The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Bengali Clan Estate
   
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Jul 6, 2012 @ 1:07pm
Nov 9, 2013 @ 1:43pm
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Bengali Clan Estate

Description
Kenti's Bengali Clan Estate Mod (current mod v3.0a / 09Nov13 / added "teleportation" abilities)

Hello everyone. I've been having a lot of trouble uploading to Steam, so...I give up. I will still make every attempt to answer comments here, but the mod will be uploaded and available over on Nexus, and I will not make any further attempts to update here on Steam.

the page on Nexus is: --> http://skyrim.nexusmods.com/mods/47371/?

This page is for both the main "Estate" mod, and the "Storage Room only" version. I just updated, so now v3.1.

The latest description and change logs are there as well, so please visit that page for more info.
Latest Updates: See below in the comments, where I'll post all the version information as I go along.


Large Estate, "Bengali Manor"; main in-world entrance is almost due south of The Lady’s Stone, west of Half-Moon Mill, and due north of Falkreath Watchtower, right on the lakefront; entry to “Drifter’s Armory” and “Kenti’s Storage Room” via trapdoors in Riverwood; independent cells as practical;

Also, check out my other mod, which is just the Storage Room portion (and all the toys) included in this one.

There are a few “quests” in the mod which are designed to introduce the player to the NPCs which own the estate. Currently, the quest to actually have the NPCs sell the estate to the player is incomplete; I’m still working on it and running into a few problems. There are also rings, which when taken into inventory will trigger “tracking” on the Bengali brothers (the Khajiit brothers who are the NPCs of the mod who are also merchants) and the leaders of the Khajiit Caravans. The mod does NOT modify the Khajiit Caravans in any way!

I welcome any and all comments, but I much prefer constructive criticism; if you see a problem, let me know, but please be descriptive and offer enough details to the extent that I can reasonably correct the problem. Also, if you have any suggestions for improvements to any of the rooms, I’m happy to hear them, most specifically the Storage Room, as I think most players will find it the most useful of all the rooms. Yes, the estate is a “house”, but it’s just a house. What makes this mod unique IMHO is the Storage Room.

Latest Updates: See below in the comments, where I'll post all the version information as I go along.

Here’s the Rooms:

"Kenti_Manor" with COC Marker (three rooms, Main Manor, Back Rooms, and Secret Room)
Manor Proper:
- Front door, into and out of Skyrim (Tamriel, cell ID 00009BBB, “Wilderness” -9,-16)
- Trapdoor to Secret Room (left of main door, Master Leveled locked, "Kenti_Key_House")
- Door to Manor Back Rooms
- Guest Rooms #01 & #02, Alchemy Table, Food, Drink, and Misc Items throughout for the stealing
Secret Room (Master-level locked):
- accessible from Main Manor, trapdoor in floor to left of front door
- This room based on Delphine's Secret Room
- Alchemy & Enchanting Tables
Manor Back Rooms
- Door to manor from Main Manor
- Stairs on left end go down to door to "Macumba's PlayPen"

"Kenti_Playpen" with COC Marker (two rooms, Playpen, and Storage Room)
Macumba's Playpen
- Door to Manor Back Rooms (main entrance/exit)
- Stairs up to door to Storage Rooms Basement
- Door to Armory
- Storage Chests and Bookcases, entirely categorized, and eight safes
- Full Crafting Suite and Thieves Lockpick Training Area (120+ chests, Master-leveled locks)
Storage Rooms (currently unused)
- Door goes into basement (not very convenient, I know)

"Kenti_Armory" with COC Marker (one room, Armory)
- entrance/exit to/from Playpen
- entrance/exit to/from Riverwood (trap door inside western gate into the town, next to road)
- 224 weapon racks, 36 mannequins, and 4 chests (full of gold) for storage of whatever
- NOTE: if you fill all these, your game will get VERY laggy trying to display everything

"Kenti_Storage" with COC Marker (one room, Storage and Display Room)
- entrance/exit to/from Riverwood (trap door under the ramp to the western city wall)
Storage Room:
- 18 individual, marked chests for keeping all your treasure sorted
- 6 individual, marked bookcases for keeping quest notes, letters, and books sorted
- 8 safes for sorting your valuables, each with a little starting funds in it
- 6 strong boxes for individual collections of gold and misc items
- Full Crafting Suite and double bed, in case you get tired
Display Room:
- 8 display cases and 4 tables for displaying all your special treasures
- 16 mannequins in the center for displaying your armor or clothing sets
- 9 Hold-specific display areas with a mannequin and 6 weapon holders each
- 6 extra weapon holders
Sorting:
- automated sorting, removing items from your inventory and into containers
- up to 10,000 items at a time, using buttons and dialog boxes

“Kenti_MineField” with COC Marker (one room, ores and ingots, misc room)
- entrance/exit to/from Storage Room (trap door in hallway of Storage Room)
- minable Gold ore around outer walls
- an abundance of ingots of every type for the taking
- Ra’drif’s safe and merchant chest is located here, both locked with Ra’drif’s Key (might
consider relocating the chest outside the room, as then the player cannot mess with it,
which would mess up Ra’drif and Do’rhen’s merchant abilities)
- Ra’drif’s stash of moon sugar and skooma is here, which was his mate’s (who was a skooma
addict at one time)
- this room was originally intended as a place where the player could mine all the different
flavors of ore, but I couldn’t get the ore veins to work correctly, except the Gold veins

Known Bugs:
- no major issues known as of 1000 ET 16Oct13
- Sell Barrel seems to hang sometimes, usually on created potions; I'll keep working towards a fix;

Intentions (things to add):
- the second quest is the actual quest to obtain the estate, involving interactions and tasks with both the brothers (Quest ID: “kenti_bcq01”; this one is not working yet)
- small “work” quest which Ra’drif gives the player, which is basically a repeat of the tasks he gave the player to obtain the estate, which is repeatable;
- possibly a stable area outside the manor, bur I don't know how practical this will be, given the landscape and proximity to the graveyard and the close-by mill;

Creator’s Comments:
- There are several sets of armor and weapons which are incredibly powerful, and will seriously effect your gameplay. If you want to keep your gameplay reasonably normal, then don’t use these items.
- I have a detailed version history and items/quest codes which are available should you want it.
- The Storage Room of this mod was not designed to be “pretty”; it was designed for practicality and usability.
52 Comments
dragontaimer37 Jan 26, 2015 @ 2:01pm 
thanks for answering my questions and i wish you a safe travels while at sea. ps: i figured out you can just turn on diolog and then just read what they are saying.
KentiTiger  [author] Jan 26, 2015 @ 7:58am 
to "dragontaimer37": sadly, between work, and life, I've not gotten back to the questline, though I have done a bit more on as far as layout and programming. It's really just the matter of getting all the rest of the dialog entered, the scripting coded, and then the bullet-proof testing to see if it'll work as planned. All of that takes time, which I seem to have less and less of these days. Bottom line, there is no timeline at present for completion, though I apologize for it. And thank you sincerely for your kind words and encouragement. I have a couple months before I head back out to sea (I work for the Navy) so I'll see if I can't tear into this project again. Thank you again for your interest.
dragontaimer37 Jan 23, 2015 @ 3:27pm 
i would like to know because i just absolutely love this mod and would like to see it go further
dragontaimer37 Jan 23, 2015 @ 3:26pm 
how soon will you ba able to have thequest up and usable
KentiTiger  [author] Nov 9, 2013 @ 1:45pm 
v3.0a - (09Nov13) still in ALPHA phase as the quests are still incomplete (but I did get a bit further on the scripting for the quest, thus v3.0!); added teleport pull-bar next to the ladder, to TP to any of the houses (I didn’t TP /in/ the houses, as there’s too many house mods out there); added a spell and tome for teleporting to the Storage Room; added a strongbox (identical to the one next to the armory door) next to the Storage Room door;
KentiTiger  [author] Nov 3, 2013 @ 3:39pm 
For the sake of an update about the Sell Barrel, I cannot find a problem with the scripting, so I think it's just a quirk. What I have discovered is that it seems to only happen with potions, and it works better when you sell of only those items with multiples of the same together, but no single items, and vice versa. It seems to hang most often with single potions in combination with multi ones. Can't explain why and it shouldn't matter to the script, so I think this is just a game-engine quirk. If anyone come up with any popular theories, let me know. if you want to see the scripts, hack the .bsa or message me and I'll share them. Have fun!
KentiTiger  [author] Oct 19, 2013 @ 8:20am 
More Comments for v2.9 Update: If you're already in a current game, I've see where the Inventory Safes don't move into the new positions, replacing the original generic safes in the stack; not sure what causes this or how to fix it. If you open a brand new game, everything's fine, so I think this is some kind of savegame conflict from the mod having changed, which then the only solution would be to take all your things back, save, uncheck the mod in the load list, enter game, save, exit, recheck the mod, enter game, put all your stuff back, and save again. Hassle, hassle, hassle.
KentiTiger  [author] Oct 19, 2013 @ 7:32am 
Comments for v2.9: I've delved into the world of scripting! I put in several buttons into the Storage Room, mostly for convenience, which can dump your entire inventory (less quest items of course) into various containers. The "Sell Barrel" was the biggest reason for this update, which is a place you can dump your stuff into and it will "sell" them for you (straight values, no bartering, no gold limits). Yes, this is a dangerous function, but I like it. While I'm proud of it, it's still a little buggy, but I don't know why yet. The code seems good, but it seems to hang on potions, especially ones you've created. If it hangs, just take all your items from the barrel again, which will clear it out, and then put things in again. If it persists, try only putting 5 or so items in at a time. Overall, have fun with it! No more merchant problems!
KentiTiger  [author] Oct 19, 2013 @ 7:24am 
My apologies to all the users if, on the 11th, things got really wonky in the Storage Room. I was having a battle with the Steam upload process, which was ultimately resolved. I found Steam/Creation Kit is entirely dependent on the original files (scripts and such) vice only the .bsa file (I did a full reload of Skyrim, which killed the original files). The only solution was to get a .bsa "unpacker" and recover all the files lost. So, I think, I'm back in business now. Again, my apologies for any inconveniences.
KentiTiger  [author] Oct 19, 2013 @ 7:21am 
v2.9a - (19Oct13) still in ALPHA phase as the quests are still incomplete; delved into the world of object scripting and added into the Storage Room: button to put all PC inventory in choice of two safes; button to put all PC inventory into choice of four junk chests; “Sell Barrel” to sell all items place into it (or just get rid of them); to replace the inventory safes, created more generic safes (6 total) next to the alchemy table; redid a few sorters to include more categories of items;

v2.85a - (13Oct13) still in ALPHA phase as the quests are still incomplete; updated navmesh inside Storage Room around the open chests;