Mixer      03/08/2020

Skyrim is your home. My Home Is Your Home - My home is your home

Now each companion can have own house.

All companions can live in the same house and the plugin works with all satellites.

The phrase “Let’s talk about where we live” will appear in dialogues with companions. Take him to the house where he should live and say, “This is your home now.” Selecting will register an NPC in this house and assign an invisible marker to it. He will return there if you break up with him. You can tell him to forget about this house and move him to another house. “Registered” companions will be added to the “Book of Companions”. Companions will roam around the house, eat, sleep, use furniture and become the new owners of the home.

Possibility of convening companions for breakfast or dinner and other commands.

Supports 250 partners.

To avoid problems, complete additional dialogues after completing quests with companions. (Serana, Illya, Freya, etc.)

More detailed story about fashion in a video review.

Requirements: Game version 1.9.32.0.8, SKSE 1.07, SkyUI

Installation. Standard.


Author Volek
Sceeph localizer
Russian language
Mod size 67.9Kb
Original nexusmods.com/skyrim/mods/62040
ENT Yes
Distribution Under no circumstances
Date added/updated 07/08/2016 at 15:36
Download

Description:
Each companion can now have their own house, and fast travel to any of the companions' houses is also available. Any place can become a house, from standard houses for GG to any house from mods. Dismissed partners will return to their homes, where they will go about their business and be full-fledged owners. There is support for companions from other third-party mods.

More details about the possibilities:
- Optionally, you can accommodate companions in hotel rooms, the phrase “And my companion also needs a room” will be added.
- The phrase “Let’s talk about where we live” will appear in dialogues with companions
- Take him to the house where you want him to live and say “This is your home now”, he will return there if he is fired

- When you talk to your current companion there will be a new dialogue "Let's talk about home", selecting will register the NPC in this mod and assign an invisible marker to it
- All you have to do is bring your companion to where you want him to stay and tell him that “This place is yours.” new house"
- The marker will be moved to its current position, the companion will interact with objects and do things in this house
- When you dismiss a companion, he will return to his previous habitat
- You can tell him to forget about this house and move him to another house
- Hired companions will be added to the “Book of Companions”, this book will automatically add companions to the player after installing the mod
- Options "Guard" and "Sleep" are executed from 10 pm to 6 am. Companions will guard the outer area of ​​the dwelling, they will automatically receive and use a torch, which will be removed when duty ends
- "Work" option, between 9am and 5pm, NPCs will interact with any furniture in that area
- In v1.2 and above, you can assign houses to your Dwemer pets from the Dragonborn DLC
- If you want to settle Serana, then complete all the quests associated with her, and then you can only designate her a home
- Supports up to 250 companions
- Companions will roam around the house, eat, sleep, use furniture and tools

Options in the MSM menu:
- "Move to me" option - you can move NPCs to your location
- "Move me to" option - you can move to the selected location
- Option “Forget about guarding/sleeping/working” - you can free NPCs from these actions
- Option "Evict" - you can evict an NPC from the designated place of registration
- Option "Open inventory" - you can view the inventory of the selected NPC

Compatibility:
- Compatible with all game companions and those added from mods
- UFO, AFT, EFF
- All housecarls
- All mercenaries
- All orcs are companions in fortresses
- Cicero
- Serana (attention, it is strongly recommended to complete all Dawnguard related quests before assigning Serana her new home)
- If you use the "Multiple Floors Sandboxing" mod, then it is no longer needed, if you have it installed, you can safely delete it (file sandboxcylinderheight.esp)

Note for those who use the UFO mod(to uncover)

In case of dismissing companions when they do not leave, load a previously saved game and dismiss all your companions before activating this mod
- It may happen that your companion will walk to the side original house Before this mod will replace UFO scripts, companions must turn around after a while and go to the house you assigned to them
- If you use the UFO mod, then in the loading order in the launcher, UFO should be lower than this mod

Important for updates and patches(to uncover)

If the new dialog does not appear, save and load the game again, this will fix the error
- When updating the mod, all your companions that you have will be registered in the accounting book
- If this does not happen, then open the console and enter “stopquest 0x000D62” this will stop the script, then “startquest 0x000D62” will start the script again
- Type "help vvv" to find out which companion x is added
- Please note that if you restart the quest, all companions will lose their homes
- If you have the Dawnguard DLC and want to settle Serana in your home, then first complete all the quests that relate to Serana and the quest to find the Soul, and then use the dialogue for settlement or first remove the mod before completing the quest, and upon completion install again
- As of v2.0, you can assign Dwemer Automaton and pets from the Dragonborn DLC to live in your house

Requirements:
- Game version 1.9.32.0.8 and higher
- SKSE 1.06.16 or 1.07.01 and higher
- SkyUI 4.1 and higher
- DLC Dragonborn optional

Installation:(only manually, the archive will not be installed via NMM manager)
- There are 2 modules in the archive
1. "Main mod" - this module is required to be installed
2. Optional “Settlement of NPCs in taverns” - I left this module from the previous version 1.21, just in case, because the new author who made version 2.x did not make this optional module, maybe it won’t work, but still on just in case
Place the Data folder from the archive into the game folder (not Data inside Data, but on top), confirm merging folders and files and activate in the launcher
Optionally, to resettle companions in any hotels (in rooms), install the module "Settlement of NPCs in taverns"

Can be assigned common Home for everyone (base), or a separate house for everyone (via the dialogue menu This place is your new home).

You can make any place indoors or outdoors that you like as your home.

The dismissed companion will go to the place designated by the house. There he goes about his business - eats, sleeps, uses tools, uses furniture (if all such things are nearby and do not belong to other NPCs)

Compatible with UFO, Amazing Follower Tweaks, Big Dialogue Overhaul, Fix Target Stats mods

Compatible with Dawnguard and for the most part mods with companions.

Since the mod is still in development, it may not work correctly!

Details:

To assign a house to a companion, talk to him using the Let's talk about house option. If the item does not appear, save, restart the game and everything will be fixed (bug in version 1.7.7, alas)

After this, select the item This place is your new home in the menu that opens, if there is only one companion. If you do NOT have one satellite and you want the house to be the same for everyone, select the phrase about a new base, and then - This applies to everyone.

Now you can take a quick trip straight to your home from anywhere through the menu phrase - We're going home.

To reassign a house to a companion, first select the phrase Forget about that place... And only then assign a new house. To reassign a base for all satellites, alas, you will have to talk to each one and order them to forget about that place.

Since version 1.1, all companions are recorded in the tenant book, which will be automatically added to you when you enter the game.

The new sleep and security options apply to the hours between 10 pm and 6 am. The new work option is valid between 9am and 5pm. This was done to establish the normal behavior of companions living in the house.

Added support for Dragonbo (requires SKSE), allowing you to assign a home to automaton companions from this DLC

Known bugs:

Dialogue about the base appears even if there is only one satellite

You cannot send a companion home without being fired.

The mod is not compatible with some satellites

PROBLEM with Dawnguard: In Valerica's laboratory, Serana stops following you through the story while you are looking for everything you need to open the portal. If she has a house assigned by you, she will go there and it is impossible to stop her. The only way out is to disable the mod not while passing this place.

In some places, dismissed companions do not use stairs (some kind of bug with behavior or navinterventions). It is unknown why this happens.

Companions may ignore new commands.

When using quick return, you may see two loading screens - simply teleporting to the interior is impossible, so it happens in two stages.

Companions assigned to guard the site do not always respond to threats unless they are directly attacked.

UFO users

If the fired companions do not want to follow when you hire them again, roll back to the save before installing MHYH, fire all the companions and then install this mod.

It may happen that companions will go to their usual home, which is their default, after dismissal. This is a temporary bug, they should then go to the house you assigned.

This little mod is designed to assign your companions a place that they will consider their home.

You can assign a common house for everyone (base), or a separate house for everyone (via the dialogue menu This place is your new home).
- You can make any place indoors or outdoors that you like as a home.
- The dismissed companion will go to the place designated by the house. There he goes about his business - eats, sleeps, uses tools, uses furniture (if all such things are nearby and do not belong to other NPCs)
- Compatible with UFO, Amazing Follower Tweaks, Big Dialogue Overhaul, Fix Target Stats mods
- Compatible with Dawnguard and most companion mods.

Since the mod is still in development, it may not work correctly!

Details:
- To assign a house to a companion, talk to him using the Let's talk about house option. If the item does not appear, save, restart the game and everything will be fixed (bug in version 1.7.7, alas)
- After this, select the item This place is your new home in the menu that opens, if there is only one companion. If you do NOT have one satellite and you want the house to be the same for everyone, select the phrase about a new base, and then - This applies to everyone.
- Now you can fast travel directly to your home from anywhere through the menu phrase - We're going home.
- To reassign a house to a companion, first select the phrase Forget about that place... And only then assign a new house. To reassign a base for all satellites, alas, you will have to talk to each one and order them to forget about that place.
- Since version 1.1, all companions are recorded in the tenant book, which will automatically be added to you when you enter the game.
- New sleep and security options apply to the time between 10 pm and 6 am. The new work option is valid between 9am and 5pm. This was done to establish the normal behavior of companions living in the house.
-Added support for Dragonborn (requires SKSE), allowing you to assign a home to automaton companions from this DLC

Known bugs:
- dialogue about the base appears even if there is only one satellite
- you cannot send your companion home without dismissal
- the mod is incompatible with some satellites
PROBLEM with Dawnguard: In Valerica's laboratory, Serana stops following you through the story while you are looking for everything you need to open the portal. If she has a house assigned by you, she will go there and it is impossible to stop her. The only way out is to disable the mod not while passing this place.
- In some places, fired companions do not use stairs (some kind of bug with behavior or navinterventions). It is unknown why this happens.
- Companions may ignore new commands.
- When using quick return, you can see two loading screens - simply teleporting to the interior is impossible, so it happens in two stages.
- Companions assigned to guard the site do not always respond to threats unless they are directly attacked.

UFO users
- if the fired companions do not want to follow when you hire them again, roll back to the save before installing MHYH, fire all the companions and then install this mod.
- it may happen that companions will go to their usual home, which is their default, after dismissal. This is a temporary bug, they should then go to the house you assigned.

AFT users
- AFT uses the stay here command, unfortunately, MHYH overwrites it - instead of hovering at the specified location, the companions will go to your designated home!
- After dismissing paid mercenaries from taverns, it may happen that they cannot be hired again, only dialogue about the house will remain. This bug can be cured by assigning companions at home BEFORE. How do you fire them?

Otherwise this is a very useful mod.
Thanks to Petrovich for fixing the voice acting of companions' responses.

Requirements: Skyrim, Dragonborn,

Version: 1.21
Translation: Russian

Description:
Each companion in Skyrim SE can now have their own home, and fast travel to any of the companions' homes is also available. Any place can become a house, from standard houses for GG to any house from mods. Dismissed partners will return to their homes, where they will go about their business and be full-fledged owners. There is support for companions from other third-party mods.

Update: 1.21 (SE)
- The mod is adapted for the game Skyrim SE, based on the original mod version 1.21, which was originally before any modifications by other authors, only the necessary and necessary functionality remained in the mod, there are no settings, there are no MSM menus, it’s simple and accessible, only dialogues and not more.

More details about the possibilities:
- The phrase “Let’s talk about where we live” will appear in dialogues with companions.
- Take your companion to the house where you want him to live and say “This is your home now”, he will return there if he is fired.
- When you talk to your current companion there will be a new dialogue "Let's talk about home", selecting will register the NPC in this mod and assign an invisible marker to it.
- All you have to do is bring your companion to where you want him to stay and tell him that “This place is your new home.”
- The marker will be moved to its current position, the companion will interact with objects and do business in this house.
- When you dismiss a companion, he will return to his previous habitat.
- You can tell him to forget about this house and move him to another house.
- Hired companions will be added to the “Book of Companions”, this book will automatically add companions to the player after installing the mod.
- Options "Guard" and "Sleep" are executed from 10 pm to 6 am. Companions will guard the outer area of ​​the dwelling and will automatically receive and use a torch, which will be removed when duty ends.
- "Work" option, between 9am and 5pm, NPCs will interact with any furniture in that area.
- You can assign homes to your Dwemer pets from the Dragonborn DLC, but will return to their original locations when dismissed.
- If you want to settle Serana, then complete all the quests associated with her, and then you can only designate a home for her.
- Supports up to 250 companions.
- Companions will roam around the house, eat, sleep, use furniture and tools.

Compatibility:
- Compatible with all game companions and mods.
- AFT and EFF
- All housecarls
- All mercenaries
- All orcs are companions in fortresses
- Cicero
- Serana (attention, it is strongly recommended to complete all Dawnguard-related quests before assigning Serana her new home).

Note for those who use the AFT mod:
- AFT has a "Stay Here" function, my mod will cancel this order and the companion will return to the assigned house rather than hang out in the current position.
- After dismissal, it may happen that companions cannot be rehired, assign a new home before dismissing.
- In case of dismissing companions when they do not leave, load a previously saved game and dismiss all your companions before activating this mod.
- It may happen that your companion will be walking towards the original house before this mod replaces the scripts, the companions should turn around after a while and go to the house you assigned to them.

Note for those who use the EFF mod:
- EFF has a "residence" function, which works similar to the function from this MHYH mod.
- The “Sandbox” system in houses from the MHYH mod overlaps the “sandbox” system from EFF, but not immediately. If you designate a residence and home in different places, your followers can stay in a certain place for a while and then go to the designated house.

Important for updates and patches:
- If you do not see a new dialog, save and load the game again, this will fix the error.
- When updating the mod, all your companions that you have will be registered in the accounting book.
- If this does not happen, then open the console and enter "stopquest 0x000D62" this will stop the script, then "startquest 0x000D62" will start the script again.
- Type "help vvv" to find out which companion x is added.
- Please note that if you restart the quest, all companions will lose their homes.
- If you want to settle Serana in your home, then first complete all the quests that relate to Serana and the quest to find the Soul, and then use the dialogue for settlement or first remove the mod before completing the quest, and install it again upon completion.

Requirements:
- Skyrim SE 1.1.47.0.8 and higher

Installation:(can be done manually or through NMM manager)
Place the Data folder from the archive into the game folder (Data is not inside Data, but on top), confirm merging of folders and files and activate.