack (e.g. a bow). 111.68.38.26 11:25, 15 June 2014 (GMT)

Mannequin confusion

Do all mannequins have the glitch that duplicates armor after you put it on the mannequin and take it off after the 1.9 patch? Do the mannequins in all houses have this bug, or only in some? And finally, does it work with all armor sets, or only those that are unenchanted? I'm gonna test this in some of my houses.64.135.48.170 19:30, 7 May 2013 (GMT)

This has happened to me in Lakeview Manor, Windstad Manor and Heljarchen Hall after adding the Hearthfire plug-in but hasn't happened, for example, in Proudspire Manor any longer. It does seem to happen with any type of armour, whether enchanted or not. Thelisaraptor (talk) 20:51, 19 May 2013 (GMT)
This glitch was present in the base game. You can see the details here: Armor Duplication. Silence is GoldenBreak the Silence 00:47, 21 May 2013 (GMT)
...and as far as I can see has been already fixed in the official updates as of Skyrim 1.9.x. Tested also from a new game and Riften/Honeyside mannequins didn't duplicate anymore the objects. I think it's an obsolete bug-report. Hexaae (talk) 01:13, 29 September 2013 (GMT)
I haven't been able to replicate it since 1.9 either. --Morrolan (talk) 12:33, 29 September 2013 (GMT)
Quick question; I'm guessing you guys are saying 1.9 fixes this glitch (thank goodness). Is this confirmed, and if it is, should it the fix be mentionned on the link that The Silencer posted? It onlu mentions the unofficial patch fixing it. If so, I can put it up if required. AyaHawkeye (talk) 14:15, 13 February 2016 (UTC)
There's no mention of a fix in the official patch notes, so it should stay as is. Zul do onikaanLaan tinvaak 16:53, 13 February 2016 (UTC)

Bug removal

User-Xyzzy-Proventus bug image.jpg

When changing your Alchemy lab in Breezehome to a child's bedroom, when you confirm with Proventus Avenicci that you wish to purchase the upgrade, the amount of gold may display as "[...]" rather than "250". However, the proper amount of gold will be deducted from your inventory, and the changes to Breezehome will take place normally.

I added this bug a few days ago after I experienced it. It was removed because it "...could not be verified in testing." I was able to recreate it, and have the screenshot to prove it: This appears to be similar to other bugs where the program can't find a value for some variable (gold, dungeon or NPC name, etc), so substitutes [...] for the variable. I will admit that it's a pretty minor bug, but is nonetheless a bug. I don't think it should be dismissed as "invalid" due to someone being unable to recreate it, but maybe lumped together with other similar bugs on the Skyrim:Glitches page. I can give full details from my save if someone is trying to recreate it themselves. --Xyzzy Talk 16:58, 11 August 2013 (GMT)

Player-built library bookshelf bug

I built a library addition to Windstad Manor, and noticed that the bottom shelf of the tall bookshelf to the right of the chest on the second floor will hold 13 books, instead of 11 like every other bookshelf in the house. However, it will only display the first 11 that you place there. The same thing happens with the top shelf of the regular bookshelf to the right of this one, but it holds 12 instead. Can anybody confirm this, and does anybody have a library in the other two player-built homes that they can check to see if this bug occurs there as well? --Xyzzy Talk 15:45, 7 September 2013 (GMT)

After checking all of the library bookshelves, I discovered that the right-hand tall bookshelf on the west wall of the second floor also holds 12 books but only displays 11. --Xyzzy Talk 15:52, 7 September 2013 (GMT)
Some bookshelves will display a variable amount of books. I've had some cases where not even 11 books would display, because the books I put on the shelf were too fat. Have you tried putting thinner books on the shelves? --Morrolan (talk) 20:09, 9 September 2013 (GMT)
Book size appears to be irrelevant. Normally when I activate one of these shelves, I get a message like "This shelf can hold 11 more books", but these glitched shelves say "12" or "13" before I've added any books to the shelf, and only display up to 11. They are keeping proper track of how many I've already added: if I place 11 on them, and activate the shelf again, it says "this shelf can hold 1 (or 2) more books". --Xyzzy Talk 01:47, 10 September 2013 (GMT)
On my current playthrough I just built a library at Lakeview. Not sure if the bug will be the same, but next time I'm playing I'll take a look at the shelves there, which are all empty still, and see if I can replicate the bug there. --Morrolan (talk) 01:58, 10 September 2013 (GMT)

() Well I can't. I have all the bookshelves built, and they all show 11 books only. So it doesn't happen at Lakeview on the XBox anyway. --Morrolan (talk) 01:24, 11 September 2013 (GMT)

A further update: I tried to activate this bug at the other two Hearthfire houses, but it didn't happen until a few days ago. I stored the Oghma Infinium on one of the shelves in the Lakeview Manor library, and after I read it, several of the shelves started glitching in the manner that Xyzzy describes, showing capacities of up to 17 books in some cases. --Morrolan (talk) 18:16, 28 November 2013 (GMT)
This may be an unrelated bug, since mine didn't occur due to placement of the Oghma in the shelf, just normal books. I wonder if it may be due to the large number of times I've activated these shelves, since I'm trying to collect and display one of each book that exists in-game, and I'm also keeping them in alphabetical order, so I'm constantly adding, removing, and re-adding books to them as I find more. The thing that makes me doubt this is that this glitch occurred very soon after I built and furnished the library, and hasn't changed or grown in the several weeks since, even though I've activated these shelves numerous times since then. --Xyzzy Talk 18:28, 28 November 2013 (GMT)

Upgrade prices

Have the total cost of house upgrades been updated with Hearthfire data at all? Some houses are actually cheaper with the child's bedroom, because the crafting items they replace cost more than the child's bedroom does, while Hjerim and Proudspire where the child's bedroom doesn't replace anything obviously cost more. --Morrolan (talk) 03:45, 11 September 2013 (GMT)

Small house bug

Remodeling the Small House into an entryway will not carry over any improvements you have made, and anything you may have placed in the house's containers will be lost.

This bug is not particularly relevant to this article, since it only occurs during construction. I copied it to Skyrim:Construction, and am now pondering removing it from this article. Thoughts? --Xyzzy Talk 17:09, 12 October 2013 (GMT)

Before anybody says so, I realize this would require altering the link in the Bugs sections on the 3 player-built home articles. --Xyzzy Talk 17:12, 12 October 2013 (GMT)
This is a construction bug, it belongs there. Support. --Morrolan (talk) 18:20, 28 November 2013 (GMT)

Buying lumber for Hearthfire homes

I have 2 of the Hearthfire homes, in Falkreath Hold and Hjaalmarch. I built the small home, but cannot buy any lumber from any of the mills. I killed Hern and the 2 guys in Solitude. I can't get the mill worker in Falkreath to ask anything. How can i fix this, other than starting another game? — Unsigned comment by 152.26.228.56 (talk) at 18:45 on February 18, 2014

Recruit a steward for your home and ask him or her to purchase some for you, or go to a mill and try to use the sawmill controls to cut some lumber yourself. --Xyzzy Talk 05:28, 19 February 2014 (GMT)
Go to Riverwood and buy lumber from Hod. --Morrolan (talk) 21:34, 15 October 2014 (GMT)

Additional Free Houses

How "safe" are containers in Drelas' Cottage and Pinewatch? Both residences are clearable. 71.86.58.104 00:13, 7 April 2014 (GMT)

Probably not very safe, since they both respawn. Only way to know for sure is to test it yourself. --Xyzzy Talk 06:35, 7 April 2014 (GMT)

Hjerim Blood Cleaning

This house section has a double-crossed icon in the notes which isn't present in the body of the Hjerim information. The note says, paraphrased "purchase this before buying upgrades." It actually refers to the cleaning option mentioned on the Hjerim-specific page but not repeated on this one, so the note hangs there, lonely and without context. — Unsigned comment by 99.236.167.151 (talk) at 21:52 on 12 February 2015

Improved Weapon Glitch

So while fiddling around in Lakeview Manor I discovered an interesting glitch in the game involving weapon racks. If you have two items, one upgraded with smiting and one generic and you equip the generic item, when activating a weapon plaque the improved version will be placed on the plaque instead, if you then take the improved item back and activate the plaque again the improved item will be placed onto the plaque again however the weapon has now lost the improvement prefix to its name (fine, flawless, legendary, etc.) The weapon keeps the improved stats and any enchantments but the prefix is removed. It may or may not reappear upon loading a save, but the glitch is so harmless that I see no reason to worry about it. I also tested it with a random and unique weapon (a glass sword of freezing and zephyr) and both were unaffected. It works with shields as well as weapons and I assume it has to do with the game mixing up the two items because they have the same BaseID, but I can't be certain. All my testing was done inside Lakeview Manor, added by Hearthfire, on the Xbox 360. If anyone could confirm the ability to replicate these results then we should think about including it as a note somewhere in the wiki. Also, I found this glitch quite exciting because in my opinion the prefixes clutter up inventory lists and generally make my specially named enchanted weapons look less unique, so having a way to remove them would be nice. --24.49.121.71 06:02, 27 April 2016 (UTC)

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