The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

40 ratings
Dwemer Cliff Houses
   
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Category: Houses, Towns
File Size
Posted
Updated
8.396 MB
Apr 3, 2012 @ 10:46am
Feb 9, 2014 @ 6:59pm
24 Change Notes ( view )

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Dwemer Cliff Houses

Description
Several small to largish Dwemer Dwellings from a cliff house to a box car. The main house has all the amenities including two merchants and there is the start to a town in the north sea.

Remember to uprate so others can see this!

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Currently working on the AI packages for the merchants, refining them, and putting in a follower with quest.

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03/14/2013 Update

Minor fixes and optimizations of the main house outdoor area. Some simplifications and deletions should help framerate issues.
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12/17/2012 Update

Sorry, still no finished follower quest or village. The main house is closer to a follower quest though, and I've added a display room and worked the library a little bit different. The holiday season hasn't left much time for mod work and I'm just not patient enough to learn the quest stuff better!

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11/26/2012 Update

The main house has been moved around a bit to help optimze it and fix my poor use of snap to originally. The town in the north sea is coming together slowly. I likely won't be able to fix all the navmesh issue until I can build a rig that doesn't nearly freeze when working on said navmesh! The main house and outdoor should both load and flow a little better now, but some angles might still drop the framerate because of the number of items on screen. I'm learning a lot with this mod.
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Some navmesh fixes as well as some other small additions. Eriko Bowyer isn't complete yet. You can use her as a follower right now, but I'm planning on putting a quest in so don't be surprised if you have to complete it one day. The actors should now be moving around and doing more than warming their hands.
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I've done some additions to the main house with many decorative changes, some hidden goodies, and a couple of mostly working merchants. The outdoor shrine is sadly unfinished as I can't get the spriggan model to not havok settle even using 'do not havok settle' and the 'defaultnohavocsettle' script. Hopefully I've mostly fixed the outdoor navmesh. There are more scenic overlooks now as well.
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Did a pretty major overhaul of the basement area in the primary house. The large display hall is now split between several smaller rooms, all through non-load doors. I left the big display hall there if anyone left anything important down there. The load door is behind the wall at the end of the hallway, just toggle the clipping off (tcl) and walk through to get to the door. The bookshelves in the library should be working now as I just replaced them all. The armory has three display dummies.

I also added another boxcar house, this one in Winterhold.
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Lost all my description last update sadly! The houses are located West of Riverwood and north of the lake, east of Windhelm and north of the shrine, in the valley east of Whiterun on the right before the bandit bridge, and finally right outside Morthal. I'm working on another complex in the sea north and west of Solitude.

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I've added more details to the outside of the main house and deleted the sphere. The bathroom has been redone (now with a shower!) and the water wheel pipes moved around a bit.

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Some updates I did a week or so ago. It's mostly refinements and clutter added to the workshop and basement, but now the library works, there are mushroom gardens, and some lighting changes.

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I refined some things, mostly on the outside of the main house. The reactor now has a respawning treasure chest to keep you supplied with Dwemer Tea. I've also added in Jazzberry vines and changed up a couple of other small things. There is now a picture uploaded with the location of three of the secondary houses. The only ones not shown are the main house, the one in Winterhold and the one in Morthal. The main house already has it's own loction picture and the other two are just outside their repective towns.

There is another no-load player house just past the dwemer bridge marker in the north west of Skyrim, but sadly I build it out of bounds! If you have a mod that removes the boarders it wouldn't be a problem.

Still working on making the lexicon in the lab work and adding actual lore.
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I changed some things up outside, added some details, and even put in a poorly written lore book in the library. I'm not so sure about the light columns outside, so let me know what you all think.
39 Comments
Adhesive Lemon Feb 13, 2015 @ 3:08pm 
Thanks
tyr_13  [author] Feb 13, 2015 @ 7:29am 
There are several of them scattered throughout the land. However, to get to the main one go east from where you exit Bleakfalls Barrow. You'll see a tower with an elevator at the bottom. Use it and you're there.
Adhesive Lemon Feb 13, 2015 @ 12:25am 
I'm probably a dumbass for asking but how do you get to them?
tyr_13  [author] Jul 14, 2013 @ 8:25pm 
Thanks. The poor optimization and pathing are probably big reasons, as is the face that I was releasing it bits at a time as I learned how to use the tools. My rig can't really handle the creation kit well so building and testing has been time consuming. Life in the way and all so I haven't updated or finished a lot of the stuff. So the file is bloated as well. Again, thanks though.
deplorable gollompus Jun 28, 2013 @ 1:07pm 
Best player house I've ever seen-- definitely deserves more attention. No idea how this thing isn't on the front page :/ anyways, up-rated and favorited.
tyr_13  [author] Feb 21, 2013 @ 4:54pm 
Yeah, I build the one at Deep Folk Crossing out of bounds. I should clean it up by deleting that one. I should also finish the quest and companions. Thanks.
Wolfgang Feb 19, 2013 @ 4:02pm 
It is a cool mod for your frist one but one of the house (the one at deep folk crossing) is interfering with my mod rebuilding dwemer citys V0.1.1 Bthar- zel. not only that but you cann't reach the house because it is out of the borderline of skyrim. besides that the other houses are great. keep up the good work! :D
zuza.petkova Nov 19, 2012 @ 11:20am 
Ok still cool mod! :D
tyr_13  [author] Nov 19, 2012 @ 11:07am 
Sorry, no. This is my first mod, and I have no scripting ability. The large number of updates speaks to my inexperience. There is even a pretty big update coming where I attempt to fix my neglect of the snap to rules so I can optimize the mod a little better. While I've learned a lot doing this, I'm still obviously not too good at it. There are a TON of things more I'd like to do with this mod but am limited by time and ability. Working carts is but one.
zuza.petkova Nov 19, 2012 @ 9:33am 
So I cant ride the vehicles??