This mod is a complete revamp of the Old Hroldan Inn and also adds a brand new Old Hroldan Town.
The Inn:
* The inn has a lot of history and has been around for a very long time, so I needed it to reflect that. I exchanged the exterior for a much larger one and revamped the interior completely. I think it has a far more 'ancient' atmosphere now with it's dark wood walls and heavy beams.
* I re-textured the inn meshes on SMIM meshes. (with permission from the author of that incredible mod of course).
* I added a full kitchen to make the inn, an actual 'inn' and secrets that relate to it's dark past.
* Tiber Septim's room is now more fitting with it's upper class bed and large furniture. It also now has a balcony off it, that has a stunning view over the town and towards the mountains.
The Town:
* The town is a 14 building town, at least for it's initial release. In the second version I hope to possibly double that.
* Old Hroldan has a history and it is very important to me to have my town fit in and even expand that history. So....when Eydis (owner of the Inn) says Old Hroldan is haunted by it's past....so is the town. In addition to this, the town is home to some characters with interesting backgrounds, that I hope blend in with TES lore. As the town is not Nord-centric, it has become a haven for quite a few other races who are not welcome in most places in Skyrim.
* A Town Hall. The Mayor and his assistant work here. They have five dialog scenes that you can listen in on. Every time you enter the Town Hall you will be treated to a new scene that gives you an idea of what is going on in the town. There is a sixth dialog scene that you can unlock.
* A very unique library. It has every non skill/non quest book in the game. You can read the books, but you cannot take them away. The librarian, Jobashia will explain what you can and can't do.
* A general store, an alchemy store and a clothing/armor store. All the stores are very uniquely laid out and decorated i a style that I feel is
far more fitting to what each of them are.
* Two street merchants. One sells veggies and the other sells weapons.
* The larger player home. This is a middle class house with some very special features which I will not spoil for you. I will say that this home has light switches upstairs, a full forge, alchemy room, a full kitchen with named storage like my Hearthfire Kitchens (and then some), bathing facilities, a small garden, 10 plots to grow plants, a room for companions, a rubbish bin that is labeled 'Rubbish Bin [Respawns]' for your unwanted stuff and my own custom created labeled storage. See my obsession with organization in it's full glory here! lol
* The second buyable player home is a very small apartment, perfect for the starter character. Not much much more to say here except that you might want to examine the windows in this place and consider the potential for the darker character who wishes to avoid the law. Oh yeah and you are not the only one living in that apartment building so keep the noise down.
* The town has enterable windows. This means that you can do your thieving the proper way. No more walking through doors. I mean, what is with that!? Not every window is enterable, but almost every building hasone window that you can jimmy open with a lockpick.
* NPCs turn their house lights off at night when they go to bed. Which means that you will have to do your thieving in the dark, with only the dim light coming in through the windows to see by. Good luck with that! Muhaha! PS. Don't be surprised if you are not the only one wandering about in the dark.
* All stores and NPC houses have goods worth stealing. You won't get super rich pillaging this town, but you can make a fair bundle.
* All stores have safes or cash boxes. This makes sense yes? Where else would they keep the cash they need on hand, or store their profits. Now it isn't quite that simple though, obviously these are locked. They all have keys though. Some NPCs keep these on them, some leave them around the house, some hide them.
* All NPC homes have been uniquely laid out and decorated to reflect the character and style or the NPC/NPCs they house.
* If you choose to buy the larger player home, keep the house key in your inventory. *wink*
* Listen to what NPCs are telling you. There are some uh... 'events' that the NPCs will reveal.
* If you are arrested by the guards you will be sent to Cidhna Mine in Markarth, after all Old Hroldan is in the Reach.
* The guards have custom armor. This is because if Markarth changes hands during the vanilla Main Quest it would be unrealistic to have the Old Hroldan guards still Imperial or Stormcloak when Markarth is the opposite. That would just be plain weird. O.O
* If break and enter is not your thing, but you still want out check out the unique NPC homes then you need to wait until the NPC is at home. When they are home they unlock the door and you can enter the house without being accused of trespassing, just like in vanilla Skyrim. Evening is the best time when most NPCs are home from work.
* At this point the child Skuli does say that he is an orphan. This is an issue that I had and fixed in my Winterhold Unique Tavern, unfortunately I have forgotten how I fixed it and am waiting on some help in Tes5Edit. Basically it is caused by my moving the in game Skuli to a new position within the inn and that breaks links to his parent/guardian. It is not game breaking and will be fixed.
http://www.nexusmods.com/skyrim/mods/60124/?