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Houses and Dwellings

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Houses, other dwellings, and general places for characters to live.

5 files

  1. Pneuma Manor

    A random thought came up, why not have a house within the Soul Cairn. This mod will add Pneuma Manor, currently the only player home within the Soul Cairn. Good friend Morven will sell you this home for a sizeable bounty of Soul Husks.

    There are three levels of this home, the main level, the cellar, and the upper level. Upon entering the upper level, you notice that you are not the only ones living in the house. Meet the Necronn family, consisting of a mother, a daughter, a son, and a dog. To find out why they are in the house and resemble most of the current Cairn residents, explore this upper level for any clues.

    The father, he left behind quite the legacy. Various books found near his desk will reveal the legacy he has left, and some for the worse. In the process of discovering the past, you will wake up the past. This past will eventually lead to new recipes, a new spell, a new enchantment, and several other followers or residents of Pneuma Manor.

    This house will serve you and your adventures in the Soul Cairn well, being the only calm place within the bleak landscape.

    What is Added:
    -Three story home in the Soul Cairn, purchased via Soul Husks
    -4 Mannequins, 2 Weapon Racks, 3 Weapon Display Plaques, 1 Weapon Display Case, 2 Bookshelves with 90 book capacity.
    -Alchemy table, Enchanter table, Forge, Tanning Rack, Workbench, Sharpening Wheel, Smelter
    -Storage in the cellar, Dresser, Safe, several Barrels near Mage Station.
    -Thane, Bard, Soul family (step-daughter, step-son, dog, wife?), Assassin follower
    -Soul Husk Extract recipe, Absorb health/soul trap spell, Absorb health/soul trap weapon enchantment, Absorb health/soul trap poison
    -5 Books, 5 journals for backstory
    -3 Quests for backstory and acquiring thane/bard/assassin, without direct quest markers.
    -Spells to transport to Pneuma Manor and to College of Winterhold

    Requires: DAWNGUARD

    Revision History:
    v1.2:
    -Added new quest to clear up lore conflicts
    -Added a new book and several supporting items for the new quest.
    -Corrected dog's voice.
    v1.1:
    -Added new book
    -Added two new spells, one for transport to Pneuma Manor, one for transport to College of Winterhold

    Known Quirks:
    -If you have dialogue issues, try saving-reloading in order to fix. This issue should not prop up, but might since there is (technically) custom dialogue included.
    -Ushugob does not have a voice for the Thane dialogue. Guess this is due to no Orcs as Thanes in Skyrim.

    Credits:
    -Tamriel Rebuilt – name generator
    -Artisanix – Paintings and Frames - http://skyrim.nexusmods.com/mods/17423
    Special thanks to Artisanix for making awesome paintings/frames resource.
    -Balok’s Tutorials – Creating Skyrim Oil Paintings - http://www.youtube.com/watch?v=k28k_6ChNks
    These were very helpful in teaching techniques for creating the paintings.
     
    Note:
     
    I am making a massive update for this mod, but it won't be released for some time.  It will be including the other expansions, and I will be leaving this upload at version 1.2.  The regular Skyrim version of the new update will be called Definitive Edition, and it will just be Pneuma Manor when I port it over to Special Edition.

    19 downloads

    0 comments

    Submitted

  2. Daedric Museum of Artifacts

    Description

    Adds a museum east of Falkreath near the Skyrim-Cyrodiil border gate dedicated to the Daedra. Inside, you'll find a safe place to store and display your accumulated Daedric artifacts. There are also other Daedric-related displays and Daedric items to purchase.
    NOTE - NPCs are unvoiced. All subtitles will need to be enabled.


        Museum Rooms

    Lobby

    Serves as a gateway to the rest of the museum

    Museum of Artifacts

    Display/storage area for all unique Daedric artifacts
         Daedric shrines that can be activated to give you unique blessings
         NPC that gives you hints as to where Daedric quests may be started

    Museum of Lords

    Mannequin displays of the live Daedric Lords featured throughout the game

    Museum of Daedra

    Mannequin displays of the live Daedra featured throughout the game
         Atronach Forge with already available Sigil Stone.
         NPC trainer/vendor that specializes in Conjuration and sells Daedria conjuration spell tomes, scrolls, and staves. Also sells special Atronach Forge Recipe book containing all 34 recipes in the game.

    Museum of Relics

    Preset displays of miscellaneous Daedric items seen and acquired throughout the game
         NPC vendor that sells Daedric clothing
         NPC smith trainer/vendor that sells Daedric weapons & armor
         Crafting & enchanting center

    Library

    Contains all of Skyrim's Daedra-related books
         Book shelves are safe for storage and an ideal place for players to place their own books in an organized manner



        Mirrors


    AFK Mods
         Assimilation Lab
         Dark Creations
         Mod DB
         Nexus Mods
         Steam
         TES Alliance



        Versions for Other The Elder Scrolls Games
        The Elder Scrolls IV: Oblivion
        The Elder Scrolls V: Skyrim - Special Edition

    105 downloads

    0 comments

    Updated

  3. Vlindrel Hall Secret Entrance

    Vlindrel Hall Secret Entrance
    =========================================
    by Hana / Hanaisse
    06/25/16
    v1.0
     

    Description;
    -------------
    I love Vlindrel Hall. I typically start there (thanks LAL) or if I don't I always make sure to buy it. But after a few times running all the way up those stairs to get home it starts to annoy me. So I made a secret short cut.
     
    Inside the house, in the kitchen, is a trap door near the hearth that takes you outside into Markarth, right at the bottom of the stairs. And vice versa, of course. See pic for details.
     
    Cleaned with TES5Edit.
     

    Install;
    ---------
    Drop the esp into your Data folder. Activate in your mod manager of choice.
     
    Uninstall;
    -----------
    Delete the Vlindrel Hall Secret Entrance.esp.
     
     
    Please do not upload this file on any other site.

    89 downloads

    1 comment

    Submitted

  4. Dragon Claw Stands

    A simple mod to provide display stands for your dragon claws.
     
    People like to display their collectibles in their homes. I am no different, but I've always wanted a way to do the same with the dragon claw keys used on the Nord ruin puzzle doors one they're of no use anymore. It always seemed silly to just toss them in a chest and forget about them since they're among the more unique things about the game. So the idea came up to make a display stand for the claws, but not just any display stand. One that was somewhat unique and fitting with their style and purpose. Thanks to some help from the folks at AFK Mods, this is now a reality
     
    Each vanilla player home, as well as the 3 Hearthfire homes, and Severin Manor in Raven Rock, now have display stands in various numbers. Simply have one or more of the claws in your inventory and activate the stand. If you have only one, it will be automatically displayed. If you have more than one, it will ask you which one you want to display, in much the same way the Paragon Gem platform in Falmer Valley does with Paragon Gems. If you should want it back for some reason, simply activate the stand a second time and it will be returned to your inventory.
     
    Under the hood, the mod takes the claw from your inventory, puts it into a hidden chest, and then places a clone of it in the visible world. When the claw is removed from the stand, the original copy in the chest is placed into your inventory and the clone is deleted to ensure there is no save bloating from creating multiple claws repeatedly. This is done in case the claw is marked in a quest alias somewhere so that the alias is not disrupted.
     
    Not all houses can display every claw due to limited space. Severin Manor is the only one with enough space to hold all 10 in the same cell. The Hearthfire houses split them up between the Main Hall and the basement, and all of the vanilla houses can only hold some. For example, Breezehome only has room for 4, while Proudspire Manor can hold up to 7. The placement of the stands are also tied to certain room upgrades, except for Severin Manor where they all get enabled once the player owns the property.
     
    As an added bonus, if other mods add more dragon claws, they can be added to the formlist used to track the vanilla game claws. All they would need is a script to access the formlist and add their base object to that list. The only condition is you would need to be sure the mod added claw is the only one in your inventory when you want to place it. This is due to limitations on how the menu works when asking for a claw.

    182 downloads

    0 comments

    Updated

  5. Castle Volkihar Rebuilt

    A mod to allow the player to clean up the debris and rebuild Castle Volkihar to its former glory. The North Tower is also converted into a player home with safe storage.
     
    After the Dawnguard quest line is over, have you ever wondered why nobody bothers to rebuild Castle Volkihar? Harkon may have been an obsessive lazy vampire, but that doesn't mean you need to be! Now you can rebuild the castle as you see fit, whether you're a vampire lord yourself and just want the stinking mess cleaned up, or a member of the Dawnguard seeking to expand into a new base and occupy some new territory.
     
    At several locations throughout the Main Hall, Volkihar Ruins, Volkihar Courtyard, the Undercroft, and the docks behind the castle will be rubble piles or debris columns you can use to clean up the area around them. You'll need a pickaxe to do so, but that's it. After that all you need is the patience to see things through.
     
    If you are playing as a vampire, your existing vampire minions will continue to provide their normal functions, just in a much cleaner environment. After all, what are we? Vampires or slovenly trolls? To clear the path to the Courtyard, speak to Garen Marethi as usual.
     
    If you're playing as the Dawnguard, cleaning up rooms in the main guildhall area will bring in new Dawnguard members to man the stations that the vampires used to. The blacksmith, apothecary, and vendor will offer services appropriate to Dawnguard members. Ownership of the various castle cells will also be marked properly so you won't get accused of stealing the stuff you fought so hard to take. As a small added bonus, Fort Dawnguard will get cleaned up properly too. No more cobwebs lurking about!
     
    If playing as the Dawnguard, Serana can now be directed to move into the castle and use her cleaned up room by lighting the candle on the corner of her nightstand (the one with the cloth mat). When the flames are lit, she will stay at the castle when dismissed. If they are out, she will stay at Fort Dawnguard. This candle will be lit permanently if playing for the vampires to indicate she stays there when dismissed. As an added bonus, she will make full use of the entire cell in either location, instead of just being narrowly restricted to the main hall areas.
     
    Valerica's Study and the hallway outside that leads down to the secret fireplace passage will clean up when you go to the Soul Cairn to tell her Harkon is dead. Best to let the senior vampire handle her own affairs
     
    Clearing the North Tower attached to the Courtyard provides a player home with safe storage, 3 mannequins, some weapon racks, 3 bookshelves, and a place to sleep too. Be aware though that the North Tower is the ONLY room you can clear out where storage is safe.

    485 downloads

    0 comments

    Updated

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