http://skyrim.nexusmods.com/mods/36786//?
This is now virtually complete. The NPCs are using default sandbox packages, so that needs to be corrected (including making sure vendors/trainers are set up correctly) and the rooms need optimizing. The mod is otherwise finished, including full interior and exterior navmeshes.
To Do:
- - Cell optimization (roombounds and portals)
- - AI packages and services
- - move crate/barrel near back door
- - tweak Freyvid and Jorandil's relationship packages
Solstheim Castle
Project: Solstheim Castle: A Tribute
Author: princess_stomper
Version: 0.99
Release Date: 22/07/13
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 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
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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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- NPC AI packages to be finalised (currently using default sandboxes)
- Room/portal optimization incomplete
- Freyvid and Jorandil seem to have attitude problems! AI/relationship issues to be investigated
- Crate and barrel by drawbridge clipping (to be moved)
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Changelog:
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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
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Contact Details:
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see readme
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Credits:
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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
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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.