The Elder Scrolls V: Skyrim

510 ratings
Dragonlord Castle 2.4
File Size
1.110 MB
Mar 9, 2012 @ 10:11am
Jan 4, 2013 @ 10:45am
44 Change Notes ( view )

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Dragonlord Castle 2.4

This is my a castle fit for a Dragon Lord!

I am constantly adding new content! Check out the change log :)

***Designed for use with the "Unlimited Bookshelf" Mod to use the storage room effectively****

Current Features:
- Massive Main Hall with 5 merchants and Alchemy / forge / cooking / enchantment tables
- Massive Library with a live Dragon + spell merchant
- Massive Pool Room with Live Dragon and one of the most intricate wall structures ever created
- Massive Private quarters with lots of places for decorations
- Treasure room with many manaquins and weapon cases
- And it keeps going!

**All storage containers are static meaning I will not remove anything and can be used now to store items.**

To access:

House is located due south of Whiterun on the hill and shows as a
marker on your map! Read release notes for details
Additionally you can use 'coc massive2' to directly access the mod.
If you want your spouse to move to the castle - try using this:

Release Notes:

2.4 - Jan 4 2013

- Added Dragon Priest Mask storage to private quarters closet
- Modified fireplace sound and flames in private quarters closet
- Added a few decorations
- added COC spawn point at entrance to private quarters.

- fixed roof panel in main hall

2.3 - Dec 28 2012

-Added Walk in closet to the private quarters (yes the door works now :) )
-Added Treasture area in pool room (WIP)
-Added stable area to front of Castle (WIP)
-Added some Dragon skulls to castle exterior
-Added some landscaping to the front including new staircase down hill
-Added some table decorations in sleeping chambers
-Added various dectoration in rooms

-Fixed floor alignment on upper deck of storage room
-Fixed wall texture issue on left side of main entrance
-Fixed floor texture on entrance to Library
-Fixed wall in the back of archery hall
-Fixed floor texture to the left of the main hall throne
-Fixed wall alignment in alchemy room
-Fixed books in private office
-Fixed guards showing up as 'GUARD 1' - Should show now as "Quarters Guards"
-Fixed waterfall in pool room, not splashing on floor now and mops no longer needed

-Many optimizations all over

2.21 - Dec 26 2012

- reset upload package to resolve issue with old version of the mod being posted on Steam. If you don't see trap doors in the alchemy / armor rooms that lead to the storage room, delete massive2.esp from your data folder and re-launch game. Allow Dragon Lord casle to re-synch before playing game!

2.2 - Sept 3 2012

-Set all rooms to 'NoRespawn' Encounter area

- (Storage room)Reworked storage shelves to take advantage of unlimited bookshelves
- (Storage room) Replaced all shelves in the storage room
- (Storage room) Created NavMesh for Storage room so follower will accompany you
- (Storage room) Added a bunch of new shelves on main level and top level
- (Storage room) Added a table that can accept items like a bookshelf
- (Storage room) Added bins for storage on floor for Ingot or bulk storage
- (Storage room) Added trap doors to teleport to Alchemy and Armory rooms
- (Storage room) Added flame sconces to light up the place

- (Alchemy room) Added 3 new storage shelves
- (Alchemy room) Shrunk storage cases in the Alchemy room to free up some space
- (Alchemy room) Added storage shelf by cooking area for ingredients
- (Alchemy room) Converted existing shelf to bookshelf in alchemy room

- (Main Hall) Replaced entrance flickering light with Omni Sunlight
- (Main Hall) Corrected Some NavMesh
- (Main Hall) Corrected flash when walking from Main Hall to Treasury Room
- (Main Hall) Adjusted Alchemy and Enchanting tables in main hall to correct clipping
- (Main Hall) Cleaned up floor alignment issue in connecting tunnel from Main Hall to treasury room
- (Main Hall) Added table in cooking area that you can put food on
- (Main Hall) Added large quantity of Salt to Cook NPC for purchase
- (Main Hall) Added bookshelf for putting ingredients in cooking area

- (Forge Room) Pinned NPC to one location to try and contain her crankiness
- (Forge Room) Added Bo

2.1 - Aug 28 2012

- Did a lot of player testing (yes actually played game for a while :) )
- Tested with Dawnguard DLC - updates actually make things a whole lot more stable and fixes lighting issues
- Added 2 small treasure chests at entrance - found myself wanting them to just dump off loot and head back out quickly
- modified pedestal at entrance so you can place book back if you mistakely take it - use just like a bookshelf
- added a couple more decorations to main hall
- added a couple display cases to armory room

2.0 - June 4 2012

-Added Storage room behind the throne for those looking for supplies
-Added Storage room entrance behind throne and down stairs
-Added open chest in the Private quarters are requested for dropping loot
-Added open chest in main hall as requested
-Added manufacturing materials to merchant in Armoury
-Added Ingredients to merchant in Alchemy room
-Added Mannequin in private quarters by request
-Added more decorations to private quarters
-Changed flute player actions and added flute sounds
-Added child to main hall to play around and rummage through things
- Fixed a bunch of graphcal glitches that were annoying me

1.99 - May 13 2012

- Replaced Guards at the throne to make them not aggress
- Added a guards at all entry points
- Modified lighting in the Smithing room
- fixed clipping issue by front entrance
- added Cooking pot near bakery area
- added a couple of maidens to wander around for filler
- corrected light by cooking area
- fixed issue with Sarah having no starting gold
- added 10 more shield mount points at back of main hall
- started lighting some trees in the pool room
- created stand and book to detail Mod updates and usage
- added storage Satchel to Alchemy and Enchantment table
- moved bounding box on armory to get rid of flash as you walk in
- added table and decorations in cooking area
- added food storage barrels in cooking area
- added display cases by the entrance to main hall
- added decorations to main table
- added sitting area in private quarters
- added 24 weapon racks to archery range
- added 6 more display cases to private quarters
- added guards in private quarters
- added over 120 more book storage slots to library
- added a bunch of skins
- modified manaquins in armory to try to resolve activation issue

Due to limitations on Steam, full patch notes available by reading book at entrance to main hall

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drkload74 Jul 10 @ 7:16pm 
if u remove the mod and u have stuuf in anything or on itwill disappear next time u get the mod so nothing to be scared of Marx :D
Marx May 25 @ 11:19am 
I removed the mod then activated it again and all the stuff in the castle I put in there were gone. Nothing to cry over but now I'm scared to put things in there that are of value.
Canadian Dragon Apr 30 @ 5:57pm 
@Brennan13 I see that idea, but isn't the point of a private quarters is for them to be, ya know, private?
Brennan13 Apr 11 @ 5:56am 
its really good, but could you please fix so that followers can follow you to every room? they wont go into the private quarters or the pool
FaZe booce Apr 3 @ 12:30pm 
i love the work done on this mod however i have one suggestion a room full of tiny living dragon zoo
KhaozEatR Feb 21 @ 10:18pm 
By the way, if any of you guys are having issues with the dragons check for any mods that effect the aggressiveness of dragons and set the dragonlords mod to load first (bottom of the list i think?) and that might take care of the problem if the dragons become randomly agressive.
KhaozEatR Feb 21 @ 10:15pm 
K. Did some looking around and read up on the book in the main hall. Says theres a secret treasure room in the pool room. Found a bunch of walls to walk through and a floor to fall through but not secret room. Any hints? or did you remove it?
KhaozEatR Feb 21 @ 8:57pm 
Storage. Check. Dragon. Check. Secret garden with friendly dragon to talk to and get advice from? Eh, not yet. At least need a garden with almost every available kind of harvesting plant in it. would be cool to have the garden be made up different regions with the native plants. (Swamp = fugal pod, nightshade, ect. Water = nernroot, slaughterfish, ect) Guess it would be hard to have an elder dragon to talk to and ask about stuff without custom dialouge...
blood-stone Feb 15 @ 1:41pm 
Noticed some issues with the nav meshes , in the pool, as well as in the private quaters, the pool could use some idle markers.
Kingofcreeperz17 Feb 5 @ 2:27am 
the keep looks just like dragons reach only better ! :)