Homes Under the Warhammer
⚪ Last updated 2022⚠️ Install Order · 5 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
Preview

🔍 Analysis
- 👍 0.0% endorsement rate
- 🏆 #114 of 179 Immersion mods in this game by downloads
📋 About This Mod
This mod isn't complex, and was mainly made for my own game so I won't be accepting any requests related to it, I also do not plan to make a FOMOD, so please don't ask. Details of the changes are as follows:
Bloodchill Manor
- Quest initiates after completing Awakening, the quest plays out as normal.
Gallows Hall
- Quest initiates after completing Conjuration Ritual Spell, the quest plays out as normal.
Hendraheim
- Quest initiates after completing Glory of the Dead, the quest plays out as normal.
Myrwatch
- The house must be unsealed by acquiring an enchanted note from a specific fisherman (Requires Fishing)
Shadowfoot Sanctum
- Puchase requires being Guildmaster of the Thieves Guild.
Tundra Homestead
- Purchase requires completion of Dragon Rising
Not Included
Bloodchill Manor
- My version was broken, Creation Club Home Requirements fixes what I made in the same spirit, use that instead.
Gallows Hall
- My version was broken, Creation Club Home Requirements fixes what I made in the same spirit, use that instead.
Hendraheim
- My version was broken, Creation Club Home Requirements fixes what I made in the same spirit, use that instead.
Nchuanthumz
- I had no thoughts on how I would want to limit this, and its location and implementation means that it is easy to just ignore unless you want it.
Dead Man's Dread
- The quest for this one is fairly substantial, I didn't see the need to edit it to add other requirements.
Farming
- I was going to make something to do with buying after the first quest, but this mod by AndrealphusVIII is a much better version of that, so I would recommend you use that instead
Homes Under the Warhammer is a modular mod that adds requirements to acquiring Creation Club houses in Skyrim, making them feel earned rather than free. With 579 endorsements and 1.4M downloads, it's a popular choice for players seeking more immersive progression.
✨ Key Features
📊 Pros & Cons
✅ Pros
- Community favorite with 579 endorsements and 1.4M downloads
- Adds meaningful progression to Creation Club homes
- Modular approach gives you control over which houses get requirements
⚠️ Cons
- Last updated in 2022, may have compatibility issues with newer Skyrim versions
- Requires Creation Club content, so it's useless if you don't own those houses
- No detailed documentation provided, so you'll need to figure out specifics in-game
For Skyrim players who own Creation Club houses and want a more immersive, earned feel to acquiring them. If you're a completionist who likes having goals before unlocking content, this is for you. Skip if you prefer instant access to your purchased content.
💡 Beginner Tips
- Make sure you have the Creation Club houses installed before adding this mod, or it won't have anything to affect.
- Since it's modular, check the mod's files to see which houses are included and adjust your load order accordingly.
- If you're using a mod manager, let it handle the installation to avoid overwriting issues.
📊 Mod Details
- Game
- Skyrim Mods
- Author
- Jelidity
- Version
- 1.0.0
- Downloads
- 1,416,077
- Endorsements
- 579
- Category
- Immersion
- Created
- 6/15/2022
- Updated
- 6/15/2022
🔧 How to Install Skyrim Mods
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