Skyrim talk:Greenhouse

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"Invisible" beehive in Hearthfire greenhouseEdit

Last night I noticed something I hadn't noticed before in my greenhouse. Hanging up in the rafters there is a beehive. It is visible from across the room, but when I approached it, it disappeared. I was able to jump up on a pot and even though I couldn't see it, I was able to harvest from it the standard beehive fare. There is also a bee nearby that displays similar behaviour, but I was not able to find/grab it from any position below. There is also a nest resting on a roof girder close by. It remains visible but I was not able to harvest from it from any position. #1, do other people see these and do they exhibit the same odd behaviour? and #2, anyone know if these objects respawn/refill? (note: I haven't had any items respawn in my house except the growing plants in the greenhouse). ~FiveCentFather (Ken N.) (talk) 22:32, 12 September 2012 (GMT)

Yes, the beehive may disappear as you move. I had a wicked idea, so I saved my game (good choice, as I knew I could regret it), took out my bow and shoot an arrow. The Beehive was knocked down! I could harvest bees, a honeycomb and some beehive husk. I didn't try anything with the bird nest though.I haven't been able to reach either the beehive or nest, I can't tell if it respawns. And I haven't seen if the Hanging Moss or the mushroom that appear in the Greenhouse after furnishing(Imp stool, and other I can't remember) respawn either. -- 09:55, 20 September 2012 (GMT)~Cepsita (talk)
I've noticed the same weird display issues with the beehive and added a bugnote to the page. Also, I have had the Imp Stool and Namira's Rot respawn, don't know about Hanging Moss yet. — ABCface 05:24, 28 September 2012 (GMT)
The nest is a Pine Thrush nest. You need to keep the work bench on the Greenhouse and step on it to reach it. At least it is a Pine Thrush both in Falkreath and Hjaalmarch houses, I haven't tried that at the Pale. ~~Cepsita — Unsigned comment by (talk) at 04:05 on 8 October 2012‎
I've read (but haven't personally confirmed) that the regular house stuff will respawn in ~10 days if you haven't visited. The containers should not, but I distinctly recall seeing a post that the apiary at Lakeview Manor had respawned after the character had been away for a long time. I'd imagine the interior beehives/nest will do the same, but perhaps not. Some of the other furnishings like the churn in the kitchen have strange schedules. Anyone tried using the CK on the Hearthfire plugin file? Quillan (talk) 23:15, 9 October 2012 (GMT)
I also had one of the only really weird graphics glitches in game occur in the greenhouse (follower Lydia was halfway in the floor - like she was on true ground level) and now it crashes everytime I go anywhere near that room. No stewards or children. — Unsigned comment by (talk) at 18:09 on 12 October 2012‎
Woe to anyone who tries to pinch my hooch!

() I've found something else strange in the rafters of my Greenhouse in Lakeside Manor. I don't know if this is unique, repeatable, or whatever, so I thought I'd just mention it here before adding it to the bugs list, to see if others have something similar in other houses. The second rafter from the southern end of the Greenhouse, the same rafter on which there is a birds nest, but the other side of the upright, has an invisible Weapons Rack that is fully functional, allowing me to store a weapon above the planter box. The weapon appears to hang in mid-air above the planter box. Can anyone else verify this in their own Greenhouse? Darictalk 10:29, 6 March 2013 (GMT)

It gets better! I found that by jumping up onto the planter box, I can add a lot more weapons to this invisible Weapons Rack. Now I have about seven different weapons suspended in mid-air above my cultivated plants. Unlike a regular Weapons Rack, these weapons all face different directions and angles, so the air is fair bristling with sharp pointy bits. Woe betide anyone who enters my Greenhouse unlawfully! Darictalk 10:33, 14 March 2013 (GMT)

Jarrin RootEdit

I tested nearly all the foods and ingredients in the game for whether or not they could be planted, and posted the list of eligible items on the page. The only exception to this was the Jarrin Root from a Dark Brotherhood quest, because I didn't have an appropriate save to do so. I'm guessing you can't plant it, but I figured I'd post something mentioning it here so someone who has a game with it available can test it (or to remind me to check later, if no one else does). Other than that, the list on the page is complete and verified in-game. — ABCface 09:55, 24 September 2012 (GMT)

If you're on a PC instead of a console, then you can just use console commands to give yourself a Jarrin Root in order to test it. I'd do it myself, but as I type this I'm in the process of installing Dishonored on the desktop and expect I'll be playing nothing else for a few days. Quillan (talk) 23:11, 9 October 2012 (GMT)
Mark that down as confirmed. I remembered to try it after I got finished gaming for the evening, and you cannot plant Jarrin Root in the greenhouse planters. Quillan (talk) 03:54, 10 October 2012 (GMT)
Thanks for checking. I play on XBox, so it would have been a while before I could get around to a playthrough where I could check it myself. :) — ABCface 04:15, 10 October 2012 (GMT)

Victory Gardening or Making Money in the GardenEdit

I searched around a bit looking for some hints on the "best" plants to put in your garden. I didn't find anything through Google due to the number of new articles repeating the same bullet points about Hearthfire. I eventually found this page and went to one of the online alchemy tools with the awesome list of plant-able ingredients. I came up with the addition I made to the page today. This is the "best" 3 things to plant in the outdoor garden (which I assume most players will have) in terms of making money. Theoretically, (because I plan to try this all out with my new char) you could plant 3-4 or each of the 3 ingredients and make ~10 Fortify Carry Weight potions from each harvest. Depending on yield, speech, etc. this could easily earn 1000+ septims per harvest. I'm planning to bring the greenhouse into the equation, and the beehive/fishery. Seems natural.

So, I'm new. Is this valid? What do you think? Should I endeavor to come at this from more angles such as Best-for-Healing, Best-for-Mages, Best-for-Heavies, etc.?

Sutrannu (talk) 16:46, 16 October 2012 (GMT)

One of the nice things about having the garden is that you can nearly run out of a plant, and in a couple of game days time end up with many more, simply because you're able to reproduce them that quickly. In the outdoor garden, keeping 5 wheat and 5 blue mountain flower growing, harvesting, and then replanting allows you to keep a nice stock of health potions available. Making money by gardening a valid entry into the equation of getting wealthy, and can be a great addition to your role-play. (That way you only buy those ingredients from alchemy shops that you can't grow yourself!) Welcome to the world of sustainable potions, without dependency upon anyone else - which is really nice if you're trying for the Master Criminal achievement. (I'm just saying...) Agmen (talk) 03:01, 17 January 2013 (GMT)
Potion of Paralysis fetch pretty pennies [more you skill up, the more money you make] Canis Root, Imp Stool and Swamp Fungal Pod. If you don't have a garden yet, go to Blackmarsh and pick up deathbells, mix them with salt [often in barrels outside peoples homes] and this creates a potion of Slow, they also fetch good money :-D
whoever wrote this you didnt list the 3 plants — Unsigned comment by (talk) at 16:43 on January 20, 2013‎
That would be because the OP wasn't really asking for the three best plants. They already stated they'd experimented and come up with the Fortify Carry Weight potion, the three ingredients of which are listed on the Greenhouse page as Creep Cluster, Mora Tapinella and Scaly Pholiota. --Lady Azura (talk) 20:27, 17 February 2013 (GMT)

Greenthumb Perk and Hearthfire Garden/GreenhouseEdit

ABCFace suggested I post this information here instead of on Hearthfire talk where it is originally.

It should be noted that depending on what you plant you will get anywhere from 3-5 samples. However Greenthumb perk found in the Alchemy line seems to wonk stuff up. For example, a Creep Cluster plant might give me 3 samples off the bat, but it shows up like this Creep Cluster (3)(2) Added but only three show up. This greenthumb perk doesn't seem to be beneficial to Hearthfire's gardens whether greenhouse or standard exterior one. It also seems to affect portions, negatively, on Dragonborn's Secret Nirnroot Island.-- 05:42, 12 December 2012 (GMT)

As far as I can tell, the Green Thumb perk does not affect items harvested from Hearthfire gardens at all, except to add the (2) at the end. I think it may sometimes - in the event of a single ingredient/food item being harvested, it might give you 2 instead. However I've never seen that, usually you get multiple ingredient/food items harvested from garden plantings anyway, and Green Thumb is largely rendered pointless by them as you can plant any rare ingredients you would normally need Green Thumb for in the garden; the only non-plantable rare ingredients are things like Daedra Heart which Green Thumb doesn't work on. --Morrolan (talk) 20:54, 24 January 2013 (GMT)

Greenhouse display case glitchEdit

Discussion moved from Skyrim talk:Hearthfire#Greenhouse display case glitch

So I built the greenhouse, and had my steward decorate it. When it's fully furnished, there's two display cases, one on the north wall and one on the south wall. Whenever I go to close the south case, it imediately crashes the game. Anyone else have this problem? — Unsigned comment by (talk) at 15:05 on 24 January 2013

Yes I got the same Issue. The game just crashes to the desktop. No error windows or anything. 11:36, 28 January 2013 (GMT)

Hearthfire DLC farming quantitiesEdit

Discussion moved from Category talk:Skyrim-Ingredients#Hearthfire DLC farming quantities.

In the Hearthfire DLC, it is possible to grow some ingredients in the garden. Different plants and fungi give you different quantities when you harvest them and I was hoping that somewhere in each article there would be a place to list how many you get for each plot of fertilized soil. Creep Clusters give you 5, Red Mountain Flowers give you 3, etc. It would be helpful for people who are trying to farm ingredients and want to have the same amount of ingredients to make the same amount of potions and not have any ingredients left over. I don't think this information is listed anywhere I've looked at some ingredient articles some of the Hearthfire articles and I couldn't find anything. Once, I get my alchemy to 100, I might add the data myself, but I'm sure that someone with a fancy, schmancy computer can just look at the Construction Kit, or whatever. Valus (talk) 08:49, 4 February 2013 (GMT)

I'm not sure if certain plants always yield the same number of ingredients or not, but if so, we could easily add the number in parentheses after each listing in this section of the page, along with an explanation of it in the description. This can easily be edited to display how the Green Thumb perk affects the number yielded as well. — ABCface 15:47, 4 February 2013 (GMT)
Oh, I've grown hundreds maybe thousands of ingredients with the garden and greenhouse and I think I can safely say without a doubt that, at least in the case of Red Mountain Flowers and Creep Clusters, you always get a certain amount of each ingredient. I don't think the Green Thumb perk affects Hearthfire ingredients, though. They probably didn't have that in mind when making the DLC, because whenever I picked them with the perk on, it just had a (2) after the usual (3) or (5) but I still got the same amount as before. So, apparently the perk was only intended for plants you find out in the wild.Valus (talk) 21:17, 5 February 2013 (GMT)
I've found the exact quantities in the CK, and added them to the list. Now it's possible that the "most profitable" ingredients may change. While Creep Cluster and Scaly Pholiota are harvested 5 at a time, which is the highest it gets, Mora Tapinella produces only 3 samples. It's possible that a less valuable ingredient that comes in 4 or 5 units per plot might be overall more profitable, but somebody will have to do the math on that. — TheRealLurlock (talk) 20:58, 20 February 2013 (GMT)

Stuff appearing when Greenhouse completeEdit

I recently added the greenhouse to Heljarchen Hall and planted some things in the large planters - none in the smaller ones. I came back after about 24 ingame hours and they had grown - but so had the hanging moss on the rafters and the beehive and bird's nest appeared, although the wiki page states that planting something in every planter is necessary for this to happen. Did anyone else have this happen? --Darxicus (talk) 16:38, 18 August 2013 (GMT)

Yes, I have some hanging moss but I haven't noticed the bird's nest though. I've built everything save the mounted animals and only planted 5 plants.

poison farmingEdit

I did some number-crunching and came up with an arrangement that nets you with absurd amounts of useful poisons, and a handful of health potions. This arrangement requires all planters to be built. On the formulas, the first part is how many you receive per 'collection' while the second number is the number of plants to harvest. The third number is obvious. Numbers in parenthesis at the end of each line is "waste" product - leftovers that can't be used for these potions. You can stockpile them, sell them, or use them with other potions/poisons.

IS: Imp Stool
MT: Mora Tapinella
CR: Canis Root
DB: Deathbell
BW: Blisterwort

Interior Greenhouse:
IS: 4ea * 6 = 24 (+3)
MT: 3ea * 6 = 18 (+1)
CR: 4ea * 2 = 08 (--)
DB: 3ea * 3 = 09 (--)
BW: 4ea * 1 = 04 (--)
        4x IS+BW    (health potion)
        8x IS+MT+CR (damage + paralysis)
        9x IS+MT+DB (damage + lingering damage)

Exterior Garden:
IS: 4ea * 3 = 12 (--)
MT: 3ea * 4 = 12 (--)
CR: 4ea * 2 = 08 (+2)
DB: 3ea * 2 = 06 (--)
        6x IS+MT+CR (damage + paralysis)
        6x IS+MT+DB (damage + lingering damage)

IS: 4ea * 09 = 36 (+2)
MT: 3ea * 10 = 30 (--)
CR: 4ea * 04 = 16 (+1)
DB: 3ea * 05 = 15 (--)
BW: 4ea * 01 = 04 (--)
        4x  IS+BW    (health potion)
        15x IS+MT+CR (damage + paralysis)
        15x IS+MT+DB (damage + lingering damage) 18:14, 23 October 2013 (GMT)

Can't build greenhouse at lakeview manor?Edit

The guide says I can build the greenhouse on the west side, but this isn't appearing as an option for me, there's only a small garden.. I'm on PS3 if that helps.

Creep ClusterEdit

It has been reported elsewhere, and after weeks of waiting for Creep Cluster to grow I found an answer. Apparently the harvest box is too low, below the planter level, so you can't reach it most times (and certainly not in the outdoor garden).

I was going to add an alternative potion for the most profitable gardening, but it turns out seemed to be that because Dragons Tongue, Fly Amantia, and Scaly Pholiota gave 4 potions, it was overall more profitable on a one-plot only basis. At level 15 (used for all numbers below), it gives a profit of 161 gold more. Dragons Tongue Fly Amantia and Mora Tapinella give the same potion as above, but only gives 3 of them. There are no combinations that provide 5 potions that are overall more valuable, and in fact the only combination is creep cluster and scaly pholiota which is about half the value of the others singly and 428 less gold overall. And finally, the most valuable 2 ingredient potion is imp stool and swamp fungal pod which only gives 3 potions and therefore is less profitable than the creep cluster/scaly pholiota by 309 gold.

  • When using all 29 plots (18 in the greenhouse and 11 in the garden), for the dragons tongue, fly amantia, and scaly pholiota combination, DT and FA should occupy 10 plots, with SP occupying 8. This gives a total of 40 potions with no leftover ingredients and one empty plot. If just using the garden, DT and FA should occupy 4 plots and SP in 3, giving 15 potions and 1 leftover DT and FA (which can be made into a lesser potion). This results in 13280 gold for 28 plots, or 4980 (5121 with the extra potion) with just the garden.
  • For creep cluster, mora topinella, and scaly pholiota, it's 8 plots each for CC and SP and 13 for MT; this gives 39 potions and one leftover CC and SP (which can be combined). In the garden alone it should be 3 plots each for CC and SP, with MT in 5; this gives 15 potions. This results in 15351 gold for 29 plots, or 5835 with just the garden.
  • For creep cluster and scaly pholiota, equal plots as they both give 5 (and one empty plot). For 28 plots this gives 70 potions and 12600 gold, and the garden alone gives 4500 gold.
  • Blue mountain flower, nightshade, and glowing mushroom, the best total is 11 plots for BMF and NS, and 7 for GM (leaving 2 extra GM). In the garden it's 4 each for BMF and NS, and 3 for GM (leaving 3 extra GM). With 33/12 potions this lags behind the others at 11616/4224 gold.

So, despite my initial thoughts, CC+MT+SP is in fact the most profitable, as the multiple plots make up the difference to the point of only being one potion behind. The 57 gold difference between 1 potion is multiplied 39 times to make a 2200 gold difference in the end. Even with just the garden its almost a 1000 gold difference. Special mention must go to CC+SP, I didn't think it would be able to close the difference despite the many more potions it can create as a 2-ingredient option, but it took 3rd place here. I am positive that no other potion can take top spot, but I'm fairly certain that in my attempts to show how to maximise profits I covered all the possible alternatives. Silence is GoldenBreak the Silence 03:32, 31 December 2016 (UTC)

I haven't tried in the greenhouse yet, but I am able to harvest Creep Cluster just fine out of the garden. You have to aim in mid-air above the plot. This is playing Special Edition on Xbox One. 09:38, 1 January 2017 (UTC)
It took a while til it grew after replanting, but I checked and did find a harvest option there. "Just fine" is not exactly how I'd describe it though, as it is a couple of feet above the ground and I had to stand 1.5 to 2 yards away from the plot. Getting closer to the plot (close enough to harvest normally) meant I could no longer find the box. And here's a real kicker, you only get it once. If you don't harvest it the first time you return and it's ready, the harvest box will no longer appear. Even reloading a save and re-fast-traveling stops the box appearing (I harvested it from far away and reloaded an auto-save as wanted to check if the box could be located in 3rd person view but closer than the 1.5-2 yards). That explains what I put down to my imagination the first time, as I could have sworn I had harvested it earlier in my save game, but simply couldn't do it by the time I made my post above. Silence is GoldenBreak the Silence 01:08, 2 January 2017 (UTC)
You're right about the harvest box placement; I guess I've just gotten used to it. I've not run into the problem you've had, though. I harvest my CC from the garden every refresh along with the other ingredients (SP and MT -- thanks for the tip). Sometimes it still takes me a while to find the harvest prompt, though. I'm not using any mods. 02:29, 3 January 2017 (UTC)
Last modified on 3 January 2017, at 02:29