Skyrim

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SPH1

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SPH1

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About this mod

Cracked Tusk Keep is largely safe and can be used as a player home as is. This mod adds a few tweaks; mostly containers to outside area.

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Cracked Tusk Keep is listed on the wiki as containing safe containers: http://uesp.net/wiki/Category:Skyrim-Places-Safe

I used the Creation Kit to see what containers are safe. After all, although Anise's Cabin is generally known to be safe - and is on the above link list - it is pretty common knowledge that the upstairs barrel is unsafe (I may check that some day.)

OUTSIDE COURTYARD

It looks like all containers outside on the ground level are safe EXCEPT for the barrel next to the gate. I made the barrel safe and added:

- More outside containers
- Outside enchanting table
- Wood chopping block
- Cooking spit over original outside fire.

Inside the keep is an alchemy table. This place now has every basic tool except for a smelter - I didn't see where to place one except for perhaps outside the gate. (I do not know how to make the small, cooking-pot type smelter.)

INSIDE THE KEEP

Using the Creation Kit to inspect, virtually all containers inside the first part of the keep are safe! I indicate in the photos with a red circle which containers are NOT SAFE and STILL ARE UNSAFE, as I have not yet touched the inside. Example: the boss chest at foot of the bed is still unsafe and may/should respawn at some point.

I did not inspect the vault beyond the locked interior gate for safe containers. However, there are many more containers inside, some potentially originally safe.

CRACKED TUSK KEEP AS HOME

This mostly safe place has a lot going for it. It has a cleared area just outside the gate, potentially allowing for livestock, crops and follower horses. Many house mods allow for multiple followers, but often do not have anywhere for follower horses. Additionally, inside the gate the courtyard is spacious enough for several follower horses.

In addition to the master bedroom, the Keep comes originally with six bedrolls, which my three vanilla followers have used.

The Keep is a very short horse ride from Falkreath and its merchants.

The Keep is located in a part of Skyrim I do not visit much, and just pass through at that.

HOSTILE ORCS

The Keep is originally inhabited by hostile Orcs. I would recommend disposing of them before installing this mod. I do not yet know if the Orcs will reappear. But if you return from your adventure to find them there, consider it another pay day. Or, perhaps leaving followers behind as guards will take care of it for you.

THE KEEP AS HOME WITHOUT THIS MOD

I believe that one can have a thoroughly enjoyable use of the Keep as home as it originally is, without this or any other mod. One only has to be aware of the relatively few (thus far) unsafe containers. But as with all "vanilla" abodes, one has to live with pros and cons. No natural abode is perfect, and in its original state the Keep lacks: cooking, enchanting, wood chopping and a smelter (it still lacks a smelter with this mod.) In a sense, I have come to believe that virtually all house mods are, in a way, cheats since they typically give one everything one needs. So perhaps it is right that my little mod here lacks the smelter.

As with my first mod - Ruined Whiterun Farm House Tweaked - this mod does not add another building or structure to Skyrim. Rather, my "style" appears to be gravitating to a minimalist approach, tweaking what is already in the game and potentially usable. The Keep has a lot of usable containers and is fairly large, perhaps making it on par with the abandoned house in Markarth...another potentially usable free home with lots of containers (would have to check those some day.)

The Keep is not really a "starter home" as one would not likely end up there at the beginning of a new play through. One would also probably have to be level 4 or 5 to take out the Orcs holding the Keep.

I have watched a few youtube videos on the Keep. They simply focus on fighting the Orcs ("Wow, Dude!") and the quest Pieces of the Past. None pause to consider the possibility of taking over the Keep themselves.

Anyway, enough rambling. I hope some may get enjoyment trying to play out of the Keep, mod or original.

DISCLAIMER: I used my best ability making the outside containers safe, and indicating the containers which are still unsafe inside the Keep and the two on the roof. Use at your own risk. That should be minimal risk. :)