Player homes available in Tuxborn - Omni-guides/Tuxborn GitHub Wiki
Is your Dragonborn shopping for Tuxborn houses? This page is an overview of the player homes available in the modpack, to help you choose good places to live to best suit your playthrough style.
Note that this list may not be exhaustive, as Tuxborn's load order is very large and documenting all of the available player homes is a big ask, even for the Tuxborn team! But we've included all homes we know about here. And we'll update this page as we confirm and review other homes in the load order.
First up, reviewing the homes available in vanilla Skyrim, including the original game, the official DLCs, and the Anniversary Edition. All of these are available in Tuxborn as per regular Skyrim gameplay. Most of them are available via the vanilla means. We'll go into further detail on the exceptions further down the page.
All links in this section are off to the pages for these various homes on the UESP. Consult those links for further information about these homes, especially any known bugs that still exist for them.
- Breezehome - Whiterun
- Hjerim - Windhelm
- Honeyside - Riften
- Proudspire Manor - Solitude
- Vlindrel Hall - Markarth
- Severin Manor - Raven Rock on Solstheim
- Heljarchen Hall - The Pale
- Lakeview Manor - Falkreath
- Windstad Manor - Hjaalmarch
- Bloodchill Cavern/Bloodchill Manor - Winterhold
- Dead Man’s Dread - Blackbone Isle in the Sea of Ghosts
- Gallows Hall - Eastmarch
- Goldenhills Plantation - Whiterun Hold
- Hendraheim - The Reach
- Myrwatch - Hjaalmarch
- Nchuanthumz - Eastmarch
- Shadowfoot Sanctum - The Ratway in Riften
- Tundra Homestead - Whiterun Hold
Here are the player homes confirmed available in mods in the Tuxborn load order.
- The Safehouse, the Dev Aveza, Karagas' Tower, the Explorer's Society Outposts, and Rains' Shelter - Legacy of the Dragonborn
- The AHO and/or Hla Fang (depending on your plot choices) - Project AHO
- Arcane Grotto - The Midden - Expanded
- Clockwork Castle - Clockwork
- Fort Valus - Wyrmstooth
- Freywyn Hall - Midwood Isle
- Greenmore Manor - Beyond Reach
- Horndew Lodge - Falskaar
- House of the Arcane Arts - Carved Brink
- Identity Crisis - In mod of same name
- Krovaxis - In mod of same name
- Shanta Filibb - The Gray Cowl of Nocturnal - 10th anniversary
- Shadowdrift Estate - Warden of the Coast
- Tenmar Forest Hideout - Moonpath to Elsweyr
- White Pine Lodge - Beyond Skyrim - Bruma
Still an excellent choice for a starter home, due to being located in Whiterun and right next door to Warmaiden's. If you choose to house your family here, you can make up for the lack of a full set of crafting stations in the house by getting the Dev Aveza, or any other house to contain your crafting stations.
Large, which is nice. But not available to you unless you want to be a Stormcloak and become Ulfric's thane, or unless you want to run the civil war on the side of the Imperials and become Brunwulf's thane. Either way, you also still have to run Blood on the Ice.
Decent if you like Riften, and in particular if you want to maintain an "upright citizen" veneer for Riften-based RP, whether or not you're actually in the Thieves Guild. Two issues that may be dealbreakers for Honeyside:
- No in-house forge or smelter, and Balimund's forge also has no smelter
- The fishing spot at the base of Honeyside's back stairs is buggy because of the carriage and ferry operators mod in Tuxborn. So if you plan to do fishing, that particular spot is not recommended
Lovely, but also pricy. Useful to consider if you want Solitude to be your home base, since it gives you a place to actually house your family, and Legacy of the Dragonborn does not have a built-in way to house your family in the Safehouse.
Also large, with good storage space, especially for books. Worth considering if you like the overall Dwemer look. Crafting stations are limited to an enchanter table and an alchemy table, but Markarth has two forges, so it's still very easy to do any smithing there.
Severin Manor is basically your option if you want to headquarter on Solstheim. The house is well-equipped with a forge, a smelter, an alchemy table, and an enchanting table. Storage space is decent for armor, weapons, and books. You do have to run three quests in order to get access to the house, though: The Final Descent, March of the Dead, and Served Cold. We recommend you knock those quests out as early as possible on Solstheim, just to take ownership of the house.
The three Hearthfire homes, Lakeview Manor, Heljarchen Hall, and Windstad Manor, are still decent homes to consider as potential home bases. All of these will have the appropriate set of vanilla crafting stations once you build them out to your satisfaction (except for a staff enchanter). Once you hire a steward, that also gives you a handy source of building materials, for the quests to build the guildhall and the outposts in Legacy of the Dragonborn. And you can safely move families to them.
These homes become less critical in a LOTD-based load order. But if you want to avoid playing LOTD in Tuxborn, these are still worth consideration.
For all three of the Hearthfire homes, you will need to run the appropriate quest to get the favor of the Jarl and get permission to buy the property to build on:
- Kill the Bandit Leader in Falkreath
- Kill the Giant in Dawnstar
- Laid to Rest in Morthal
You do not need to be thane yet in those places to buy the land and build the houses. But if you choose to buy the land while you're working on getting the thaneship, then the houses can be good places for you to sleep while you're doing that.
Several of the Anniversary Edition homes are known to be buggy. Bugs include objects that fall over or fall off of shelves when you enter the space, weapons racks that stop working, and also, issues with you being able to move a family into them, to the tune of those characters being at risk of vanishing from the game. So doublecheck UESP pages for any of the AE homes before you consider moving a family to them. (We've provided links to the relevant UESP pages above.)
While a bunch of the AE homes have display spaces for a lot of Skyrim's artifacts (vanilla/AE ones, anyway), none of them have display spaces for ALL of them. And in a load order that contains Legacy of the Dragonborn, usefulness of those displays is much reduced. However, if you want to skip running Legacy of the Dragonborn and use AE houses to store your loot instead, doublecheck which AE houses can display which artifacts and choose accordingly.
Goldenhills gets its own section because Tuxborn's load order alters it significantly, courtesy of the CC Farming mod.
Even if you don't use this farm as a home base, it's very useful to acquire just as an income generator. Once you build it out, it includes all crafting stations, a stone quarry, and a clay deposit. So it could be an excellent secondary home base, and it's a good place to go if you need materials to build out the Legacy of the Dragonborn guildhall and outposts. It's even a short run or ride away from the location of one of the outposts!
In terms of CC Farming's changes, an important first note here is that the husband and wife will still be alive when you first visit the location! In order to trigger the plot, you have to be at least level 15, and ask an innkeeper in either Rorikstead or Whiterun if they have any problems that need handling. Given you can buy crops from Urval, and his wife Jonquil can sell you alchemy stuff and train you in Alchemy up to level 50, you may want to choose wisely as to when to kick off that plot.
In addition to changing the starting requirements, CC Farming also rearranges the tail end of the plot, the parts involving finding what's left of the kid. You still need to go to the well as per the vanilla version of the plot, but you will not find his remains or his toy sword there. Instead you'll find an additional journal that will point you to Rannveig's Fast. The good part of this is, it gives you an actual in character excuse to go there.
When the plot concludes, you then must buy the farm from Proventus in Dragonsreach.
CC Farming rearranges the buildout of Goldenhills as well, adding upgrades you can make to the available planting space, as well as bumping up the number of farmhands you can hire. Of note is that if you hire beggars to work for you here, you can also give them extra gold to buy themselves actual clothes to wear, instead of rags. And you can hire guards to watch over the place.
Easy to get. And if you're doing stuff in the eastern parts of the Reach, it's good to have as a secondary home base, even if it's not your primary. It's subject to the general bugs all AE homes are at risk of, as noted above.
The quest to acquire Hendraheim, while easy to run, is bumped up to a higher level because of the Rebalancing Anniversary Edition mod. Default level to get Hendraheim is level 10, but the RAE requirement is 25. So if you feel 25 is too a high a level and you want Hendraheim earlier than that, adjust the MCM for RAE to what you want.
You have to fight the warrior Eydvina Shield-Hearth to take control of the house. She can be a little challenging at early levels, as she has a sword that does fire damage. But if you're well-geared, have a good supporting squad of followers, or both, you should be able to take her out quickly.
Hendraheim has very good storage space, with lots of weapons racks and armor mannequins. Its cellar also includes a decent assortment of displays for named artifacts. And its proximity to several important locations (Lost Valley Redoubt, Runoff Caverns, Bilegulch Mine, Fort Sungard, and Rorikstead) makes it useful to consider as a secondary home base at the very least, if not your primary.
Nice and large, lots of storage space, but vibe is definitely "vampire" and that may or may not work for you. Also, it's in the frozen heart of Winterhold, so not an ideal location. Unless you're a vampire, and/or a very misanthropic Dragonborn.
You will have to fight assorted vampires and gargoyles to claim this house. Of those vampires, the waiter in particular is level 65. So you should either be very well geared up before you come in to fight him, bring a good follower squad with you, or both.
If you're a vampire, the fight will play out slightly differently, and you'll also have to kill a Dawnguard agent. So expect that as well.
Storage space for armor and weapons is excellent, as there are a bunch of weapons racks and mannequins. There are displays for Dawnguard items. And this is one of the few AE homes that actually has a storage spot for the halves of the Amethyst Dragon Claw from the Dragonborn DLC.
The vibe on this one is "YAAR PIRATES". But it's also another remote location and not exactly the best place to bring up adopted kids, unless you do in fact want to train them as pirates.
General storage space is good, but there aren't any display places for AE artifacts.
Maybe not the best choice for most playthroughs, but would well suit a necromancer build, especially if you're not intending to put a family there.
Two notable features in the house are an altar that will convert Greater or Grand Soul Gems to Black Soul Gems, and the skeleton forge which creates permanent skeleton followers.
Good as a secondary home base if you're doing stuff in the vicinity of Morthal. Excellent vibe for mages.
Tuxborn has a small additional requirement to unlock access to Myrwatch, from the Rebalancing Anniversary Edition mod. By default, that mod requires you to have 350 Magicka before you can use the Flames spell to unlock access to the house. If that number is too high for your tastes, you can adjust it in the mod's MCM.
Storage space is decent for armor, weapons, and books.
The quest to build this place out is great, and also A++ if you're into Dwemer stuff. However, it's way over on the eastern edge of the map and the thing closest to it is Kagrenzel. So maybe not the best parenting choice in the world to move your kids next door to a Falmer hive!
Great vibe if you're playing a thief, the hidden loot chamber is fantastic. Also includes thief-based displays for Guild and Nightingale stuff. You may or may not want to have your kids and spouse living in the Ratway with you; consider putting them in Honeyside instead, if you want to headquarter in Riften.
Very pretty and cozy, but also very optional if you already have Breezehome in Whiterun. Storage for weapons and armor is not as extensive as other AE homes.
Legacy of the Dragonborn has several options available as player homes: two actual homes, one airship, three outposts, and one very fancy tent that can serve as a miniature player home when you're traveling.
Full information on these homes is on the Frequently Asked Questions: Legacy of the Dragonborn page.
There are two player homes available via the Project AHO mod. Which one you get, one or the other or both, will depend on what plot choices you make when playing through that storyline.
This is the primary player home for the mod, and is the most significant reward you get for playing it. Like the Dev Aveza, it is a mobile player home. Unlike the Dev Aveza, however, it has a limited number of places it can actually land, and none of those are within easy range of any city. The places it can land are:
- Alftand
- Avanchnzel
- Deep Folk Crossing
- Nchardak
- Reachwind Eyrie
- The Tower of Mzark
Note that since the AHO can land at Nchardak on Solstheim, if you run Project AHO before you run Dragonborn, you can then later use the AHO to travel to and from Solstheim as you wish. Which gives you a potential easy way to store stuff on Solstheim prior to getting Severin Manor.
While the AHO's landing spots are limited, it does have a large number of features worth considering. It has all expected crafting stations, as well as several custom ones. And since it's a Dwemer construction, several of its stations are in fact Dwemer machines. Two of its most notable ones are:
- A machine that functions similarly to the Face Sculptor in Riften and allows you to change your appearance
- A machine that creates bottled juices out of raw foods, which can give you significant buffs when consumed
While the standard way of getting this ship is to play through the entire Project AHO plot, our load order includes the Unofficial Project AHO - Bugfix and Improvement Patch. And one of the things this mod does is to allow for a way to get the AHO without actually running the plot at all.
Spoiler on how to get the AHO without running the plot...
As per the bugfix patch's page on Nexus, you should be able to find the AHO's control cube behind Faendal's house in Riverwood.Hla Fang is a house in Sadrith Kegran, the primary setting where Project AHO takes place. You will not get access to this house unless you a) play through the entire plot, and b) pay 20,000 gold to the leader of Sadrith Kegran.
Project AHO does not really give you any serious reason to return to Sadrith Kegran once its plot is done. So whether it's worth it to pay the 20,000 gold to get the house is very much a matter of your opinion of the ending of the plot, how kindly disposed you are to the leaders of the settlement, and whether you're enough of a completist player to want every single house in the game!
The Arcane Grotto (not to be confused with the Abandoned Grotto) is down in the Midden, underneath the College of Winterhold. It's added in by The Midden - Expanded. So if you're playing a mage build, this may be a good choice for you. There's some plot mileage you need to play through before you can take control of the place, but your only blocker to that is taking out the mod's primary boss.
Clockwork Castle is one of the contenders for an alternate home base, if you don't want to headquarter yourself in the Safehouse in LOTD. You do have to play through the whole Clockwork plot before you can take control of it, though, and that mod is not to everyone's tastes.
It's large and very well appointed, with a unique look to it, and some very nice custom storage systems. It's also upgradeable, with a few small quests you can run to clean up various problems with it.
The remote location is problematic RP-wise, but it also includes a fancy Dwemer machine that'll let you port into all Skyrim cities. And you also get a Recall spell to port back into it.
Fort Valus is available via a simple side quest on Wyrmstooth, but it is also hugely expensive. 30,000 gold to initially buy it, then you need to pay more to get all its upgrades. That said, its upgrade are very thorough. It's a large space and you'll get a couple of onsite merchants, a blacksmith and a gardener/alchemist, as well as several guards. If you have the money to spare for this, it's another possible contender for an alternative to the Safehouse.
It's also a possible good place to headquarter followers, if you have a large number of them, and they have AI that allows you to assign them to custom homes.
Freywyn Hall is the player home available to you on Midwood, from the Midwood Isle mod. It's similar to the Hearthfire houses in that you have to buy the land it sits on, and then do work to build it out. Like the Hearthfire houses, it has a carpenter's bench on site that you use to build out the various wings of it. It's comparable in price to the Hearthfire houses as well.
However, the layout of the house is unique to it, which is neat. It has a decent amount of storage chests and almost all crafting stations, but it does not include a smelter. It's only a short walk away to the nearest town, Florin, which does have a decent complement of merchants, including a blacksmith with a smelter. So the lack of one in the house may or may not be a dealbreaker for you.
If a home not actually physically in Skyrim does not appeal to you, its being located on Midwood may be a dealbreaker. On the upside, though, beachfront property! 🏖️
This is apparently the player home available in Beyond Reach. I have yet to actually play that.
So all I know about it is that it costs 40,000 gold to get, making it the most expensive known home in Tuxborn's load order, at least if you don't count the extra money to furnish out Fort Valus on Wyrmstooth.
Player feedback on this home is that it has a very high-class feel to it, and its middle area can be configured as either a luxury living room, or a combat room.
However, BIG CAVEAT AND SPOILER WARNING:
This Reddit post says that this home is DESTROYED depending on the choices you make in the Beyond Reach plot. Player LilBeee on the Tuxborn Discord confirms this.
So this is definitely NOT a good candidate for a primary home base for your Dragonborn, at least not once you finish Beyond Reach. While you're running that mod, though, it should serve very well as a home base if you have the gold to burn through to get it.
This is the player home in Falskaar. I haven't personally played Falskaar yet, so all I know about this house is what's called out on the page for it on the TES Mods wiki.
We have had issues with the Falskaar worldspace being buggy, with issues with missing assets. The team will be doublechecking that as part of our final release of the 1.0 build. Players still running the 0.5.2 build or earlier test builds, be aware that you may or may not run into trouble trying to acquire this house.
More on this house on the Frequently Asked Questions: Carved Brink page.
Details TBD, as I have yet to play that portion of Tuxborn.
More details TBD, but, briefly: this player home is very remote, in Winterhold. And will probably not be appropriate as a home base unless you are explicitly playing a vampire, and/or a follower of Molag Bal.
This is the player home available in the 10th anniversary edition of The Gray Cowl of Nocturnal, which Tuxborn includes in its load order. It has a selection of upgrades you can purchase for it at the emporium in Ben Arai, including an armory, smithing stations, and an enchanting station. The basement includes several mannequins and weapons racks. Design-wise, it has a mostly outdoor focus, though this can be problematic when sandstorms come in!
Its location in the worldspace for Gray Cowl argues against it being your primary home base, but it can certainly serve as a temporary base while you're engaged with the Gray Cowl plotline.
Additionally, there is a shack in Ben Arai known to be usable as a home prior to getting Shanta Filibb, if you need to.
This is the player home you acquire as part of completing Warden of the Coast. It's not upgradeable, but it is full and large. And, a notable feature of it is that any and all followers you acquire during the mod's story will sandbox there.
While playing Moonpath to Elsweyr you get access to a home base, the Tenmar Forest Hideout. This is an open-air jungle hideout, and includes all crafting stations.
However, VERY IMPORTANT CAVEAT: it is not possible to return to the Moonpath worldspace once you're done with running Moonpath to Elsweyr.
Because of this, the Hideout is not really a good candidate for a player home base. And since you can't go back to the space once you're done with the mod's plot, be aware that there are two items at the hideout that are displayable in the Legacy of the Dragonborn museum: Kordir's Skooma and Firebrand Wine. You should make sure to grab these items while you're there.
White Pine Lodge is the player home available in the worldspace for Beyond Skyrim - Bruma. You have to play all of the main Bruma plot before you get permission to buy the house. But once you get that permission, acquisition and furnishing is similar to Breezehome in Whiterun, in that you pay gold to the city steward for it.
The home's quite nice, but like a few other homes on this list, lacks a smelter. But there's a working forge in the city that does have a smelter, so YMMV on whether this is a dealbreaker for you for choosing a home base.
Being located in Bruma will possibly be the larger dealbreaker, as that is of course outside the main Skyrim worldspace, so it is not exactly conveniently located to anything else.
Many thanks to the following users on the #txbn-general Discord channel:
- kennyloggins for initiating the original thread on #txbn-general where I originally posted most of this information
- LilBeee for additional information about Greenmore Manor, for pointing out the player home available in The Gray Cowl of Nocturnal - 10th anniversary, and for reporting in on Shadowdrift Estate
- locoron for the tip about Rains' Shelter existing in the world prior to beginning LOTD
- Kok0 for the additional details about Gallows Hall
Also, credit to the UESP, Legacy of the Dragonborn wiki, and the TES Mods wiki for their content linked to here.