106 ratings
Tundraloft
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Category: Houses, Landscape, Quests
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0.874 MB
Oct 7, 2012 @ 11:07am
Apr 30 @ 6:57pm
35 change notes ( view )
Description
I always found the single craggy mountain in the center of the Tundra to be a fascinating piece of landscape. Apparently so did the Snow Elves when they decided to build a palace there! This mod is an extravagant house mod build into the side of a mountain. I hope you like it.

**Dawnguard is required; the house is built with Snow Elf architecture.**

Updates:

5.0 I've added some more vegetation and trees to the terrace and mountains. Dropped the smithing area down onto its own terrace. Added baths & some apartments. Added some more details in places. I'm still trying to fix the lighting in the main atrium; it's a little goofy right now. I think there's just too many lights in the cell and they flicker on and off.

4.0 Added a farming terrace and reworked some details.

3.0 Everything is in working order. I will continue to tweak details here and there, but nothing that will affect usability. Enjoy!

2.0 The quest and house are 98% finished. I generated navmeshes and everything seems to be working. The quest is working. All containers should not respawn and belong to the player, so they should all be safe to store loot in. The quest is short and sweet, but I didn't want to make it too complicated. The only thing I'm still trying to fix is the mannequins; they lift into the air about two feet whenever you put armor on them. I don't know why. Also some of the placed loot (alchemy ingredients, food) goes Havok-crazy when they load. I have to meticulously place them all on shelves so this doesn't happen, and I've been kinda avoiding it. There's a mess but you're just gonna pick everything up and store it anyway, let's be realistic. Let me know if you find any other problems. Enjoy!

1.0 The house is not entirely finished. There's a lot more detail I'd like to put into everything, but it could be months before I finish everything I want to finish. As it stands the main components are in place and nothing big should change. I wouldn't suggest moving in just yet, though. I'd also like to create a quest of sorts involving Calcemo's team unearthing the palace and learning the history and driving out the Falmer, but right now it just amounts to "kill all the Falmer I randomly threw in there."
89 Comments
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jeffwoodrow Aug 11 @ 5:37pm 
The house is extraordinay- however there's problems that break it for me. The constantly respawning Falmer in and around the house make it unsusable for me as a player home. The mudcrabs in the trough in the dining area are a nice idea in theory but the game still treats them as enemies so it's impossible to fast travel away while 4 or 5 are crawling around. The quest needs work too as I had to use the console to get it to work. The quest I could deal with but the respawning enemies every tiem I visit the house are a dealbreaker.
Balck Jul 19 @ 6:25am 
Haven't playe it yet, but as an architect, judging from the screenshots, well done sir!

Reminds me quite a bit of Frank Lloyd Wright's Falling Water.
Where is this on the map?
slayerSTL Jun 12 @ 6:48pm 
what do i ddo when is says read [...]
darkrovian May 6 @ 9:50pm 
i have a question in your dwemer longrifle mod you had a different inventory set up how do i get that?
Araanim  [author] Jan 4 @ 6:41am 
Fixed the alchemy chest, and tweaked a few details.
Adam Davies Dec 30, 2013 @ 10:30pm 
reminds me of JZs house
killraven65 Dec 17, 2013 @ 5:59pm 
Rofl, thanks for that. I thought it was a bit much. Great job on the design though!
Araanim  [author] Dec 12, 2013 @ 9:19am 
By the way, the one chest on the alchemy terrace apparently respawns after awhile (beside the regular table, not the crafting table). Don't put anything valuable in there.
The Last Resort Dec 4, 2013 @ 5:40pm 
i started the quest and it says read [...] what am i supposed to be reading? i read the book that started the quest and yet nothing happened