The Elder Scrolls V: Skyrim
1647 ratings
Elvenwood
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0.511 MB
Mar 3, 2012 @ 4:59am
Jul 11, 2012 @ 2:04am
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Description
Elvenwood

current version is v2.03

Elvenwood is a large treehouse settlement located between Falkreath & Helgen. It was constructed some time ago by Bosmeri travellers coming to Skyrim, who had been attracted by the rich forest areas within Falkreath Hold.


A book can be found within the settlement that will provide a detailed insight.

Features:

*Resident wood elf NPCs, including merchants (blacksmith, inn, general goods store).
*Interior & External areas all fully navmeshed by hand. External area navmesh around the settlement has been connected to adjacent external cells, so it's possible that enemy NPCs in the vicinity could attack the settlement.
*Smithing facilities, player house, 2 alchemy tables, enchanting table, sleeping areas, storage.

*The mod is on Nexus, for anyone wondering. And the map which shows its location is above.
*A darker nights mod is highly recommended as an addition for anyone using this mod. Note that the lighting for this mod was configured whilst actually using a darker nights mod.

FAQ

Q. How do I download this mod?
A. Simply click on the green 'subscribe' button, and then the next time you start Skyrim, the mod will automatically be loaded into the game.

Q. But...your mod isn't accordance with Tamrielic Lore as Bosmers aren't permitted to build things with wood?
A. Incorrect. It states in the UESP wiki article on Bosmers that 'imported wood is used when necessary', implying that foreign wood can be used. Wood originating from the Falkreath forests in Skyrim falls into this category. The Green Pact prohibits the use of any wood or vegetable matter of Valenwood as building materials, which does not mean wood of Skyrim, which is where the wood for the construction of this village originated, and the wood was necessary at the time to build a home for them. Therefore there is no reason why the Bosmer could not have actually constructed this themselves.

COMPATIBILITY ISSUES WITH OTHER MODS

*The mod 'True Skyrim' may cause conflicts which can affect trees positioned around Elvenwood, so I do not recommend using BOTH my mod AND this mod AT THE SAME TIME.


GENERAL NOTE ABOUT HOW TO DETECT THE CAUSE OF GAME CRASHES CAUSED BY MOD CONFLICTS:

Anytime you have problems where the game is crashing, and it isn't clear which mod is causing conflicts, then to quickly resolve it you can try disabling all but a group of your mods and re-enable the others group by group (i.e. don't just disable them all and re-enable them one-by-one :-/ ) Try disabling say, one third/quarter/fifth of your mods (i.e. depending on the number of mods you have installed). See if the game still crashes. If it works, then enable another group of your mods. At the point when the game starts crashing again, disable the last group of mods that you enabled, and then enable each mod in this group one by one until the game starts crashing again.

This is a quick and easy way to detect which mod is conflicting with the other mods that you currently have active, whereby there is some kind of conflict between that and one (or possibly more) of your other mods that is causing the game to crash.


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Changelog
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v1.05 - Archery target range has been added near the waterfall to the southeast of the settlement. Thoronor is now primarily based in the lower watchtower as a means of front line defence (and also to allow the player to use the archery range without being disturbed :-)). Small alterations to Elvenwood book's text also.

v1.1 - All Elvenwood NPCs have now been made essential. Navmesh has now been joined between the Elvenwood cell and adjacent wilderness cell to the north of the settlement, and also between the Elvenwood & ElvenwoodTreetopsInn cells. This means that NPCs can now enter the settlement from the north (namely when travelling along the path from the direction of Helgen & Riverwood).

v1.2 - *The bard will now play music and sing (but unfortunately will still not be able to take requests as yet). When she isn't present, ambient inn music will play in the inn.
*Fixed issue with flickering wooden beams on top of the rooves on the Sky Tower bedroom, Sky Tower, southwestern tower, lower watchtower & entrance hut.
*Wooden platform next to entrance hut extended slightly to create a bit more room.
*The floating support beam underneath the southwestern tower has now been grounded.
*Objects no longer havoc settled when game initially loads. This means that objects will no longer fall off tables, shelves etc on their own accord.
*Many items are now owned by the Elvenwood faction.
*3 barrels at back of storage room can be used for safe storage as they aren't owned & are marked as no AI acquire/no respawn.
*Additional chest added to smelter room
*2 beds now owned
*PlayerHouseChest bug fixed whereby I'd mistakenly added items to it when making the mod initially. My apologies for this :-/
*Added Bosmer Ranger NPC who is hireable as a follower.
*Navmesh tweaks/fixes/improvements (issue fixed whereby SkyTower dining room & bedroom had broken navmesh link, so NPCs couldn't previously enter the Sky Tower bedroom & balcony area. Navmesh cover beneath the settlement has been increased to allow NPCs more freedom to roam and more links now made with other surrounding external cells.

v1.25 - Night lighting overhaul. I *HIGHLY* recommend a darker nights mod to get the best from this update.

v1.275 - *Fixed issue whereby when Elvenwood.esp was active, other bards in Skyrim wouldn't have a dialogue option for the player to make a request.
*Galbedir the bard will now take requests.

v1.3 - *The NPC hirelings can now actually be hired(!) and will now be fully functional as followers with all necessary follower dialogue options.
*Two more of the NPCs can now also be hired as followers (Anedhel & Dennilwen)

v2.0 - *The Sky Tower has now been converted into a small player house, with a storage loft above. Player house includes storage, weapon rack & 2 plaques, cooking pot, mannequin, alchemy table, arcane enchanter & bookshelves. Note there are 2 large bookshelves and also a small wall shelf that can be used as a bookshelf above the alchemy table.
*General goods store has now been relocated to the location of the storage room at the lower level. Smelter relocated to the smithy and smelter room now deleted. The deletion of the smelter room and conversion of 3 rooms to interior cells should now increase FPS slightly. This should be more noticeable at ground level when moving around beneath the settlement.
*Inn night lighting has been made slightly brighter.
*Removed duplicated dialogue from Elvenwood NPCs which affected other Skyrim NPCs' dialogue. Hopefully this is now fixed, please let me know if any problems still. I have shelved the idea of having Elvenwood NPCs as followers, at least for the time being.
*Level of Elvenwood NPCs increased to make them stronger in fights.

v2.01 - Fixed issue whereby users were unable to trade items with Jenassa, Erik The Slayer & Stenvar due to accidental deletion of the correct trade dialogue entries within the DialogueFollower quest, and the 'rogue' duplicated entries were still being used. Incorrectly deleted INFO entries now marked as 'ignored' within the CK, and duplicated entries now deleted.

v2.02 Added dragon perches. Now there is the possibility that dragons could attack Elvenwood.

v2.03 Added custom sign for The Treetops Inn.

Review of Elvenwood by mrowland1: http://gamerant.com/best-skyrim-mods-smithing-arrow-in-the-knee/2/
725 Comments
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I3loodyPain Apr 21, 2013 @ 12:10pm 
The House is really nice. Are there some Quests? I cant talk with anyone of the villagers :/
WelshOwnage Apr 19, 2013 @ 12:46am 
You should add an elvish lore friendly quest before you can get permissions to the player home, like you have to kill rabid/possessed Bosmer that terrorise the village only to find that their is a hive mind that you have to kill to free the rabid/possessed Bosmer from their trance
Nick7575  [author] Apr 14, 2013 @ 12:31pm 
@alex.quelle Thanks, glad you like it :-)
alex.quelle Apr 14, 2013 @ 9:44am 
Ah, ok, thanks. And the house is really nice by the way. =)
Nick7575  [author] Apr 14, 2013 @ 8:46am 
@alex.quelle You won't lose anything in the chests. All storage containers in Elvenwood are duplicates of the containers that are used elsewhere in the Tamriel worldspace, so they won't be affected in any way. Also, they're marked so that NPCs won't use them. And yes, the player house automatically belongs to you. I haven't touched on Papyrus scripting yet, so that's why that feature isn't included.
alex.quelle Apr 13, 2013 @ 9:43pm 
Does the player house automatically belong to you? I had assumed you would have to buy it first, but I don't see any way to. (I don't want to put stuff into the chests only to lose it after I leave)
Hwolf6 Apr 13, 2013 @ 9:07am 
It would be way cooler if the support beams were on the edges instead of the centers.
ipez98 Apr 3, 2013 @ 3:49pm 
reminds me of the ewoks from starwars except theyre wood elves.
Nick7575  [author] Apr 3, 2013 @ 8:49am 
@micwopjoe Sounds like a mod conflict. Have you tried what I suggest in the description?
micwopjoe Apr 2, 2013 @ 10:09pm 
steam updates messed up my game! It wont load this mod, what do i do now!