SKYRIM SPECIAL EDITION
The Crossroads Cellar SSE.7z by ElectricWarrior77
Skyrim Special Edition » Player homes
Added: 13/04/2017 - 08:55AM
Updated: 21/04/2017 - 03:42AM

4 Endorsements

1.3 Latest version

84 Unique D/Ls

165 Total D/Ls

2,621 Total Views

Uploaded by ElectricWarrior77

Description

Last updated at 3:42, 21 Apr 2017 Uploaded at 8:55, 13 Apr 2017

Along time ago a well traveled wizard whose name has since been forgotten decided to retire and run an inn and tavern in the secluded Forgotten Vale he had grown to love so much over his long life of adventuring. He knew that very few people would have need of the services of an inn or the companionship of a tavern in this rarely traveled part of Tamriel. Unwilling to choose between his peaceful valley and the company of his many friends that lived scattered across the land he enchanted many pairs of what he called "doors of far opening". He installed these magic doors in the homes of his most dear friends and in the cellar of his inn naming the establishment "The Crossroads Inn". In this way he lived out his old age constantly surrounded by those he cared for.......

He had no family or heirs so the inn was left to neglect and decay eventually to be forgotten in the dark void of time. However the cellar of the old Crossroads Inn still survives today thanks to the spells of protection the old wizard put in place to protect and stabilize such a large concentration of teleportation magic. The only remaining physical entrances to the cellar are an abandoned well behind the ruins of the old inn located near the ancient snow elf Wayshrine of Sight and an abandoned dwemer lift shaft originating from the very heart of Blackreach in Sun City.

Welcome to the Crossroads Cellar, "Where the elite meet to eat... and drink."

All 22 doors in the cellar require keys to unlock for use. Most keys are found in a small chest or lockbox located near the player bed at each player home. The Blackreach key is located by the crimson nirnroot on the ledge behind the lift down from the Sun City throne platform. The Thieves Guild key is near the Guild Master's desk. The Nightingale Hall key is near the alchemy table. The Tel Mithryn key is near the staff enchanter. The 3 Hearthfire keys are behind the ladder in each basement. The Forgotten Vale key is in the cabin.

At one end of the display hall is a wall sized map that upon activation produces an unlimited supply of removable hold guard shields for each hold only if the player has become thane of that hold. A guard shield can be placed on display without being thane if you already have the correct shield. When activated the civil war banner display will only display the banner of the victor of the war when the war has been won.

There are labeled displays for most unique items in the game. If there are multiple versions of an item the item returned when you pick it back up from the display will be the best version of the item. 56 mannequins, 48 shield/crossed weapon plaques and 96 weapon racks are provided to display unique or ordinary armor/weapon sets. 24 single weapon plaques are provided to display Thane/Hold weapons or any other single weapons you may want to see on your "wall of glory". General Stores is used for themed auto-storage.

Four new NPCs work in the tavern and live in the cabin with the 5th bed being used as the rented bed for the barkeeper to rent if you need to rent a room. If you rent a room the barkeeper will walk you about halfway to the cabin before going back to work so you must find the bed on your own. The Bard has the regular bard menu and the hearthfire bard menu but no voice for the hearthfire menu. The HF instrumental request works with or without using subtitles to read the bard's response. Both the merchant and the fence have extra gold for big purchases.

To give many player followers a common place to gather, all vanilla housecarls and many other NPCs have an additional AI package that makes them spend one or more days a week visiting the Crossroads Cellar Tavern to eat, drink and be merry. Some NPCs are involved in vanilla quest lines and may be missing from their expected location if it is a tavern visiting day for them. If this happens just go find them in the CC Tavern (they'll sober up quick if they're drunk) or leave the quest area, wait a day (T- key), and then try it again.

Some display items are quest items that are lost to the player after the quest is over. To display missing items after the quest is completed (or if you use it to disenchant) it will need to be manually duplicated using two empty containers (barrels) and the "duplicateallitems" console command BEFORE you lose the original item to the quest or by learning its enchantment.

Please post your suggestions of where the last two doors should go. I'm pretty well decided on a Falskaar
patch for one but have no real idea for the last door. The last one was going
to be Wyrmstooth or Summerset Isle but neither one has been or will
be converted to SSE. So where does the last door go?

Please post your screenshots if you produce any good ones.

Have fun everyone,

ElectricWarrior77


Testing Needed:

I have not tested this mod with a new game so please help me test it out by giving it a vigorous workout and reporting any bugs, issues, ideas or other feedback. Thank you for your help.


Dependencies:

Skyrim.esm
Update.esm
Dawnguard.esm
Hearthfires.esm
Dragonborn.esm
GeneralStores.esm


Installation:

Install a General Stores resource mod from the source below or another source:
http://www.nexusmods.com/skyrimspecialedition/mods/4322/?

Install The Crossroads Cellar with a manager program or manually like you would any other mod.


Conflicts:

No known conflicts

May conflict with mods that alter the interior of the player homes or other door locations. (I tried to put doors in spots other mods would not use)

Please report any bugs.