The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Solstheim Castle
   
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Category: Houses
File Size
Posted
Updated
43.122 MB
Dec 2, 2013 @ 12:58pm
Jan 11, 2014 @ 12:49pm
2 Change Notes ( view )

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Solstheim Castle

Description
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Requirements:
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Skyrim + Update.esm
Dawnguard DLC
Dragonborn DLC

***YOU MUST DISABLE YOUR BORDERS***
Add bBorderRegionsEnabled=0 in the [General] section in Skyrim.ini.

==================
Description:
==================

- Large, detailed, functional house with NPCs and services.

- Recreation of Korana's classic mod for Morrowind. Think of it like a band's cover version: not a facsimile, but evoking enough of the original for you to recognise it

Location: north-east of Solstheim, near Horker Island

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Details:
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THE CASTLE

A fortified manor house (as opposed to stronghold or warehouse) with many large, detailed rooms for each major "function" - bedrooms, alchemy lab, armory, etc. plus surrounding shops and services. There is no quest for ownership (it is assumed that you have retained or inherited the house from Morrowind's original owner), though a hidden dungeon provides a brief combat opportunity.

THE ROOMS

- Reception hall (inc banqueting table, balcony over stage area, small lounge)
- Reception room (with throne and space for entertaining)
- Kitchen
- Breakfast room*
- Servants' quarters (three unallocated beds)
- (hidden vampire's quarters)*
- Armory, display room and training room
- Trophy room and menagerie
- Swimming pool
- Library
- (concealed shrine to Azura)
- Upper hall (with concealed private study), with small shrine area
- Master suite (with four-poster bed and antechamber)
- Lady's chambers (with four-poster bed, antechamber and walk-in wardrobe)
- 2x Guest/companion chambers (sleeps five)
- Nursery (inhabited by your two young wards and their nanny + sleep-space for two more children)*
- Greenhouse
- Laboratory (with alchemy/enchanting tables, summoning room and planetarium)
- Exterior balcony/solar overlooking the docks*
- Courtyard*
- Barracks
- Blacksmith/trader
- Dungeon (with concealed necromancer's lair)
- Cellar (leading to treasury).
- Ripplewood Grove walled garden*
- Brondolf's Barrow (tomb)
- Stables

* The breafkast room, vamp's quarters, treasury and balcony are entirely new. The nursery replaces the Captain's Quarters and the Courtyard and Ripplewood Grove are exterior areas that have been relocated to walled interior-as-exterior cells. Spare furniture has been added to the hallway, since I imagined that a throne and extra tables and chairs would be dragged into the great hall for banquets.

THE PEOPLE

Freyvid - Your steward and J'smin coincidentally share names with their ancestors (perhaps not so surprising, given the tradition of naming children after family members). Freyvid is your loyal aide, tasked with the day-to-day running of the castle and supervision of its staff

J'smin - Your Khajiiti housekeeper, who supervises the cook and cleaning staff. Her role is to ensure that the castle is always stocked with food and wine, but should nothing nearby appeal, just give her a coin and she'll supply you with something from the village

Safia and Tomas - your wards. As is common in this part of the world, young charges may be sent to live in a noble household for a variety of reasons: as hostages to keep their parents in line, as refugees from the conflict in their homeland, or simply as a more suitable environment for their upbringing

Agnis - The castle's nurse, responsible for the supervision and education of the household's children

Jorandil - Captain of the castle guard

Berwen - a caretaker of the plants in the greenhouse, with particular knowledge of their uses, both practical and arcane

Bugdul Skandar - A brave lieutenant in the castle guard

Jaques - a master of Illusion with mysterious origins, he can usually be found in the castle lab, whipping up a spell or two

Kaushad - an expert in light armor, with whom you can hone your skills

Lucius Capernius - a priest who offers counsel to those living in and around the castle

Piotr - a kindly old wizard who can teach you how to shield your armor with ancient magics

Joren Wolfmane - descended from a long line of castle blacksmiths

Ysabel - wife to Joren, Ysabel sells a variety of trinkets and useful wares

Snorri - the cook

Anja - daughter of Joren and Ysabel

Shara of Cloudrest - a lady's maid

Danica and Jorleif - bards

Deldyne Girendal and Tadali Llathyn - maidservants

Bjorn and Thonronr - guards

Madali Belaal, Monden Llaram, Ababael Assantinalit and Llathen Salen - guards, originally from Vvardenfell. Ababael is from the Urshilaku tribe of nomadic Ashlanders

THE VILLAGE

In Korana's original mod, Varldshav Village surrounded the castle to the south. Unfortunately, Bethesda added Horker Island and the Dwemer ruin to the original location, which means that this castle had to be built slightly northeast of Korana's original location, and there was physically no room for the village. Therefore, the inhabitants, 200 years on, have moved onto a ship that houses the tavern (Davie's Locker) with a daily market up on deck.

Andilu Drothen - A market trader from Vivec
Fjolfr - son of Sotteri
Gundar - A market trader
Rolf - A market trader
Sabrina - A market trader
Sotteri - Innkeeper
Varrus - A gambler
Vedave Andrano - A bard

==================
Known Issues:
==================

The doormarker from the Raven Rock boat-door is rather close to the main castle door. This is deliberate, in case attempts to disable borders have failed.

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Changelog:
==================

11/01/14: version 1.1. festive lights removed

30/11/13 : version 1.0 release:
- full NPC schedules added
- faction updates to add NPC traders
- dialogue updates to add NPC trainers
- final clutter pass
- crate and barrel by drawbridge removed
- Freyvid- and Jorandil-player relationship info fixed
- master bedroom updated 'to look less like a corridor'
- more market clutter on ship deck
- doormarker moved on North/East wall
- jail cell bedrolls and benches swapped for static versions
- cavern door swapped for castle type so they match
- Ripplewood Grove gate swapped
- door added from Ripplewood Grove to near front docks
- more clutter added to merchant hall
- snow drift pieces removed from courtyard
- entrance added from barracks to castle
- trees planted outside dining hall window
- bookcases moved nearer wall in library
- weapon rack scripts to display cases in trophy room
- pillows and floor sleep-marker removed from kids' room; nanny now sleeps in servants' wing
- secret passageway added to fix spatial mismatch between 'suspicious cabinets' in master suites
- view in lady's chamber fixed
- duplicate door removed from lab
- extra bedrooms added - 3 extra beds upstairs and 3 in servants' quarters
- lighting fixes
- decided against: portals/rooms; mannequins in master suite
- added boat-doors to/from Raven Rock

==================
Credits:
==================

Thanks to Bethesda for creating Skyrim.
Thanks to Korana for creating her incredible mods
Thanks to the members of the bethsoft.com official forum for advice and feedback

InsanitySorrow - Pillows, towels, bathtub, soap, lanterns, toys, mortar & pestle, crystal ball, paintings, spools of thread
Lilith - Ready Clutter & Furnishings 1.1 (shelves, basins) inc resources by InsanitySorrow, Tamira et al
Teddy Bears by Tamira, Arion & thefree3dmodels.com/Arbitor
Runspect - toilet, bonsai tree, calla lilies, bottle, harp, flasks, tea set
mighty_joe_young - piano and seat
Expresate - location/troubleshooting
Arthmoor - troubleshooting
34 Comments
zazzmagicmaster Jul 25, 2018 @ 8:03pm 
That photo block in the middle, up there with the type in the center that says,"Close Suspicious Cabinet" looks like a sceene from a survival horror game. I'm tempted to get this mod, but my old I3 might have an electric aneurism.:droid:
Seraphenia Aug 2, 2015 @ 7:13am 
Mine seem to be floating in the sea with no way to get to it is it just me with this problem?
princess.stomper  [author] Apr 26, 2015 @ 1:07am 
Glad you got it sorted. I hope you enjoy the mod :)
Onetimesailorman Apr 25, 2015 @ 2:21pm 
I figured it out.

As I recall, In Oblivion, whether changing the resolution or enabling / disabling borders. It was all in the same file / location. In Skyrim it's a separate file in which "bBorderRegionsEnabled=0" has to be inserted. This wasn't necessary in Oblivion.
princess.stomper  [author] Apr 19, 2015 @ 5:50am 
Hi, onetimes. I'm sorry that you're having so many problems. The issue is that you are trying to modify Skyrim_default and that is the wrong file!

What is unique about your install is the location of the folder where your Skyrim game files are stored - and I DON'T mean the place where your .esp files are, in the Steam folders.

This will be somewhere else on your computer - My Documents or Documents or Games or My Games or something like that. If you are looking at a folder and it has all your savegames for Skyrim, you're looking in the right place, and there will be a text file (filetype: "configuration settings") in there called Skyrim. It is ONLY called Skyrim - not Skyrim_default or SkyrimPrefs or anything else.

You're right that you have to add the bBorderRegionsEnabled bit - just in the General section at the top, so it sounds like you know what you're doing, you just need to find the right file!
princess.stomper  [author] Apr 11, 2015 @ 9:55am 
If you're looking at a file called Skyrim_Default, you cannot be in the right place, because that document is not in that folder. The file you are looking for is Skyrim.ini
princess.stomper  [author] Apr 9, 2015 @ 9:53am 
I think the person at Bethesda Support was confused. I wouldn't be able to play it if it didn't work!

Here are the steps you need to follow:

1. Find your Skyrim.ini file. Its location will depend on your individual computer - in mine, it's at Vista\Documents\My Games\Skyrim
(there's a subfolder in there called 'saves', which stores all your savegames. Other items in the 'Skyrim' folder are BashSettings.dat, BashSettings.dat.bak, RendererInfo.txt and SkyrimPrefs.ini - so if you see those, you're looking in the right place.

2. Insert the line about disabling the borders. My .ini file looks like this:

[General]
sLanguage=ENGLISH
bBorderRegionsEnabled=0

uExterior Cell Buffer=36

[Display]
fShadowLODMaxStartFade=1000.0
fSpecularLODMaxStartFade=2000.0
fLightLODMaxStartFade=3500.0
iShadowMapResolutionPrimary=2048
bAllowScreenshot=1

(etc)
princess.stomper  [author] Sep 21, 2014 @ 12:22am 
Thanks, Galatine. Pleased to see such a long list! I'm going to level with you (if you'll pardon the pun) - I work full time, I have a toddler, and I'm studying on the side. I don't really have time to mod any more, or at least only for a couple of hours every few months. If someone wants to modify this and make it compatible with that mod, I would be DELIGHTED, but I'm just not going to have the time to do it myself.
Galatine Sep 12, 2014 @ 3:36pm 
thanks and there are 2 mods for kids custom family home, and multiple hearthfire adoptions which only work with certain house mods which are listed on the nexus page
http://www.nexusmods.com/skyrim/mods/29249/?
princess.stomper  [author] Sep 7, 2014 @ 9:12am 
@ Galatine - there's a mod by Emma, I think it's called Spouses Can Live Anywhere, that allows your spouse to ... um ... live anywhere. I'm not sure if there's a similar mod for kids but I expect there is.