The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

239 ratings
Lakeview Manor Town And Fort Felglade
File Size
1.342 MB
Jul 1, 2013 @ 8:19pm
Jul 15, 2013 @ 2:33pm
3 Change Notes ( view )

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Lakeview Manor Town And Fort Felglade

This mod adds a 3 part town to Lakeview Manor. The first part is the home district where your home is location. Leading down the mountains through tower access will bring you into the main town where most of the villagers will live and the market district resides. The third part is the docks district which includes a scripted lumbermill, various ships, a lighthouse, and a scripted drawbridge.

You must download the facegendata for the NPCs of Felglade. This file is located here. You may have to sign up.

The mod page is here.

To install this copy the Meshes and Textures folders into your skyrim data folder.

*UPDATE* Version 1.03 is finally released. This release includes merchants, guards, and all miscellaneous NPCs. This release also includes some minor/major bug fixes that were found by people testing the mod or simply playing it. Thank you everyone for your feedback!

NPC Routines: The merchants sell items 8am to 8pm, eat/go home 9pm to 12am, sleep 12am to 8 am. The guards have rotating schedules involved around 16 hours of work, 8 hours of eat/sleep. During the day expect there to be a lot of npc's outside from 8am to 8pm, and likewise throughout the night expect the tavern to get crowded as people eat and drink. Have fun and enjoy!

To Do: 1.03.5 will contain a bit of an overhaul on the appearance of the docks. The walls appear way too jagged for my taste.

This first version includes all exterior work, and 100% exterior hand navmeshing. The navmeshing is 100% working and tested.

I went for a Riften architecture approach as it seemed fitting for a nature spot such as lakeview manor, coated in green and lush with flora.

I won't say too much about what is included in the mod because I think it's important to give the player something to look foward to exploring. That being said there are no interiors or NPC's done just yet. The mod is released in three installments to make it easier and less time consuming. The first installment here is the exteriors and exterior navmeshing. The second installment includes all interiors and all interior navmeshing. The third installment will include 30-40 NPC's all uniquely scripted (sorry no voice acting for now). The fourth installment depends on how popular the mod gets and will more than likely include some voice acting, a large quest chain, and a very large dungeon with various floors of difficulty.

Everything that is in the mod currently is 100% scripted and working as intended. The only exception to this is the mannequins in one of the towers. I may have to eventually write up a new npc template and new scripting to make them work properly, if they are in akward areas and not on their pedistals, fast travel somewhere then come back and they should be in the correct location. Currently there are too many too close together and it causes their poses to mix up. Although you can certainly still use the mannequins, they may look a bit odd. The drawbridge in the docks district will go up and down when you activate the levers to the left of them on the fort walkway. The lumbermill works just like any other lumbermill and is scripted. The new farm for your house has 21 planter soils which are also scripted and working. There are also approximately 25-30 planter soils through town incase you wanted a certain kind of flora look and didn't like mine, these are also scripted. The farm animals are all scripted to stay within their locations.

Lastly I want to thank and give credit to whpsh for his work on Lakeview Flats, it gave me a flat terrain to work with and gave me some inspiration (link is below).
NOTE: I also have aquired permission to modify his mod. The credit for the town castle walls and the flat terrain alteration is completely whpsh.

Q and A:

Q1: Will I need to build my house before I install?
A1: No, when I mod I test vigorously to make sure these kinds of things do not happen. Everything is scripted properly to work with everything in the BYOH setup. For example, if you built your apiary prior to installing the mod, you would still end up with three apiaries, a fish hatchery, and a grain mill on your saved game. The same is true for uninstalling (it just reverts to what it was no problems). Just check or uncheck the mod.

Q2: Can I use other lakeview terrain altering mods with this one?
A2: No, this is a bad idea. I tried this once and I ended up with 2 levels of terrain, it was frightening.

Q3: Lanterns of Skyrim?
A3: I use this mod aswell, and from what I can tell it is definately alright to use LoS with this mod. The only off thing is two random lanterns in town which are not really in bad spots but their lighting looks odd compared to the other lanterns, not to mention they are completely different lamp posts.

Q4: Why am I lagging?
A4: Chances are if you just installed the mod you might experience a small amount of lag as it updates your cache. This shouldn't last longer than 10 seconds. I personally have a only decent computer and I can run it flawlessly with CK opened, ultra graphics, 8xAA, and 8xAF.

Q5: How long until the people and interiors are done?
A5: The exteriors and hand navmeshing took me about 1 week and 2 days to do. Interiors is just a lot of duplicating interiors except for special interiors. So the next version likely no more than a week. The final version with scripted npcs, maybe 2 weeks but don't hold me to it.

Q6: How do I report bugs?
A6: Leave them in the comments below.

A7: Yep, it's supposed to. Chances are if you see navmesh deletion there's a good reason for it. If you'd rather I could leave it as is and have your followers trying to run through buildings/walls/mountains. Trust me, I spent about 3 days just doing all the navmeshing by hand and you don't even want to see how awful it was before that. TES5EDIT is a fantastic tool, but you have to understand why modders do what they do.

Q8: Is this crashing me?
A8: I run exactly 153 mods including this one. I have yet to experience a crash to desktop. Chances are if you're crashing to desktop it's likely not this mod doing it, it's probably a load order issue and if that is the case I recommend nexus mod manager and BOSS.
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Manu Oct 6 @ 2:28am 
very cool mod , i m fan ;o) but can you do more life in this little town , more children,merchants people ,animals ? thank
O'Dochartaigh Sep 28 @ 11:04am 
This is a very cool mod, lots to like about it. It has extremem potenial. However, I do have a few issues with it, some minor, some pretty big. Before starting though, I want to preface it by saying, I don't say any of this to put the mod down, I say it in hopes of seeing the mod improve. I will check back again and see if any changes are made. Also, to anyone looking at this mod for the first time, it is certainly worth subscribing to.

1. The harbor, neat idea, but why is a walled in harbor with towers, a lighthouse, and catipults needed, on a lake.. The harbor itself takes up half the lake (ok, not quite half, but you get the point).
O'Dochartaigh Sep 28 @ 11:04am 
2. Atleast 2 of the gates leaving the upper level where the manor is are in very awkward spots. One you have to either walk around, or jump over a fenced in area for animals, and the other leads you face first in to a cliffside. The third is fine, but if you continue to update this, it would be nice to have a short path leading to one of the main roads to make it feel more like this mod belongs.
3. The guards. It seems awkward to have the title "archer" or knight" in front of their name. The archers would be fine with just a name, or just calling them "Felglade Guard" and if you want to have knights, just have the title "Sir" before their name.
4. The towers on the wall need to have doors that lead to the walls, there are a few spots where you can go in to a tower, but then have to jump off the side to get on to a wall. I don't really wanna break my legs, do you?
O'Dochartaigh Sep 28 @ 11:04am 
5. The mages tower is really neat, but the city as a whole should have the same feel to it. The mages tower shouldn't be Dwemer while the rest of the city has an average Nord feel (I mean nothiing bad by the term average btw, because I like the feel and think it is perfect for the location).
6. There is so much life in the harbor and city, but going up the stairs to the main home, it is wide open and empty, lifeless.
7. Finally (and this is the last of my main issues with this mod) The harbor and town are so well defended with walls and high stone towers, but once you get to the "keep" your own home, your palace, your "Jarl's Longhouse", the defenses seem, mediocre. A wooden tower? Metal gates that I can see through, or be shot though? No guards? I feel like so much work was put in to the harbor, then town, that when it came time for the most important part, it was thrown together.
Eddieseagle Jan 21 @ 2:17am 
where is the fort cant find it
dn0024130 Nov 6, 2016 @ 7:20pm 
For some reason, the guard captain tries to kill me when I talk to him. Also, within about 5 minutes of walking around town, most of the villagers will try to kill me for no reason.
Frundor Sep 20, 2016 @ 11:29pm 
By picture 3, you have some interesting moded lakeview manor. :D How can i have all 3 tipes of wings at once too?
THEBIGJUICY Aug 23, 2016 @ 6:03pm 
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Aaron1248 Aug 18, 2016 @ 12:40pm 
The mod is amazing! Though I see one problem I keep getting even with it even if I make a clean save. A few of the NPC face and hair aren't fully generated and I used the face generator you added on the Nexus. You think this could get updated/fixed?
*ChrisCross* Feb 29, 2016 @ 3:59pm 
okay i like the way it looks but for some reason right after i loaded the mod and went to my house in a instant every single villager attacks me without mercy, i cant even surrender and idk why they are doing this, please help maybe im missing something