The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Solstheim Castle Expanded
   
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Jan 22, 2016 @ 10:06am
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Solstheim Castle Expanded

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.


A Redo of Solstheim Castle by Princess_Stomper with additional lighting, a few more beds for Multiple Adoptions Mod and various new items such as: Dragon Priest Mask Storage, Deadric Items and such all from a Modders Resource on the Nexus. All I did was adjust and use other peoples things, nothing is my own creation and if I violated usage terms let me know and I will remove any issues. If it didn't work in the original castle mod it still doesn't work.
I tweaked a few other things to my preference. Feel free to adjust them if you do not agree with me.



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Description:
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- 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
15 Comments
harlan_tyler_215 Aug 21, 2016 @ 1:42pm 
how do you disable your borders
Skyshark Feb 9, 2016 @ 1:47pm 
http://www.nexusmods.com/skyrim/mods/64067/?

I would use a pet mod too, like a sabre cat or dogs if you have'nt got companions, as all those ash spiders and ash spawn popping up means jumping on and off, unless you use a sword from horseback of course, find bows never aim where I want them with all the slopes. So i just ride around and have fun, let the pets do most of the damage!!
UoB-1 Kenobi  [author] Feb 9, 2016 @ 5:23am 
Ahh nice mod, what is it? would mind horses on Solstheim myself.
Skyshark Feb 8, 2016 @ 9:04pm 
I have a spell for horses, so can have them anywhere :steamhappy: i might go in CK and do it for myself then.
UoB-1 Kenobi  [author] Feb 8, 2016 @ 12:30pm 
Glad you enjoy it. I did not actually make the castle itself, Princess_Stomper did. I just added the things I listed in the description. As for horses, I have no idea if it is possible to even have them in Solstheim, and the dock can most likely be changed in the CK.
Skyshark Feb 7, 2016 @ 7:28pm 
I am now using your mod, it is a fantastic castle, really like the interiors and textures for walls,doors, etc, very fitting. I would like to suggest tho, that when fast travelling to the castle, I noticed that the landing "Dock" on which you appear, there is a rope fence on the Right hand side, but not the Left side. As the Stable is on the Right, this is a pain to get horses over! could this dock be "swung around" in CS to solve it. thanks.
pphard69 Jan 28, 2016 @ 10:26am 
nvm i found the problem
pphard69 Jan 28, 2016 @ 10:17am 
After i downloaed this my game stopped working. It would load the Bethesda screen to skyrim then close itself out. Any solutions?
UoB-1 Kenobi  [author] Jan 23, 2016 @ 6:27am 
Would any be interested, pending and can figure out how, for me to make a version needing Hearthfires for the Greenhouse to have plantable dirt boxes for ingredients?
UoB-1 Kenobi  [author] Jan 23, 2016 @ 6:23am 
I updated the details to tell you more information from the original mod. It is located in Solstheim near Horker Island to the far north east of the main island of Solstheim. Thanks for the input!