This is an archive of past Skyrim talk:Proudspire Manor discussions. Do not edit the contents of this page, except for maintenance such as updating links. |
Spouse living in Proudspire
Anyone having an issue where your wife/husband does not share the same bed as you but instead goes downstairs and sleeps in the straw bed? — Unsigned comment by 65.186.71.236 (talk) at 07:34 on 14 November 2011
- Answer: Yes this is a bug with Proudspire Manor. Regardless of the wife you chose she will sleep in the basement on the floor. — Unsigned comment by 75.142.171.241 (talk) at 23:59 on 23 November 2011
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- Answer 2: I tried to delete a bedroll with console commands. Well, the bedroll disappeared, but the spouse doesn't want to sleep in the correct bed. She's just wandering around the house and stops sleeping completely... — Unsigned comment by 83.24.86.99 (talk) at 17:27 on 4 December 2011
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- Found a fix! What I did was Disable'd and MarkedForRemoval'ed the bedroll. After that the NPC refused to sleep at all. So I used the Enable command on the upstairs bed and she began sleeping in it. I guess that may mean that the bedroll is not at fault at all and you may need to simply Enable the upstairs bed via console. >.> If someone would test that and get back to me I'd appreciate it! --Popcornman 20:20, 27 December 2011
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- Answer 3: My spouse is also a housecarl, so I tried to give her a command to sleep in the bed. It's possible, but then I could not get myself in the bed. So much for that approach!
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- (Would you please share the commands you used? I can't seem to get it right.) — Unsigned comment by 92.62.224.31 (talk) at 22:38 on 28 December 2011
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- Ok click on the downstairs bedroll, type and enter disable, then type and enter markforremoval. This will turn the AI nodes for the bed off and remove the objects rendering mesh. After these commands you must rezone to apply them. Then go to the upstairs bedroom and click the bed and type and enter enable. That will turn the AI nodes on for the bed. Note i am doing this in Proudspire without a carl... IDK whether or not the wife and carl AI will be disturbed if there is one bed :-\
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- If the carl starts stealing the bed from your wife then try not disabling and removing the bedroll. Just simply start with enabling the upstairs bed. Your wife normally goes to sleep around 12... at least Brelyna does. Also sorry for the late reply, had been working on a few other things XD. --Popcornman 08:32, 29 December 2011 (UTC)
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- Markforremoval is not a command (that's what my game said) :( — Unsigned comment by 174.92.163.81 (talk) at 05:10 on 31 December 2011
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- *Note that the command should be "MarkforDELETE", instead of "MarkforREMOVAL"... I have tried it and it worked.... — Unsigned comment by 175.143.187.145 (talk) at 15:07 on 16 January 2012
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(←) PS3: Finally my spouse Vorstag sleeps in the bed, as a result? of adopting Winterhold flowerseller. On arriving at Lakeview to I find his fatherly duties have moved him there & that his bed-sleeping routine mirrored that of the child, so I bought the Proudspire child's bedroom from FF and asked V to move there. Upon arriving back he spent 24 hours wandering the house doing odd things like perusing the bedroom bookcase and sweeping in the child's bedroom and now voila! he sleeps in the bed. [I did take the precaution of closing the door to the basement room]. Still waiting to see if this has also stopped his initial Proudspire dialogue from recurring as if he has amnesia ["its a very lovely house etc"] Zabet 7 Aug 2013 — Unsigned comment by 220.233.87.161 (talk) at 03:12 on 7 August 2013
I've just confirmed on the PS3 all one needs too do to get their spouse to stop sleeping in the bedroll is to close the door to the attached room in the basement. They should then sleep in the master bed as intended. Don't know why this works. Something in the AI script?
Location?
With the item rack bug, I found that the weapon rack ones were on the above floor although the ones I placed on the rack were nowhere to be found. Unfortunately I placed the staff of magnus on the plaque and I cannot locate it to do the quest associated.
Im also having the previously mentioned problem of the spouse sleeping on straw bed — Unsigned comment by 141.0.8.200 (talk) at 07:36 on 21 November 2011
- Answer: I had the same issue so I reloaded a prior save. I then purchased the house, went to the house, then came back to Falk to purchase the decorations and that fixed the problem.
- I have found to always save before purchasing a house to test it out first. — Unsigned comment by 75.142.171.241 (talk) at 00:00 on 24 November 2011
Bugs
Is this house less buggy than Hjerim? — Unsigned comment by 77.110.193.121 (talk) at 08:14 on 22 November 2011
Patio Door won't open
For me at least, the back door that leads onto the patio can't be opened from the outside. Whenever I try, I get the message "this lock can't be picked and requires a key". The other 2 doors work just fine however, and the door can be opened from the inside with no problem. I should mention that I am in fact carrying the key to the house, and that I have bought the patio upgrade. I don't think I used the door before I bought the upgrade. This isn't really a problem, just annoying. Tfwfh 11:39, 3 December 2011 (UTC)
- This bug is listed on the main page I think - becoming Thane of Hjaalmarch should unlock the door. 74.207.151.215 05:46, 4 December 2011 (UTC)
no purchase exit porch bug
So you can grab the Solitude Fletcher's Key to open the patio door to Proudspire. I've done this and used it to recover the unusual gem in the bedroom without buying the house. Upon exit (can only use the patio door) the character spontaneously dies. Upon auto reload you will find yourself on the shore below Proudspire, below Solitude itself. From there it's obvious that there's some sort of geometry clipping glitch which resulted in your fall and death. After the auto-reload you're not dead, but character's HPs is zero and does not regen (nor with potions). Still have some exploring to do to see if there's a way around this. Oh, all on Xbox. Something wicked 21:39, 3 January 2012 (UTC)
- Just tried this and it isn't working for me, that is the Solitude fletcher key will not open Proudspire manor at either door (PS3, 1.5.26) kolokoL 10:03, 28 April 2012 (UTC)
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- I'm on the PC and have successfully used the fletcher's key to open the back door on previous games. On my current game, I couldn't. At first I though maybe they had patched it, but then I remembered I had recently installed the unofficial skyrim patch/mod. Out of curiosity I deactivated the mod, loaded my save, and was again able to get in using the fletcher's key. So if you're on the PC and the fletcher's key isn't working, make sure you don't have that mod running. 8/17/12 — Unsigned comment by 75.27.11.52 (talk) at 23:22 on 17 August 2012
something wrong with the ingredients found here
I took the void salts from the house and went to upgrade my Nightingale boots, the other pieces of the set I already upgraded. I couldn't get it work, the ingredient was grayed out as I did not have it. Didn't made another tests with after that void salts from other locations, just that my other pieces of equipment I could upgrade before. LukeH 12:06, 5 March 2012 (UTC) Edit: Ignore or delete this, i figured it was the issue with Fine-cut void salts. LukeH 07:59, 23 May 2012 (UTC)
Bookshelves
I've had an issue with ALL of the bookshelves in this home. I can place books on them, but as soon as I remove any books from the shelf, unreadable copies of the books remain on the shelf and the bookshelf becomes inaccessible. Leaving the house and saving/reloading does not fix the problem. Anyone else experience this? 74.207.151.215 05:43, 4 December 2011 (UTC)
- XBOX: The shelves on the 1st and second floor work fine. I purchased those when I bought the house in the same dialog. The one in the upstairs bedroom does not work right. I purchased the bedroom upgrade later (I ran out of money initially when I bought the house, and since I have beast blood, wouldn't really "need" it). I loaded it up with books, and the books didn't rez after I exited the bookshelf. Now when I click on the bookshelf nothing happens. Save/reload/exit-return have no effect. It has been over a week of in-game time and it's still broken. — Unsigned comment by Deadcrow (talk • contribs) at 21:36 on 4 December 2011
- Its the same with the PS3 version, all bookshelves in the house are infunctional. -Azurome 20:25, 8 December 2011 (UTC)
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- PS3: Typically what I will do is make sure not to put more books on the shelf than what it says it can hold. If the shelf says "6 more books" then only attempt 6...if you try a 7th it will tell you there's no more room, then proceed to lock you out from accessing the shelf OR books! If you accidentally go over, just reload and do it right ;) — Unsigned comment by 70.91.126.246 (talk) at 15:56 on 3 January 2012
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Graphical Glitches
Of all the glitches out there, graphical ones are the most minor. I doubt that these deserve a section in the actual article, but I will list them here. After fully upgrading Proudspire Manor:
- On the bottom floor, in the room with the weapons rack that holds 5 weapons, if you look at the table to the left of that rack (spawns with Wine on it) you can see some straw from the old, dumpy un-upgraded version of PM.
- I'm sure others have noticed this, but the wall behind the second mannequin flickers constantly.Jak Atackka 07:17, 6 December 2011 (UTC)
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- This is an error in architecture. One object identical to "5f0a6" is missing between arch "5f0cb" and arch "5f0ac", so three walls in a room behind this mannequin are offset by 32 units on the X axis from where they should be. This is fixable, but not easily, because applying SetPos to walls is not allowed.
It is possible to fix this by disabling old walls and creating new ones using console. The following method have been tested for more than 30 game days to see whether my walls will still be there after a while, and they were, so this probably works. In short, the following two scripts move three chests from the upper floor to the correct positions in the basement and then create walls around them by using PlaceAtMe (and then restore those chests to where they previously were, by the way). It is recommended to execute these scripts when you stand somewhere in the Proudspire Manor.
Here commands are listed delimited by semicolon. You will need to use ENTER instead. You may also save these two scripts into text files, for example prouds1.txt and prouds2.txt, and then execute them from within the game console by using bat prouds1 etc.
The first script moves three chests from the upper floor to the basement:
prid d9b49; setangle x 0; setangle y -0; setangle z 0; setpos z -288; setpos y -720; setpos x -576
prid d89bf; setangle x 0; setangle y -0; setangle z 180; setpos z -288; setpos y -720; setpos x -576
prid e2627; setangle x 0; setangle y -0; setangle z 90; setpos z -288; setpos y -720; setpos x -576
The second script creates new walls and removes old ones. It should be executed in a different moment of game time. This means that you need to exit the console for a second, and open the console again, and then proceed with the commands below. If you preferred text files, save this into a second file, for example prouds2.txt (again, replacing semicolons with new lines) and also run it after a short exit from the console. The catch is that at least one frame of game time should pass between the script above and the script below, otherwise new walls will be created where the chests originally were and not in the basement. The script is:
"d9b49".placeatme 5b381; "d89bf".placeatme 5b381; "d89bf".placeatme 5b3c7; "d89bf".placeatme 5b380; "d89bf".placeatme 5d7b4; "e2627".placeatme 5b381; "e2627".placeatme 5d7b4;
"5f0ae".disable; "5f0ad".disable; "5f0af".disable; "5f0ac".disable; "5f0b1".disable; "5f0a8".disable; "5f0b0".disable;
prid d9b49; setpos x 655.25; setpos y -1034.866; setpos z 288; setangle z 3.683;
prid d89bf; setangle z 180; setpos x 303.94; setpos y -1086.75; setpos z 288;
prid e2627; setangle z 90; setpos x 661.45; setpos y -716.68; setpos z 288
(confirmation needed -- tested in v.1.1) — Unsigned comment by Magiwi (talk • contribs) at 11:32 on 1 February 2012
- This is an error in architecture. One object identical to "5f0a6" is missing between arch "5f0cb" and arch "5f0ac", so three walls in a room behind this mannequin are offset by 32 units on the X axis from where they should be. This is fixable, but not easily, because applying SetPos to walls is not allowed.
Do these kinds of glitches deserve their own section/subsection, or are they mostly meant to wither and die in an unread discussion page? For example, if you took over Whiterun for the Stormcloaks and you look at the wall of the building across the street, you can see a downed awning on the ground yet you can see the bottom texture of it still on the wall. I've noticed many such graphical glitches, and although I know that there are countless ones fixing them helps add to the overall polish of the game. Again, are these even worth reporting? And if so, where do you report them? Jak Atackka 07:17, 6 December 2011 (UTC)
Weapons rack bug and Mannequin cloning
Weapons racks in any purchased home may not function. As in they do not give the option to store things on them. I saved before purchasing. Then bought one upgrade (enchanter) and verified it worked, then saved and repeated. When I bought them all at once, no matter how many times I reloaded, they never worked.
Also, I have found that items i put on the mannequin and the remove before exiting the inventory list. will reappear on the mannequin when I re enter the home. It is like the sorcerer's apprentice. I can not get it to stop making Ebony helmets and Ebony boots of strength. — Unsigned comment by EwingNYK33 (talk • contribs) at 08:11 on 7 December 2011
- PS3: It is possible that the mannequins will appear in the home as soon as you purchase it, and cannot be used until you purchase the enchanter. If after this you experience an "invisible" mannequin wherever you equip armor, you can add an extra piece of equipment (like a necklace)-then access the mannequin again and remove the extra piece. Everything else should appear...although it may happen next time you enter your home (then repeat). Proudspire seems to retain visibility unlike Riften's house. — Unsigned comment by 70.91.126.246 (talk) at 16:01 on 3 January 2012
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- I fixed one of the weapon plaques in the basement by the enchanting table by shooting it with an arrow - might help. 70.26.143.254 21:27, 18 January 2012 (UTC)
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- I can remove the sword from the 5 space weapon rack, but not place anyting on it. Similarly, took a sword and shield down from one of the shield plaques to replace with the Blade of Haafingar and Shield of Solitude, but it will not activate either. The weapon plaques were empty to begin with, and seem intent on remaining that way - also will not activate. The mannequins so far are working ok for me. I believe I bought the house and accessories at the same time without visiting the house, and I don't believe I removed any items before purchase and upgrading. I say it like that and not affirmatively because that was about 200 hours ago, never tried to mess with the displays until now, had been storing weapons in chest, apparel in safe, etc. I have tried shooting displays with arrows, destruction magic, no luck. Tried removing 5000 weight of Daedric Artifacts and other Unique loot in chest, safe, cupboards, etc, exiting and re-entering house (thinking that might have been preventing the house from wanting to take any more) with no effect. S1D3WYZ 02:17, 27 January 2012 (UTC)
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- I got the 1.4 PS3 update last night. Today I bought the house saving before I entered the palace. Multiple reloads, the 5 unit weapon rack in the basement has the following glitch. All slots work except the end slots. Those 2 slots will accept weapons but you can only retrieve them if they graphically extend above the top of the rack. Broadswords are OK but regular swords are not. The other weapon racks and plaques seem OK but I did not try the mannequins. I'm going to wait a bit longer and see if Bethesda does another update. Philbert 04:09, 11 February 2012 (UTC)
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(←) NEW QUERY: (360) My weapon racks have always worked, however I've discovered a glitch that no one else has ever mentioned. When I use the weapons rack in the basement (5 slots) the 3 rightmost slots actually hurt me when I use them. It takes a small amount of health and a blood spot appears on the screen. there isn't anything near me that jabs me etc and it only ever happens when I use the rack directly. It's not a worry as its only a small amount, but it is still annoying. anyone else have this problem? or any fixes for it? — Unsigned comment by 94.170.107.8 (talk) at 15:01 on 23 March 2012
Moved note.
- note- These bugs have not been fixed by the 1.3 patch. I spent 2 hours repetitively reloading saves to experiment with ProudSpire. Be advised pertaining to the bugged weapon racks in the basement: If you buy the house and then remove any items from the house before buying the upgrades, the weapon racks will certainly be broken. (please confirm, 360)
The reason I keep undoing this is because we don't use a person point of view on the actual article. We will also need to test this to see if it is true. JackTurbo95 15:31, 27 December 2011 (UTC)
- Okay, I got irritated because you didn't initially explain to me that I wasn't using the proper context. Thanks for your help. For the record, I just finished testing Proudspire Manor from around 6 in the morning. In every instance that I bought the house, then talked to the Jarl to become Thane, then bought the upgrades, everything in the house worked fine. In every instance that I took alchemy items from the house before buying the upgrades, the weapon racks were broken. — Unsigned comment by EnigManic (talk • contribs) at 15:48 on 27 December 2011
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- It is ok, we are here to help you. If you want me to reword it and add it I will gladly do so JackTurbo95 15:49, 27 December 2011 (UTC)
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- I will see what I can add to the page to inform readers about this. JackTurbo95 15:52, 27 December 2011 (UTC)
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- It should also be noted that in some (not all) of my reloaded saves, after buying the house and then entering through the basement door, the "visit your new house" quest entry doesn't clear until you enter the house through the other door. — Unsigned comment by EnigManic (talk • contribs) at 15:57 on 27 December 2011
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- We will have to wait and see if anyone else has experienced this before we add it to the page. JackTurbo95 15:59, 27 December 2011 (UTC)
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(←) I just finished testing Proudspire Manor from around 6 in the morning. In every instance that I bought the house, then talked to the Jarl to become Thane, then bought the upgrades, everything in the house worked fine. In every instance that I took alchemy items from the house before buying the upgrades, the weapon racks were broken. — Unsigned comment by EnigManic (talk • contribs) at 07:09 on 28 December 2011
- I also entered through the basement, the quest to visit Proudspire did not clear; as well as the help 5/5 citizens in Haafingar or Solitude quest (not sure which it said). When I entered through the main door both cleared. — Unsigned comment by 174.253.13.37 (talk) at 09:41 on 30 December 2011
BUY THIS HOUSE FOR FREE!!!
I've purchased Breezehome, Proudspire Manor, Honeyside, and Vlindrel Hall for 0 gold each(haven't tried Hjerim yet, XBox). All you need is the minimum amount of gold to purchase the property and any type of container close to the steward.
1. Complete all the respective Thane tasks so you can purchase property AND have the minimum amount of gold to purchase the house.
2. Check for a nearby lootable container close to the steward (chest, dresser, guard body, sack, ect...)
3. SAVE!!!
4. Make sure you SAVED!!!
5. Buy the house/decorations and immediately exit the conversation and open the container.
6. Deposit all of your gold in the container and exit the container menu. You'll know you own the house when the steward gives you the key and decorating guide AND NO GOLD REMOVED! They'll just continue their dialogue for the decorations.
7. Repeat as necessary.
WHITERUN - This is a bit tricky. Try catching the steward after he wakes up in the morning. After he leaves his bedroom in the Jarl's Quarters on the second floor, he'll pass by a chest that's under the table with the civil war map on it. If you can't catch him, wait by his bed while he's sleeping and talk to him so he wakes up. Let him start to get back in bed and wait until around 10am or a little later and he should still be getting in bed. He will then get out of bed and proceed towards the door to Dragonsreach. Beat him through it and catch him as he passes the chest.
MARKARTH - There is a dwarven chest on the right as you face the steward.
RIFTEN - There are long, short chests on either side of the throne.
SOLITUDE - Behind Falk Firebeard there is a cupboard.
WINDHELM - I haven't tried this one yet because of a bug related to the Blood On The Ice quest. I didn't notice any containers near the steward in the Palace of the Kings so a process similar to aquiring Breezehome in Whiterun may need to be used. Or if you don't mind killing a guard and dragging his body closer. Or creatively exploiting Beast Form to kill a guard without a fine(don't get caught transforming).
Try this in other in-game transactions as well(carriages, mercenaries... Hint: bodies are moveable containers and rabbits and foxes are very easy to move!)
IMPORTANT!!! After purchasing the house and all the upgrades make sure all the weapon/shield plaques/cases/racks function properly. I purchased Breezehome and entered the house before purchasing any upgrades and returned again after purchasing the upgrades to find none of the plaques in working order. (I bought the house from the steward around 4am in the Jarl's Quarters and the furnishings option wasn't available. Around 10am I returned and bought the decorations in Dragonsreach and the racks didn't work.)
Add notes and comments if you have trouble or this works for you. I'll update if I can get this to work for Hjerim.
--Dlsmith08 09:58, 29 December 2011 (UTC)
- This worked for me in Solitude. Pretty cool trick. 99.197.189.18 00:10, 7 February 2012 (UTC)
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- I am sure that many people found this technique cool and useful especially in the case of heavily outpriced Proudspire Manor. But please keep in mind that actually it is a clear cheat with no difference that you add 25000 gold using the console. It was supposed that buying houses is a way to spend money you can collect in the game through loot and crafting. Thus by using this glitch you simply end up with about extra 50000 gold in your pockets. But there is no lack of money in TES games. So you might spoil your high level gameplay due to abundance of coins (which is inevitable but difference might be about 10-15 levels).--31.128.131.146 06:31, 3 March 2012 (UTC)
Problems Viewing the Photos
The Costs and Upgrades table is covering up whatever is directly below it. Is it just my computer, or can someone fix this so you can see everything without being covered up? Vyc Ðarkshådøw 00:07, 10 January 2012 (UTC)
- I fixed the problem on my machine. How is it for you now? – Robin Hood↝talk 03:02, 11 January 2012 (UTC)
Storage room in basement
From the pure looks of this room, it looks like it's missing a decoration upgrade. It has cobwebs, stacked chairs on top of barrels, straw and a bedroll. This makes it look like an empty house when you buy it. As far as I know - but I haven't got all houses yet - your housecarls get a decent, but simple bedroom once upgraded. Not a storage shed that looks like the place was abandoned for years. Could anyone with the expertise and tools fish around in the relevant gamefiles to see if it has a missing reference in the decoration conversation? — Unsigned comment by 62.238.248.157 (talk) at 11:54 on 29 January 2012 (UTC)
- This bothered me too: I looked in the Creation Kit and apparently it is completed to some extent: there's a bed and chairs, but they are all covered up by the random crates scattered around. I'm learning the Creation Kit right now, though, so I don't have to know-how to fix this. If anyone else can help, that would be great. 99.120.246.45 00:03, 10 February 2012 (UTC)
- My guess is that it's supposed to be the Housecarl's room and should automatically upgrade.--68.73.194.252 02:50, 2 March 2012 (UTC)(Alessar)
- Anyone know if the three large sacks and two barrels in this storage room are safe to use as storage containers? — Unsigned comment by 99.27.174.219 (talk) at 21:31 on 6 April 2012
- Yes, they are safe. I use them to store my foodstuffs and alchemy ingredients. • JATalk 22:09, 6 April 2012 (UTC)
- My theory is that the room is supposed to upgrade when you get the housecarl, but it is bugged, and so it stays a messy store-room with a straw-bed in which the housecarl never sleeps in (at least, I've never seen her sleep in there). --The Aecho 00:32, 18 April 2012 (UTC)
- Yes, they are safe. I use them to store my foodstuffs and alchemy ingredients. • JATalk 22:09, 6 April 2012 (UTC)
- Anyone know if the three large sacks and two barrels in this storage room are safe to use as storage containers? — Unsigned comment by 99.27.174.219 (talk) at 21:31 on 6 April 2012
- My guess is that it's supposed to be the Housecarl's room and should automatically upgrade.--68.73.194.252 02:50, 2 March 2012 (UTC)(Alessar)
(←) Has anyone ever had the room upgrade correctly for the housecarl, or found a fix yet? -- Ahriman — Unsigned comment by 67.176.160.195 (talk) at 04:22 on 7 June 2012
- I do think, this upgrade would never work because of a missing line in the relating script: GuestBedroom.Enable(). Did add it manually via Creation Kit, compiled the script – works! Jordis now has a bed to sleep in. I don't know another possibility (like console command) to solve the problem without editing the script.--CompleCCity 09:43, 13 June 2012 (UTC)
- (found on that other TES wiki) "Workaround: prid 000e25d4 and enable will decorate this room. If two boxes on the right is not disappear then click on it or just type console commands prid 000e273a then type disable." --7he3rain 21:38, 6 July 2012 (UTC)
- wow, fabulous! I always had a problem with that storage room apparently (never updraded from bedroll to single bed for housecarl)..but so far, had no problem with it ; i just used the available storages, especially the 2 barrils and also sacks on the shelf at their left... to store all my alchemy elements/potions/enchanting gems/jewels/extra books that i had accumulated with the quests around Solitude from the beginning.. was ok so far, but recently (last unofficial skyrim fixing script 1.2.6? or maybe my recent upgrade to the last 1.8.151.0.7 patch?), beginning 2013, when i returned... i suddenly saw the room furnished with the upgrade and bed !!.. and no more barrils/etc obviously replaced with the new furnitures.. everything inside had not reappeared elsewhere obviously too!.. i was really pissed off -i already never liked the house practical side, but that was the top, that.. ^^ ..till i tried your trick 'prid 000e25d4 then type disable'.. and.. that worked!! Barrils reappeared.. but much more importantly, also with their original accumulated countain -and nothing missing!! :D (just the time i needed to recover the goods and transfert them elsewhere..). After that, 'prid 000e25d4 then type enable' and the upgraded version reappeared - and i could safely put back in the new containers my old precious acumulated alchemy elements/gems/etc.. thx a lot.. :) — Unsigned comment by 31.33.216.86 (talk) at 20:29 on 23 January 2013
- (found on that other TES wiki) "Workaround: prid 000e25d4 and enable will decorate this room. If two boxes on the right is not disappear then click on it or just type console commands prid 000e273a then type disable." --7he3rain 21:38, 6 July 2012 (UTC)
It would be really nice if someone would list the scrip used to fix the Housecarl Room. I've spent hours trying to find the right script and haven't had any luck.
- As far as I know this bug is still in effect, but the front page was edited 6 Aug 2012 to state that the room is furnished when a Housecarl moves in. Was this corrected in a patch?--141.211.56.129 20:24, 20 February 2013 (GMT)
Living Room Purchase with Hearthfire
I cannot seem to buy the living room from Falk Firebeard. Falk takes the cash, and the Living Room option greys out, but it does not disappear. And there are no living room furnishings when I go there. — Unsigned comment by Artagel (talk • contribs) at 20:35 on 7 October 2012
- I found this as well, and the children's room doesn't seem to appear, either. (I have wife, children and house in Falkreath already). so I'll just load from before i first entered, and keep looking here for a fix - should be fairly simple, similar to the issue with Breezehome and Dawnguard. — Unsigned comment by 50.80.31.159 (talk) at 13:22 on 8 October 2012
- If you're playing on the PC, try installing the Unofficial Hearthfire Patch and see if that does anything. It fixed a similar issue for me in Breezehome (though from the bug description, I get the impression that it was the regular USKP that was causing the issue in the first place). – Robin Hood↝talk 19:41, 8 October 2012 (GMT)
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- Unofficial Hearthfire Patch fixes the children's room issue. 50.0.25.231 07:32, 9 January 2013 (GMT)
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- Fix for PC: I had this problem too on the PC (with both DLCs & Unofficial Patches). I tried at least twice to buy the darned room (and I'm pretty sure I tried buying the children's room too). So I poked around in the Creation Kit, and adapted the workaround for the "storage room" mentioned above. For those of us with this issue, open the console, type "prid ID#" then hit enter (targets the item or upgrade with that ID#), then type "enable", hit enter, and exit the console. I recommend doing this away from Proudspire and the patio, just to be safe.. :) The upgrade ID numbers are:
- •000E25D0 = Living Room
- •000E25D1 = Kitchen
- •000E25D2 = Enchanting Room
- •000E25D3 = Alchemy Room
- •000E25D4 = Guest (Housecarl?) Room
- •000E25D5 = Master Bedroom
- •000E25D6 = wasn't listed (maybe children's room? can't remember if I had Hearthfire loaded in the CK..)
- •000E25D7 = Floors
- •000E25CF = Porch
- So, type (in the console):
- prid 000E25D0
- enable
- to make the Living Room appear properly. Hope this helps!! 68.33.55.197 01:13, 29 October 2012 (GMT)steelrose0
- Fix for PC: I had this problem too on the PC (with both DLCs & Unofficial Patches). I tried at least twice to buy the darned room (and I'm pretty sure I tried buying the children's room too). So I poked around in the Creation Kit, and adapted the workaround for the "storage room" mentioned above. For those of us with this issue, open the console, type "prid ID#" then hit enter (targets the item or upgrade with that ID#), then type "enable", hit enter, and exit the console. I recommend doing this away from Proudspire and the patio, just to be safe.. :) The upgrade ID numbers are:
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- The Childrens Room is xx004189 where xx is the mod order for Hearthfire.
- to remove items from in front of door if still there from living room not working its xx00418B and then disable.
- If you have the shelves from the living room purchase stuck in front of the door its prid is xx00418c then again disable.
- 71.12.233.170 19:00, 5 November 2012 (GMT)SharpeRifle
- The Childrens Room is xx004189 where xx is the mod order for Hearthfire.
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(←) I had the shimmering wall problem (after obtaining the children's room, the wall that should disappear to show the door is still in place - this is next to the master bedroom on the top floor). When I tried the console command 'prid xx00418A [enter] disable' the wall disappeared and the children's room became accessible. — Unsigned comment by 80.56.168.100 (talk) at 05:42 on 23 November 2012
- For me, it was disabling 000d89eb. I was actually clicking on a bunch of things and disabling randomly at that point. I hope nothing else broke. — Unsigned comment by 66.91.48.115 (talk) at 01:34 on 2 December 2012
Flag on children's room map.
There is a flag on the children's room map that you can take. The flag marks Solitude. When dropped, it hangs in the air like the paintbrushes from Oblivion. Like those brushes, they can be jumped onto. — Unsigned comment by 108.246.48.4 (talk) at 02:20 on 6 December 2012
Disappearing Storage
As I write, we are on version 1.8. Some things that were considered bugs long ago (e.g. the classic book case problems) may be solved. However the upgrades replacement of storage bags, barrels and cupboards seems to be intentional and not a bug. It seems to be unique to this house. So it enters into the decision as to whether to purchase an upgrade. Should a character who is not an avid enchanter purchase the upgrade, if in fact they would prefer the additional general storage? While this has been under the category of a note, it seems rather central to the nature of this house at least to the same extent as the description of the storage after upgrades. So I have removed the note and subsumed its contents within the paragraph about the removals. I offer this note as justification for the change. Feel free to comment. Kalevala (talk) 19:26, 18 December 2012 (GMT)
Backdoor bugs
On the current version, you can unlock the backdoors from the outside. You just shouldn't on your first visit because it doesn't clear the minor objective Visit my new home (I forget the exact wording). You could always unlock them from the inside anyway, which is what you should do in order to make sure you properly clear the minor objective. --Morrolan (talk) 15:20, 6 March 2013 (GMT)
Invisible cooking pot?
This is an exceedingly odd bug, but has anyone else's cooking pot disappeared? It's only happened to me recently! Thelisaraptor (talk) 17:26, 18 May 2013 (GMT)
Proudspire's cooking pot
Where did my Proudspire Manor's cooking pot go? I cannot get a homecooked meal from Jordis any more. I don't really want to move.
The two street urchin girls I have adopted are happy, although Lucia runs around in a bandeau and panties?? She moved in with a dress and it seems to have gone the way of the cooking pot.67.185.253.127 04:05, 19 July 2013 (GMT)
- I have often encountered a glitch with the adopted children that causes them to run around in an undressed state. On random occasions when a child initiates the "Did you bring me anything?" dialogue and I try to give them a new outfit, he or she will take off the old outfit but won't put on the new one. I've tried immediately starting a new conversation with the child and offering a different dress or tunic, but that doesn't fix the issue, and I end up having to reload. The problem also doesn't seem to be unique to Lucia or to any specific location, I have had it happen to different characters with different adopted children, and in different locations, including when my child approaches me outside in the street. I'm wondering if this is what has happened with your Lucia, or if you've actually encountered a similar bug specific to Proudspire. KeturahIshtari (talk) 16:05, 19 September 2013 (GMT)
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- I've encountered the bug where Lucia's dress disappears, but it normally gets sorted by simple initiating a conversation with I've brought you something.... as for the cooking pot just had that happen to me at Proudspire, the stand remains but the pot isn't there anymore. Biffa (talk) 04:04, 6 May 2014 (GMT)
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Front Door of DOOOOOM
I had a glitch where every time I exited the front door, I would fall through Solitude and die. It happened every time I reloaded until I used the other door instead, after which I was able to enter and exit normally. 173.189.55.60 13:21, 19 September 2013 (GMT) -Edgewind
Door won't open
I am using the Fletcher's Key to try to open the door on the patio, which is guaranteed it works, but nothing happens. — Unsigned comment by 76.123.104.250 (talk) on 11 February 2014
Can't access children's room?
I got all the upgrades for Proudspire Manor, and the door for my children's bedroom didn't appear. So I use the console command on the page for Proudspire Manor, and that makes the door appear. Success, right? Wrong. The crates in front of the door DIDN'T disappear, and the room is still just as inaccessable. Help? — Unsigned comment by 71.174.101.13 (talk) at 14:36 on 23 July 2014 (UTC)
- I fixed this by moving at such an angle that I could see the wall over the door (the wall and door will double-plane so can be tricky to do), simply click the wall with the console open and disable that wall. That will give you access to the door. The door itself exists, at least for me, there was just a wall there that shouldn't have been. — Unsigned comment by 72.231.172.207 (talk) at 01:03 on 19 March 2015 (UTC)
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