Skyrim

File information

Last updated

Original upload

Created by

anothersunday

Uploaded by

grimjaw5

Virus scan

Safe to use

Tags for this mod

About this mod

Redesigned the interior layout for the Solitude lighthouse to actually fit inside the exterior model, while also trying to make it a little more interesting.

Permissions and credits
Changelogs
I was looking at building a lighthouse for the Windhelm area and examined the Solitude lighthouse as a model. Whoever designed it must have been a Doctor Who fan, because like many other interior structures in Skyrim (aka the Tardis), it doesn't fit into the exterior model. Three elements combine to cause the problem: the exit door, the window and the chimney. I can go into a long exposition about this, but it's pretty easy to see if you open up the CK and examine the layout of the interior versus the exterior structure.

This probably doesn't bother most people, but it drove me a little bonkers. I started off with the idea of just moving the door around and adding a hallway, but ended up going full redesign. This mod's interior wall layout *should* fit entirely within the exterior model, with a little room to spare.

- Original interior cell was used.
- Static architecture make up the majority of what was added. Most of Ma'zaka's original clutter was relocated. Some of his furniture was removed and replaced with versions to fit the layout (right-entry bed instead of left, etc).
- New light sources replace the old ones, and cell lighting was dimmed a bit. I am working on a patch for ELFX (as of 10/10/2016); right now ELFX works with this mod, but has an odd light source near the front door.
- Fully navmeshed; cleaned with TESVEdit.

Vanilla Skyrim is all that's required for this mod. I did not build the mod with any of the unofficial patches loaded, but I have played it with and without them and haven't found a problem yet. I haven't tried merging this plugin with anything yet, so I can't say if it's possible. I will probably try to work up a version that allows for NMM/MO install, but right now I don't know how. For the time being, the manual install just requires dropping the esp file in the data directory of Skyrim and enabling it. MO users can create a mod for it in normal way and drop it in there (that's the way I've been using it). Any suggestions are welcome, hope you get some enjoyment out of it.

Note: I did not alter Ma'zaka's Ai packages or schedule. In testing, I noticed he unlocked the door on schedule but he is usually always asking you to leave if he's aware of you, locked door or not. However, he seems to do that in the unmodified game as well, so I don't think I broke him.