The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Severin Manor Improved
   
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Category: Houses
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67.744 KB
Feb 7, 2013 @ 6:55pm
Feb 20, 2013 @ 7:43am
10 Change Notes ( view )

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Severin Manor Improved

Description
One of the problems with Severin Manor was that it is so dark. I added more horn style lights already used in the DLC to brighten up the player home.

I also got tired of tripping over the many baskets. To remedy that I made some of the baskets static so they couldn't be moved. I replace others with food urns, ingredient urns, empty "treasure" style urns and storage urns. I also added some extra chests from the vanilla game. All of the storage is "safe" (no respawn).

I also replaced the worn rugs with newer ones and got rid of some of the small stacks of hay (not the large bales however).

Now Severin Manor is a more pleasant place to live!

NOTE: For those who are unclear, Severin Manor is part of the new Dragonborn DLC. It is a reward for completing the quest "Served Cold" at Raven Rock. There are two prerequisites for this quest which are "March of the Dead" and "The Final Descent". The Elder Scrolls Wiki has a walkthrough of these quests.

Change Log:

Version 2:

- The display cases are now functional
- Changed lighting type in lower level main bedroom to eliminate flickering in default lighting.
- Changed lighting radius in lower level main bedroom to make it brighter
- Changed torch sconces on stairs to be flush with wall and increased light radius
- Changed light type and radius on upper level to make it brighter.
- Deleted most of skulls (see notes to version 2).

Notes to version 2: While I deleted most of the skulls I did not delete the skull and antlers on the wall nor the troll skull on the enchanting table (I believe that one is part of the new artwork). I just like those particular art assets.

Containers: I do not like to change containers once they are in place. People may have things stored in them already. Also I like the default furniture and do not want to change it as that would change the dunmer style of the house. For this reason I have left the book cases the way Bethesda created them in the Dragonborn DLC.

Version 3:

- Changed horn style lighting in player house to Dunmer style lighting.
- Added map marker that says "Severin Manor" allowing player to fast travel directly to house.

Version 4:

- Added 2 more weapon displays to the crafting area wall.
- Changed default music to "Explore Solstheim"

Notes to verison 4 - I hadn't changed the music because I don't play with the music on and hadn't noticed it. As to more weapon displays I added two. However if I add alot of weapon displays it starts feeling less like a home and more like a museum.

Version 5:

- Severin Manor now has a staff enchanter!

Version 6:

- Added static acolyte masks decorations.
86 Comments
Retro Mar 24 @ 6:02pm 
Firstly, thank you for doing an improvement mod without OVERdoing it. That might sound strange but I do appreciate it. Mod still works on Oldrim although I can't place any weapons in the display cases. I think the issue is on my end however because a mod that fixed the display cases in Lakeview Manor had the same result. Great mod, and again thank you.
DeGriffin Aug 20, 2017 @ 7:38am 
Nice Work - Well Designed - Makes Home More Inviting and functional!
Jesus Rambo Mar 15, 2016 @ 12:09pm 
will installing this affect any containers I already have with stuff in them?
Leo Feb 18, 2016 @ 9:43am 
i need chest at the alchemie labor and one by the enchanter and by the smith have the mod this?
sry for my english

Epic Gamer Oct 2, 2015 @ 6:13pm 
can you make it so your family can move there
nywolfspirit05 Jun 23, 2014 @ 6:45pm 
Thank you, much better, that music was depressing. I didn't have to remove anything :)
Sister Julie  [author] Mar 5, 2014 @ 5:26am 
Do you mean take anything out of crates and what not? I would but I didin't have anything in them to begin with.
Ridley Mar 4, 2014 @ 10:29am 
should i take all my stuff out first?
turdfacemgee Feb 2, 2014 @ 9:12am 
been looking for somthing like this for ages thxs
Stupendous Man [WDZ] Jan 29, 2014 @ 9:14am 
They don't fall through right away, It hapens when you enter the mannor and hear the clatter of fallen weapons somewhere in the building. Whenever I use those weapon plaques, the weapons stored on them end up dissapearing one by one.