http://skyrim.nexusmods.com/mods/36786//?
As a beta, this mod is currently incomplete: most NPCs have not been added yet and those that are included do not have final AI packages. Some navmeshes are not yet finalised. The rooms are not optimized. The rest should, however, be broadly functional and in a generally fit-for-use condition. Your feedback is appreciated.
Project: Solstheim Castle: A Tribute
Author: princess_stomper
Version: 0.96
Release Date: 02/06/2013
Category: Houses
Website(s): Nexus
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Requirements:
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Skyrim + Update.esm
Dawnguard DLC
Dragonborn DLC
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Description:
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- Large, detailed, functional house with NPCs and services.
- Recreation of Korana's classic mod for Morrowind. Think of it like a band's cover version: not a facsimile, but evoking enough of the original for you to recognise what it is.
***YOU MUST DISABLE YOUR BORDERS: Add bBorderRegionsEnabled=0 in the [General] section in Skyrim.ini.***
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Details:
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THE CASTLE
A fortified manor house (as opposed to stronghold or warehouse) with many large, detailed rooms for each major "function" - bedrooms, alchemy lab, armory, etc. plus surrounding shops and services. There is no quest for ownership (it is assumed that you have retained or inherited the house from Morrowind's original owner), though a hidden dungeon provides a brief combat opportunity.
THE ROOMS
- Reception hall (inc banqueting table, balcony over stage area, small lounge)
- Reception room (with throne and space for entertaining)
- Kitchen
- Breakfast room*
- Servants' quarters
- (hidden vampire's quarters)*
- Armory, display room and training room
- Trophy room and menagerie
- Swimming pool
- Library
- (concealed shrine to Azura)
- Upper hall (with concealed private study), with small shrine area
- Master suite (with four-poster bed and antechamber)
- Lady's chambers (with four-poster bed, antechamber and walk-in wardrobe)
- Guest/companion chambers (sleeps two)
- Nursery (inhabited by your two young wards and their nanny + sleep-space for two more children)*
- Greenhouse
- Laboratory (with alchemy/enchanting tables, summoning room and planetarium)
- Exterior balcony/solar overlooking the docks*
- Courtyard*
- Barracks
- Blacksmith/trader
- Dungeon (with concealed necromancer's lair)
- Cellar (leading to treasury)
- Ripplewood Grove walled garden*
- Brondolf's Barrow (tomb)
- Stables
* The breafkast room, vamp's quarters, treasury and balcony are entirely new. The nursery replaces the Captain's Quarters and the Courtyard and Ripplewood Grove are exterior areas that have been relocated to walled interior-as-exterior cells.
THE PEOPLE
Freyvid - Your steward and J'smin coincidentally share names with their ancestors (perhaps not so surprising, given the tradition of naming children after family members). Freyvid is your loyal aide, tasked with the day-to-day running of the castle and supervision of its staff
J'smin - Your Khajiiti housekeeper, who supervises the cook and cleaning staff. Her role is to ensure that the castle is always stocked with food and wine, but should nothing nearby appeal, just give her a coin and she'll supply you with something from the village
Jorleif - A bard, for your entertainment
Danica - A bard, for your entertainment
Joren Wolfmane - descended from a long line of castle blacksmiths
Ysabel - wife to Joren, Ysabel sells a variety of trinkets and useful wares
Anja - daughter of Joren and Ysabel
Safia and Tomas - your wards. As is common in this part of the world, young charges may be sent to live in a noble household for a variety of reasons: as hostages to keep their parents in line, as refugees from the conflict in their homeland, or simply as a more suitable environment for their upbringing
Agnis - The castle's nanny and nursemaid, responsible for the supervision and education of the household's children
THE VILLAGE
In Korana's original mod, Varldshav Village surrounded the castle to the south. Unfortunately, Bethesda added Horker Island and the Dwemer ruin to the original location, which means that this castle had to be built slightly northeast of Korana's original location, and there was physically no room for the village. Therefore, the inhabitants, 200 years on, have moved onto a ship that houses the tavern (Davie's Locker) with a daily market up on deck.
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Installation:
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Manual Instructions
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1) Extract the contents of the ZIP folder into your Data folder, preserving filepaths intact
2) Ensure that Solstheim Castle is checked (ticked) in the Data Files list when you start to run Skyrim
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Un-Installation:
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Manual Instructions
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1) Delete the files/folders associated with the mod
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Incompatible:
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None that I'm aware of.
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Known Issues:
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See line 1
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Changelog:
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02/06/13 : version 0.96 beta release
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Contact Details:
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Credits:
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Thanks to Bethesda for creating Skyrim.
Thanks to Korana for creating her incredible mods
InsanitySorrow - Pillows, towels, bathtub, soap, lanterns, toys, mortar & pestle, crystal ball, paintings, spools of thread
Lilith - Ready Clutter & Furnishings 1.1 (shelves, basins) inc resources by InsanitySorrow, Tamira et al
Teddy Bears by Tamira, Arion & thefree3dmodels.com/Arbitor
Runspect - toilet, bonsai tree, calla lilies, bottle, harp, flasks, tea set
mighty_joe_young - piano and seat
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Tools Used:
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Licensing/Legal:
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PLEASE DO NOT redistribute this mod (including as a part of other mods) during the beta stage without permission (unless I get hit by a bus or something) - I'd like to keep a rein on it until it's version 1.0 or higher, after which you can do what you like with it provided that it's properly credited and nobody's trying to charge money for it.