[RELZ] Solstheim Castle: a tribute - Season's Greetings!

Post » Thu Dec 05, 2013 10:51 am

http://skyrim.nexusmods.com/mods/36786//?
http://steamcommunity.com/sharedfiles/filedetails/?id=200301064

Solstheim Castle

Project: Solstheim Castle: A Tribute
Author: princess_stomper
Version: 1.0
Release Date: 30/11/2013
Category: Houses
Website(s): http://skyrim.nexusmods.com/mods/36786//? , http://steamcommunity.com/sharedfiles/filedetails/?id=200301064

==================
Requirements:
==================

Skyrim + Update.esm
Dawnguard DLC
Dragonborn DLC


==================
Description:
==================
  • - 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.***


*OPTIONAL alternative .esp file: adds festive lights to the castle and grounds (do not use both .esp files)*

==================
Details:
==================


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 (three unallocated beds)
  • - (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)
  • - 2x Guest/companion chambers (sleeps five)
  • - 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 breakfast 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.

Chests and furniture in bedrooms is not set to respawn - "logical" storage points such as wardrobes should be safe.
Food barrels, etc. may respawn so should not be used for storage.

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
  • 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 nurse, responsible for the supervision and education of the household's children
  • Jorandil - Captain of the castle guard
  • Berwen - a caretaker of the plants in the greenhouse, with particular knowledge of their uses, both practical and arcane
  • Bugdul Skandar - A brave lieutenant in the castle guard
  • Jaques - a master of Illusion with mysterious origins, he can usually be found in the castle lab, whipping up a spell or two
  • Kaushad - an expert in light armor, with whom you can hone your skills
  • Lucius Capernius - a priest who offers counsel to those living in and around the castle
  • Piotr - a kindly old wizard who can teach you how to shield your armor with ancient magics
  • Joren Wolfmane - descended from a long line of castle blacksmiths
  • Ysabel - wife to Joren, Ysabel sells a variety of trinkets and useful wares
  • Snorri - the cook
  • Anja - daughter of Joren and Ysabel
  • Shara of Cloudrest - a lady's maid
  • Danica and Jorleif - bards
  • Deldyne Girendal and Tadali Llathyn - maidservants
  • Bjorn and Thonronr - guards
  • Madali Belaal, Monden Llaram, Ababael Assantinalit and Llathen Salen - guards, originally from Vvardenfell. Ababael is from the Urshilaku tribe of nomadic Ashlanders
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.
  • Andilu Drothen - A market trader from Vivec
  • Fjolfr - son of Sotteri
  • Gundar - A market trader
  • Rolf - A market trader
  • Sabrina - A market trader
  • Sotteri - Innkeeper
  • Varrus - A gambler
  • Vedave Andrano - A bard
==================
Installation:
==================

------------------------------
Manual Instructions
------------------------------

1) Extract the contents of the ZIP folder into your Data folder, preserving filepaths intact
2) Ensure that EITHER Solstheim Castle.esp OR Solstheim Castle FESTIVE LIGHTS.esp is checked (ticked) in the Data Files list when you start to run Skyrim

==================
Un-Installation:
==================

------------------------------
Manual Instructions
------------------------------

1) Delete the files/folders associated with the mod


==================
Incompatible:
==================

None that I'm aware of.


==================
Known Issues:
==================

- When using the boat-door, the doormarker is rather close to the front door of the castle. This is deliberate, in case attempts to disable the borders have failed.

==================
Changelog:
==================

30/11/13 : version 1.0 release:
- full NPC schedules added
- faction updates to add NPC traders
- dialogue updates to add NPC trainers
- final clutter pass
- crate and barrel by drawbridge removed
- Freyvid- and Jorandil-player relationship info fixed
- master bedroom updated 'to look less like a corridor'
- more market clutter on ship deck
- doormarker moved on North/East wall
- jail cell bedrolls and benches swapped for static versions
- cavern door swapped for castle type so they match
- Ripplewood Grove gate swapped
- door added from Ripplewood Grove to near front docks
- more clutter added to merchant hall
- snow drift pieces removed from courtyard
- entrance added from barracks to castle
- trees planted outside dining hall window
- bookcases moved nearer wall in library
- weapon rack scripts to display cases in trophy room
- pillows and floor sleep-marker removed from kids' room; nanny now sleeps in servants' wing
- secret passageway added to fix spatial mismatch between 'suspicious cabinets' in master suites
- view in lady's chamber fixed
- duplicate door removed from lab
- extra bedrooms added - 3 extra beds upstairs and 3 in servants' quarters
- lighting fixes
- decided against: portals/rooms; mannequins in master suite
- added boat-doors to/from Raven Rock

21/07/13 : version 0.99 beta release:
- navmeshes completed
- NPCs added
- endcaps added to doors in master bedroom, trophy room and pool room to stop doors opening into nothingness
- clutter added to docks and courtyard
- counter marker moved in blacksmith's
- dog sit marker added in castle hall
- lighting improved
- sound in courtyard fixed

08/06/13 : version 0.98 beta release:
- "Floating door" in master bedroom removed
- Some NPCs added
- Greenhouse door moved

02/06/13 : version 0.96 beta release

==================
Contact Details:
==================
see readme

==================
Credits:
==================
Thanks to Bethesda for creating Skyrim.
Thanks to Korana for creating her incredible mods
Thanks to the members of the gamesas.com official forum for advice and feedback

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
Expresate - location/troubleshooting
Arthmoor - troubleshooting

==================
Licensing/Legal:
==================

You can do what you like with it provided that it's properly credited and nobody's trying to charge money for it.
User avatar
Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Post » Thu Dec 05, 2013 5:42 pm

Sounds good.


Now we just need someone to cover Lokken Island as well. /tongue.png' class='bbc_emoticon' alt=':tongue:' />
User avatar
neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Thu Dec 05, 2013 6:38 am

Great stuff.

But how do I get the images larger? I can't truly appreciate the epic details with the small size. I have a visual imparity and need things large /biggrin.png' class='bbc_emoticon' alt=':D' /> /cool.png' class='bbc_emoticon' alt=':cool:' />

I guess the better question is...do you have any larger pics available?
User avatar
Kira! :)))
 
Posts: 3496
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Post » Thu Dec 05, 2013 12:45 pm

Not at the moment, but I'll bear your comment in mind and when I'm a little further along I'll take some more screens in a bigger size. /smile.png' class='bbc_emoticon' alt=':)' />
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Danny Warner
 
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Post » Thu Dec 05, 2013 3:18 pm

Brilliant! I like your previous work and your attention to detail is amazing. I look forward to future showings as well as a highly anticipated release.
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Thu Dec 05, 2013 6:28 pm

Thanks! Although I'm basically taking my cues from Korana re "attention to detail" - where she puts a candle, I put a candle, unless I happen not to have the thing she used (e.g. scatter cushions) and then have to make a substitution.
User avatar
Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Thu Dec 05, 2013 2:41 pm


http://tesalliance.org/forums/index.php?/files/file/1429-insanitys-pillows/ /smile.png' class='bbc_emoticon' alt=':)' />
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Gen Daley
 
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Post » Thu Dec 05, 2013 7:24 pm

Wow - thanks!
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Laura Samson
 
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Post » Thu Dec 05, 2013 1:20 pm

You're welcome /biggrin.png' class='bbc_emoticon' alt=':D' />
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emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Thu Dec 05, 2013 9:54 pm

http://www.gamesas.com/topic/1430840-req-solstheim-castle/. Rest assured that you have an automatic, built-in fanbase for this mod. /smile.png' class='bbc_emoticon' alt=':)' />
User avatar
Floor Punch
 
Posts: 3568
Joined: Tue May 29, 2007 7:18 am

Post » Thu Dec 05, 2013 11:19 am

Oh, hehehe, I didn't see that.

I certainly hope that she'd have no objection to me working on this, but she did trust me enough to let me look after a WIP of hers while she took a hiatus, once, so I'm basing my not-minding assumption on that /smile.png' class='bbc_emoticon' alt=':)' />
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Dalton Greynolds
 
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Post » Thu Dec 05, 2013 6:21 am

It should also be noted that Lokken is not returning.
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Amanda Leis
 
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Joined: Sun Dec 24, 2006 1:57 am

Post » Thu Dec 05, 2013 7:57 am

Well, Emma's still around /smile.png' class='bbc_emoticon' alt=':)' />
User avatar
R.I.P
 
Posts: 3370
Joined: Sat Dec 01, 2007 8:11 pm

Post » Thu Dec 05, 2013 7:00 pm

Quick update: I've now completed the following rooms:

- Great Hall (inc dining area)
- Kitchen
- Servants' quarters (though I'm considering adding a bathroom, even if there isn't one in the original mod)
- Secret shrine
- Dance hall
- Library (large study)
- Armory and training area
- Trophy room and menagerie
- Upper hall (inc Imperial shrine)
- Children's bedroom (was Captain's Quarters, but obviously 200 years later is no captain!). I've added in two children that you will "inherit", they'll have their own nanny so you don't have to feel responsible for them, and I've given them double bedrooms in case you find a way to somehow bring your Hearthfire children along so they can all share a room.
- Guest/companion quarters - I've swapped the double bed for two single beds in case you have two companions
- Bathroom
- Greenhouse
- Master bedroom - I've put the private study in the same cell via a secret cabinet-door (one that opens out) rather than in a separate cell via a transporting book to reduce the number of cell-loads. The secret access to/from the Lady's Chambers will be via a wardrobe-door (teleporting) but I'll re-use the (opening) secret cabinet-door to make the walk-in wardrobe in the Lady's Chambers. I'll have to mess around with occlusion planes to stop you looking out through the bedroom windows and seeing the hidden study, but if it doesn't render that bit until you walk in it, it should be nicely hidden. The bedroom windows are some of the few that don't have "views" - I'll play around with the settings to see if "show sky" works without "use sky lighting", so you can at least see clouds.

That means I'm about halfway through the castle interiors.

Once I've finished the whole of the upper floor - which effectively completes the castle's interior - I'll upload a load of new screenshots and probably make a brief teaser video. Obviously the exterior hasn't even been begun yet.

Quick question: does anyone know where I can download a clawfoot bath tub resource? I'm currently using another bathtub, which will do, but it's not a clawfoot tub.
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Nicole M
 
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Joined: Thu Jun 15, 2006 6:31 am

Post » Thu Dec 05, 2013 7:59 am

I am looking forward to this.
Korana did some stunnning work in Morrowind. /smile.png' class='bbc_emoticon' alt=':)' />
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Matthew Warren
 
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Post » Thu Dec 05, 2013 8:41 pm


Not sure if anyone has created one, if they haven't I might be able to help.
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Calum Campbell
 
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Post » Thu Dec 05, 2013 10:28 pm

Well, Porscha did make http://img703.imageshack.us/img703/3113/tub1v.jpg one, but AFAIK she never uploaded it, and hasn't thus far responded to my PM about it.

What I'd specifically like is a bath like the white one in http://morrowind.nexusmods.com/mods/images/27167-1-1252987988.jpg mod for Morrowind, because obviously that would match more closely the tub (as depicted) by Robearberbil that Korana used in her original mod. If you could make something like that, I'd be very grateful - and of course I can always use Porscha's tub in another mod if she uploads it.
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Abi Emily
 
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Post » Thu Dec 05, 2013 10:23 pm

That may sound stupid, but any chances of seeing a vampire version of it?
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phillip crookes
 
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Post » Thu Dec 05, 2013 6:45 am

It's not stupid, but it wouldn't fit in with the "brief", i.e. a translation of Korana's original mod. I am mindful of vampires, though, since I will be bringing Serana along, so there will be a coffin or two to sleep in. There are one or two "evil" areas, a rather creepy-looking summoning chamber behind a hidden door, and lots of fancy "magic" areas for those less keen on the mundane. I don't think a vampire would feel too out of place there.

Bear in mind that one of my in-progress mods is a clean-up of the vampire castle from Dawnguard anyway - it just spruces the place up a little bit - so if you really don't like this one, you might enjoy that one.
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James Smart
 
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Post » Thu Dec 05, 2013 5:42 pm


And I hope there will be people to feed upon in all safety and impunity.
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Jordan Moreno
 
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Post » Thu Dec 05, 2013 4:50 pm


Something close to that wouldn't be too difficult to do, http://tesalliance.org/forums/uploads/gallery/album_305/gallery_378_305_409934.jpg.
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Celestine Stardust
 
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Joined: Fri Dec 01, 2006 11:22 pm

Post » Thu Dec 05, 2013 7:05 am

YUS, I loved her Castle in Morrowind lol glad you're going for it Princess_Stompa, am I mistaken that this is the Castle with a Observation room with Solstiems wildlife in a mini habitat behind a glass?
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Marquis deVille
 
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Joined: Thu Jul 26, 2007 8:24 am

Post » Thu Dec 05, 2013 10:38 pm


That's wonderful! Yes, if the tub could be in white, that would be perfect! Thank you!


Yup, not a very good screenshot, but this is it in my mod: http://i43.photobucket.com/albums/e367/princess_stomper/Solstheim%20Castle%20-%20a%20cover%20version/sc1041_zpsd59c2d74.jpg
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maya papps
 
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Post » Thu Dec 05, 2013 6:14 am

I think white might be a little too clean for Skyrim /laugh.png' class='bbc_emoticon' alt=':laugh:' /> , http://i390.photobucket.com/albums/oo346/InsanitySorrow/TubSilver_zpscedf1667.jpg, I've uploaded the tub to my Junk Yard on TESA.
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Albert Wesker
 
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Post » Thu Dec 05, 2013 10:04 pm

That's very kind - thank you! But I got an error message when I went to download the file.
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LuCY sCoTT
 
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