SKYRIM
Tel Nalta II - Telvanni Home - Hearthfire Dawnguard Dragonborn by Ac3s
Skyrim » Player homes
Added: 31/10/2014 - 09:48PM
Updated: 15/04/2017 - 02:02AM

4,708 Endorsements

2.09 Latest version

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Uploaded by Ac3s

Description

Last updated at 2:02, 15 Apr 2017 Uploaded at 21:48, 31 Oct 2014

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In case Tel Nalta II is too large for you, then try out Tel Avius

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!! Make sure you have gone through your character creation process on a new game before activating this mod or otherwise the displays in the Trophy room might not work. You can still fix this later-on by completely resetting the mod but that requires some more effort !!
Requires Skyrim Update 1.9.32.0.8 / Hearthfire DLC / Dawnguard DLC / Dragonborn DLC / SKSE(skyrim script extender)
Nexus Exclusive Mod -- Do NOT upload these files to other sites.
Any changes, use of content or translations of this mod will require my permission, PM me for details.


~~Translations~~


~~Intro~~
  • This mod adds a growable Telvanni town in the middle of Lake Ilinalta on the exact same spot as the Lady Stone, North of Falkreath.
  • It consists of two mushroom towers and seven mushroom pods circling around the main tower (the player's home).
  • Upon arrival the island is deserted and it is up to the player to grow and build it up to its full potential.
  • New npcs can be hired to give it a small town feeling and are realistic regarding their appearance, clothing and use of weaponry/spells. They also keep themselves busy with chores during the day and sleep at night.






~~Features~~
  • Courier Letter -- A courier in-game will give you a letter from Neloth, this letter is not necessary to begin building the town but it does offer some immersion for those that prefer to wait for it.
  • Grow and Build -- It is up to the player to construct everything and hire the NPCs, the first thing you need to do is grow certain buildings through the Saplings and then use the workbench to build the interiors, take a look at the video tutorial or the forum tutorial. There is a cheat version where all materials are included in a chest which is located on top of the construction bench on the island, use this version if you don't feel like gathering all the resources required to construct the town.
  • Player Tower -- Your personal home where you can store all your items and have your spouse and kids move in, you can build either 2, 4 or 6 beds for your adopted children. It includes displays where you can store your dragon masks/daedric artifacts/etc... There is also an enchanting table, alchemy table, staff enchanter, disenchantment font, bone grinder station where you can turn mammoth tusks into powder, a statue that will give you the "Divayth Fyr" blessing and a Soul Gem Altar where you can create/upgrade your own soul gems from normal gems and ore.
  • Consilium Tower -- Secondary tower for the NPCs that includes an Apothecary Shop, a Kitchen area, Library area and a Temple area where you and NPCs can pray to all the Divines.
  • General Stores -- Shop dealing in general goods, she sells Limeware/Ceramic/Glass clutter items and two new magical drinks.
  • Blacksmith -- Shop dealing in weapons and armor, it includes a smelter, anvil, workbench, grindstone, tanning rack. The blacksmith also sells custom armors like Morrowind Glass, Bonemold and Chitin.
  • Catacombs -- An underground area located on the North shore of the lake away from the actual town, here you can "reanimate" new creatures, buy new destruction spells and one new weapon enchantment. After you build the Catacomb through the workbench you can use the small fishing boat on the island to travel there quickly.
  • Bathing Area -- A small pool area in the exterior for NPCs to relax, NPCs will take off/on clothing when entering/exiting.
  • Greenhouse -- There are two gardens where you can grow your own plants, one is located in your Tower Cavern and one inside the Consilium Tower.
  • Fish Hatchery -- A pretty big hatchery where you can breed your own fish.
  • HD Telvanni Robes and Hood -- Six different colors for the robes, buy enchanted ones from the wizard and unenchanted ones from the servant.
  • New Conjuration Creatures and Pets -- 9 new conjuration spells that you buy from either the wizard or the catacomb merchants, 4 Dwarven automatons that you need to construct yourself through the Dwemer workbench inside the Cavern, a Chaurus spider and a small Elven girl.
  • NPCs and Followers -- A merchant, blacksmith, alchemist, farmer, bard, chef, wizard, servant, huntress and 4 guards.(all guards are followers)
  • Automated Storage -- Construct a small Dwarven spider through the Dwemer workbench, any items given to this spider will be placed automatically in different containers around your home. This system is completely optional and if you don't like it you can even deconstruct the Dwarven spider.
  • Spider Imbuing -- Build your own Spider Imbuing Chamber (or not, its optional) and throw your small spider minions at your enemies like a madman!
  • Recall Spell -- Once the Player Tower is grown you can buy the "Recall to Tel Nalta" spell from the wizard, costs 100 magicka to cast and can only be used every two hours (will show up in your "powers" list upon learning).
  • Improved Navmesh -- All added content has been provided with new navmeshes, NPCs follow wherever you go.
  • Optimized Exterior -- Most objects that are out of your view around the town will get disabled, this allows for less CPU to be used and a significant increase in FPS.
  • TES5EDIT Cleaned -- First cleaned automatically and then checked manually to make sure everything is in order.


~~Installation~~
  • Always make back-up saves before trying new mods.
  • Make sure you are far away from Lake Ilinalta before installing.
  • Nexus Mod Manager: download the .ESP and .BSA files and activate it to install.
  • Manual: open the 7zip file, then drag and drop the .ESP and .BSA files into Skyrim's Data folder.

  • If you get the "Exception of type System.OutOfMemoryException" error when installing this mod through Nexus Mod Manager (NMM), then you are using the 32 bit version of NMM, this version cannot automatically install mods larger then 500MB, so you will have to manually download and install the mod.


~~Updating~~
  • Dismiss all potential followers from my mod, make sure none of them are actively following you.
  • Take all your items out of the containers and the displays in your Tel Nalta tower, we are about to reset the whole mod and the scripts from your save game. Type "TGM" in the console to carry infinite amount of weight.
  • Make sure you are far away from Tel Nalta (go to a small interior like Whiterun-Breezehome) and make a new save game.
  • Uninstall your current version of the mod, load your last save game, wait 40+ days (use the console command "set timescale to 300000" and wait a minute, then use the console command "set timescale to 20") and finally save your game again.
  • Use the Save Game Script Cleaner program to clean your last save game with the "FixScriptInstances" function, this will remove the old rogue scripts from your save game.
  • Install the new Tel Nalta version and make sure you play it on that last save game where you waited 40+ days and also cleaned with that Script Cleaning program.
  • Done! Now rebuild the town (you might want to use the cheat version).


~~Uninstallation~~
  • Dismiss all potential followers from my mod, make sure none of them are actively following you.
  • Make sure you are far away from Tel Nalta (go to a small interior like Whiterun-Breezehome) and make a new save game.
  • Deactivate and uninstall from Nexus Mod Manager, or manually delete the mod.
  • Load your last save game, wait 40+ days (use the console command "set timescale to 300000" and wait a minute, then use the console command "set timescale to 20") and finally save your game again.
  • Use the Save Game Script Cleaner program to clean your last save game with the "FixScriptInstances" function, this will remove the old rogue scripts from your save game.


~~Compatibility~~
  • Compatible with every mod except those that modify the same exterior cells as Tel Nalta.
  • Not Compatible with Tel Avius, It is in fact the same mod, except moved to a different location and lots of extras were removed.
  • Compatible with Moon and Star, but only if you install the Compatibility Patch for it.
  • Compatible with Aurora Village.
  • Compatible with Undeath.
  • Requiem places a Giant Slaughterfish in the middle of the lake, use console commands TGM and DISABLE to get rid of it.


~~Recommended Mods~~
  • Telvanni Reborn : Better textures to make the mushroom buildings look phenomenal.
  • My Home Is Your Home : Set any follower on home/sleep/work/guard wherever you like.
  • Hearthfire multiple adoptions : Enables you to move your spouse and children to different homes. Once you have this mod installed, go inside the Upper Tower interior and cast the "bless home" spell, now go talk to your spouse and kids and tell them to move to the new home.


~~Troubleshooting~~
  • Floating Grass Fix -- Also try waiting a few days far away from the town so it can reset and the grass doesn't float anymore.

  • Pet followers dialogues glitching out after combat (Dwarven automatons, Chaurus spider, Elven girl) -- This is something I can't seem to fix, but if you enter a new interior or fast travel then the dialogues will reset and work again.

  • With the "grow and build" system there could be activators and markers that don't fully activate unless you wait 40+ days far away from Tel Nalta which will make them reset and become fully active. It is recommended to do this once every building has been grown, every interior has been build and all npcs are activated. Some of the things that might not work properly due to inactive markers are: -Consilium Tower elevator -Dwemer workbench -Bonegrinder station -Spouse and kids system - Artifact displays in the Trophy room(like Masks and Daedric artifacts).

  • Possible tree LOD issues with other flora mods -- If you notice some of the trees being in the wrong place when viewing them from a long distance then this is probably due to an incompatibility between my mod and another flora mod, to fix that you need to install TES5LODGen. On that mod file page you also need to install the correct "billboard" file that corresponds with the flora mod you are currently using. Now just run TES5LODGen and generate new "Trees LOD" for the "Tamriel Skyrim" worldspace. (do not generate the "Objects LOD" since that is not required, my mod includes terrain and objects LODs but they generally do not conflict with flora mods since flora mods should only ever change tree LODs.)

  • If the Artifact displays inside the Trophy room are not working for you even after you waited 40+ days far away from Tel Nalta then I suggest the following steps to fix them:
-take out ALL your items from the interiors because everything is about to reset, leave Tel Nalta, then save your game.
-deactivated Tel Nalta from your mod list.
-load game, save game, exit game.
-activate Tel Nalta in your mod list, it is preferred you now use the cheat version so you can quickly rebuild the town.
-load game, Tel Nalta is gone, regrow/rebuild it completely.
-head over to a small interior far away from Tel Nalta, preferably an interior like Breezehome with minimal NPC activity.
-open console and type "set timescale to 300000", close console, just wait and do nothing for like 30 seconds.(40+ days must pass)
-open console and type "set timescale to 20".
-press T and manually wait for 5 days.
-go back to Tel Nalta and test the Artifact displays.

(the reason these displays did not work for you is probably because you had Tel Nalta activated in the very beginning on a new game, I believe this makes the scripts for those displays bug out, so if you wish to avoid this in the future then you should only enable Tel Nalta after the beginning carriage scene has ended.)


  • Some people may experience lag and drop in FPS, so I suggest you make the following changes to your .ini files:

-Add/change this to your SkyrimPrefs.ini file:

[Display]
fMeshLODFadePercentDefault=1.2000
fMeshLODFadeBoundDefault=256.0000
fMeshLODLevel2FadeTreeDistance=2048.0000
fMeshLODLevel1FadeTreeDistance=2844.0000
fMeshLODLevel2FadeDist=3072.0000
fMeshLODLevel1FadeDist=4096.0000

(these changes will alter how soon certain objects like plants will show up in front of you in-game, normally everything loads with the standard settings but this causes a lot of lag, with these changes most things too far away from your character will stop rendering and fade out, I highly suggest you use these settings!)

-Add/change this to your Skyrim.ini file:

[MapMenu]
sMapCloudNIF=0
bWorldMapNoSkyDepthBlur=1
fWorldMapNearDepthBlurScale=0
fWorldMapDepthBlurScale=0
fWorldMapMaximumDepthBlur=0
fMapWorldYawRange=3600.0000
fMapWorldMaxHeight=130000.0000
fMapWorldMinHeight=5000.0000

(these changes will alter how you view the map in-game)


~~Extra~~
  • Safe Storage -- The following containers are safe to store items: all containers in the Player Tower (Tower Lower & Tower Upper), the small strongbox in the Tower Cavern, the small chest on the carpenters workbench in the exterior and the "dragonborn's chest" in the Catacombs. The following interiors are safe to drop items on the floor: only your Player Tower (Tower Lower & Tower Upper). All the other containers and interiors are set to respawn so they are not safe to store or drop your items.
  • Black Book and Elder Scroll displays -- Can only be build from the workbench once you have completed all their related quests, this is done to avoid issues where players would store these quest items while the quests still needed them since this could potentially break the quests.
  • Train skills -- You can train your spell/archery/weapon skills by hitting the target dummies or other things that the npcs use to practice upon.
  • Trash Container -- The Barrel at the exterior pool area will reset every 7 days, so you can dump all your useless junk in there.
  • Apiaries -- Your bees will work hard and apiaries will respawn ingredients every 3 days.
  • Ilinalta's Deep fortress -- This is that sunken fortress just North of Tel Nalta. The walls have been removed and the towers/entrances moved more inland to make the lake larger. (see picture "26 Ilinalta's Deep Fortress entrances")
  • Lady Stone -- Has been moved to the main land, behind the farm in the exterior. (see picture "25 Lady Stone Location")
  • Bard NPC (Tidus) annoying you? -- If he is annoying you too much with hes singing you can safely remove him through the console command "markfordelete" since he doesn't own a house/bed. Though I highly suggest you never delete the other npcs like this because they do have their own houses/beds.
  • Wait Time -- To make waiting go faster, open console and type "TFC", one day will pass in a second now instead of waiting for every single hour to pass, when done type "TFC" again.
  • Wait 40+ Days -- If you need to wait this long then I suggest you open the console and type "set timescale to 300000", close the console and then do nothing for like 30 seconds, when done type "set timescale to 20" and then just do nothing for a few minutes so the script engine can catch up.(its preferred you do this in an interior with no npcs, like Breezehome.)
  • Decorate your home -- If you want to place items perfectly inside your home then you need to dump the items on the ground, exit home, re-enter home, place them where you like. If you don't do this then the items will just bounce around the next time you re-enter the home. This trick applies to all the homes in the game.
  • Don't like certain items/plants/trees? -- You can always open the console in game, select the item, type "disable" or "markfordelete" to remove it. When using "markfordelete" you need to save and load again, but beware that the item will be gone forever, and make sure you have a backup save ready in case you deleted the wrong item. You can also use these commands to make your home interior better by removing clutter items you otherwise cannot pick up.


~~Credits~~
  • RussianRanger for personally helping with scripting (grow and build system)!
  • Mrpdean for Tel Mithryn modular meshes, extra containers and personally helping with mesh editing!
  • rockyourazz for the exterior optimization system!
  • fileosoft for fixing some textures.
  • ubuntufreakdragon for the summon altar script.
  • ps46183 for door animations on noble desk and cabinet.
  • sLoPpYdOtBiGhOlE for the lights and dining table script.
  • dptheslothking for making a nice video.
  • Earrindo for telvanni assets.
  • Stoverjm & Blary for open books.
  • Blary for alchemy clutter, potionshelf, booksets, foodcontainer, openbooks, ingredients wall art.
  • Oaristys for resources, pack and jars.
  • Runspect, Stroti, Elianora, Darkfox127, LilaMue, Garnet, Tlaffoon, CD Projekt for resources.
  • Elinen & Ztree for water plants.
  • Tueffelachtein for craftingtables and general displays.
  • Tamira, Birdy & Yughues aka Nobiax for new plants.
  • Rafuel for telvanni robes and hood.
  • Grace Darkling for telvanni robes.
  • Vicn, Dogtown1 for creature assets.
  • JonesTheBond, ChampionofHircine, 1shoedpunk for telvanni assets.
  • InsanitySorrow for headstones, rugs, potions, soulgems, pillows, telescope, clock, chessboard.
  • Lilith for Ready Clutter.
  • The_Funktasm for silverware replacement and morrowind clutter. 
  • THusky for morrowind armors.
  • B1gBadDaddy for improve skill script on target dummies.
  • Tumbajamba for armored death hound meshes.
  • Ragna_Rok for axe meshes.
  • XunAmarox for disenchantment script.
  • SrRamrod for stained glass lanterns.
  • neuroliquidity for bedroll mesh and texture.
  • Ranaline & tokkimoon for children assets.
  • gosthy for spider imbuing extended.


~~Modding Advice~~
(only read if you want to mod.)

  • If you would like to use these Telvanni Building pieces for your own mod then check out my modders resource.
  • Some people might want to change certain things in the creation kit for themselves, read my explanation under my mod forums tab for changes inside the SkyrimEditor.ini file so the Creation Kit can open multiple .ESM and .ESP files. Without these changes you cannot use the creation kit properly.
  • My mod contains a lot of custom created assets from either other modders or myself, those are all inside the .BSA file and the Creation Kit can not load .BSA files on its own, you will either have to unpack the .BSA file with a program like BSAopt (though I don't recommend that because it can become messy), or you could simply edit your SkyrimEditor.ini file, look for the [Archive] section and behind "SResourceArchiveList2=" you need to add "Tel_Nalta.bsa", so if done properly that line should look like this: "SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, HearthFires.bsa, Dragonborn.bsa, Tel_Nalta.bsa". After you are done editing my mod you need to remove the "Tel_Nalta.bsa" from your .ini file again.
  • If you want to edit certain npcs or creatures, after my mod is loaded in the creation kit go look in the "Object Window -> Actors -> Actor" and type in "Tel_Nalta", this will give a list of all my added actors.
  • To manually edit things in the exterior you need to look into "Cell View -> World Space=Tamriel -> Tel_Nalta01", double click and it will load, the interiors are under "World Space=Interiors", all my added interiors start with "Tel_Nalta" as well.
  • If you try modding it yourself you should be aware that if you delete stuff you can cause CTD if that particular item was there already in the vanilla game, you will get a deleted reference and when the game tries to load it it cannot find it and so it crashes. To fix that you should use TES5EDIT program, load the mod, do "apply filter for cleaning", then "undelete and disable references", then "remove identical to master records", press CTRL-S to save the mod, that should prevent CTDs in that department.

  • If you'd like to know how I work with navmeshes in the exterior, read my explanation under my mod forums tab.

  • If you'd like to know how to make npcs take off/on clothing when entering/exiting the pool, read the tutorial created by "subtanker" under my mod forums tab.


to do list:
Ac3s:
- give the Netches their own race to avoid incompatibilities with mods that change that original "DLC2NetchRace", for example, some mods cause all my townsfolk to attack my own netches because they change that race from neutral to hostile.
- add Telvanni Hoods that fit with those new colored robes from Grace Darkling. (Akarsil going to help? Credit her when done.)
- remove collision from wind chime.nif object at Household entrance.
- rename "1 grand soul" text to "1 filled grand soul gem(grand soul)", do same for empty soul gems and other gem related things.
- check all the breathing sounds for the catacomb altar creatures, if its too annoying then remove it.
- add more "undead" creature followers, craftable through the summon altar in the Catacombs.
(monster mod assets; Vicn Creature Resources-fire gargoyle; skeletons; draugr priest; ash spawn/guardian)
http://www.nexusmods.com/skyrim/mods/49682/?
- make a "lite" version for people with potato computers.
- Implement a storage and crafting system like in "breezehome fully upgraded", each crafting table has a specific container that loads all of its specific mats from your inventory or a specific amount that you decide when you activate it, when you activate crafting tables they auto-load all your crafting mats for you and when you exit it reloads them into its specific container??? (SOURCE=http://www.nexusmods.com/skyrim/mods/24678/?)



Disclaimer:
In case Nexus website shuts down and/or I am no longer around, then you can upload/convert this mod to other websites for the purpose of FREE redistribution. (never charge money for it)
Though you must credit me as the original author and I will always retain all rights and permissions to this mod.