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Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
The ESPs in these files must not be redistributed, either fully or in part, except for translations (see below).
The BSA contains a mixture of resources created by myself and by others on and off the Nexus. Feel free to use BSA assets created by me in your own mods, and to earn donation points on those mods, so long as I am given credit somewhere. If you wish to use assets from the BSA that were created by others, correlate BSA sub-folders with my credits (below) to find the original resource files. Even if you take another's resource from my BSA, the files are still subject to the permissions given by the original author.
If I have forgotten to credit your work amongst the plethora of resources I've used, if I have misinterpreted your permissions, or if you have updated your permissions, then please get in touch!
Translations of the mod are welcome but they may only be hosted on the Skyrim or SSE Nexus sites and they must be linked to this page. Further information for translators can be found in the FAQ/ readme.
File credits
Bethesda Softworks – TESV Skyrim and the Creation Kits.
HOTFIX: Flagged Arcanaeum door as minimum use, to stop characters detouring through AMQ
HOTFIX: Reworked the bridge scripts and meshes
HOTFIX: Generated SEQ file for Tolfdir dialogue bug
HOTFIX: Replaced Hall of Countenance alchemy table
Version V2.0
Added N.M.M. installer.
Option to choose whether you or Tolfdir becomes Arch-Mage (and change your mind ONCE).
Reduced number of scripts with most functions moved into the esp.
Compatibility with Apophysis Dragon Priest Masks.
Replaced textures for AMQ furniture and repaired problem textures from previous versions.
Reworked the meshes for the sanctuary and repaired bridge.
Created new LOD meshes with a more detailed sanctuary.
Version V1.61
Replaced mip-maps for the the curtains, clock & AMQ statue.
Packaged the correct scripts with the DLC patches.
Removed the static book sets from the shelves in the Arch-Mage's Quarters as they were causing performance loss and sound issues (they would have disabled at the end of the quest-line anyway).
Version V1.51
Eliminated the 'swirling magic-effect' bug.
Removed hoods from Argonian, Khajiit and Orc versions of the Arch-Mage's Robe.
Version V1.6
Fixed texture mip-map issues.
Character robes now correspond to rank/ skill-level.
Corrected messagebox typos and renamed some activators.
Reverted changes made to character appearance (now the only changes made are to hair in the Apachii Patch).
Compatibility for ELnFX, Caranthir Tower & Cloaks of Skyrim (RLO does not change the College so no patch required).
Added Saarthal artefact study area in the Arcanaeum (disables again along with associated AI packages once College quest-line is completed).
Scripted displays in the Sanctuary for Black Books, Elder Scrolls, Dragon-Priest Masks, Claws & DG Paragons.
Version V1.5
Overhauled AI packages - Practice sessions & classes in mornings and private study afternoon.
Option to repair bridge (or damage) once Arch-Mage by activating focal point on bridge.
Compatibility patch for Spell Crafting Mod.
Integration of recommendations made in comments.
Updated LOD to make sanctuary visible from anywhere in Skyrim.
Added soulgem-powered teleportation orbs to the Hall of Countenance.
Version V1.4
Files added to BSA archive and made compatible with NMM.
Frontmost tower of college converted to astronomy area.
Minor fixes including mannequin bug, Arcanaeum ownership and navmeshes.
Conversion of static plaques, books notes & misc to activators with messageboxes.
Version V1.3
Fixed quest bugs (E.G.where Tolfdir and students would stall in in College instead of travelling to Saarthal).
Improved navmeshes with preferred pathing and better navigation around objects.
Version V1.2
Exported new FaceGen data to remove glowing teeth. Scholars now offer training services once again.
Students should now wait until you are to meet Tolfdir before assembling in the Hall of the Elements.
AI packages have conditions to prevent interference with quests. Tweaked position of practice markers.
Converted most statics to activators with unique scripts.
By special request, alchemy and enchanting stations have been added to the Jarl's longhouse (in the war room).
The mod comes with an automated installer and scripted MCM maintenance system, and you can install at any point during the College quest-line.
1: Always back-up your current save before [un]installing or updating any mod!
2: If you are a new user and have items in the vanilla College, remove them before installing.
If you are updating from any version earlier than V6, empty all College mannequins before updating.
3. Ensure all required files are installed and active. If you don't like the SkyUI menus you can use this mod, which reverts them to vanilla but lets you keep the MCM menu.
4. Install the latest version of the mod using Mod Organizer or equivalent.
6. Generate distant terrain using TES5LODGen (simple) or DynDoLOD (customizable).
7. Load up and enjoy!
8. Select any naked characters in the console and type: resetinventory. See FAQ section for any other minor issues or feel free to drop a comment.
9. Optional step for updating users: if you have updated, make a save then exit the game. All unused scripts from the old version will be orphaned, ready to be removed from your save by the Save Game Script Cleaner. Kudos to Hadoram!
Compatibility
Spoiler:
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This mod is compatible with, but not dependent on, the following mods* by default or by virtue of a compatibility patch:
*That a mod is not on this list is no reason to believe it is incompatible! These mods are listed because they could conceivably edit the College. If you are unsure then ask the comments section or, better yet, perform a test and drop a comment with your results. Remember: conflicting does not always mean incompatible - most conflicts can be resolved by tweaking load order.
Features
Overview: removal or organisation of generic clutter from interior and exterior locations. All interior cells now have transparent windows, allowing you to see the sky and surroundings from inside. All cells featuring re-positioned objects have had navmeshes reworked and tested both in and out of combat. Just-in-time (JIT) lighting has been introduced to all suitable cells, improving performance and eliminating flickering associated with over-lighting individual meshes. ESPs have been cleaned using automatic and manual xEdit cleaning.
Inhabitants: Each character will now scale better with the player, with access to a suite of spells and perks. Characters now attend morning classes in the Hall of the Elements, from which you can also gain experience. Now the Mages of Winterhold really do "gladly share knowledge amongst themselves". Faculty will sell miscellaneous enchanting supplies; a new character sells alchemical supplies. You also now have the option of allowing Tolfdir to take on the role of Arch-Mage, if you feel undeserving of your position. This can be renegotiated at any time through dialogue or through the MCM menu. All characters will assemble in the Hall of the Elements for meals either at noon after practice and/ or at 6 p.m.
Hall of Countenance: There are now magical experiments going on and research underway. Lots of new objects and modder's resources have been used to increase immersion.
Hall of Attainment: More personalised dormitories and tidier object positioning. A cooking area has been added for users of survival mods and a room previously filled with clutter has been cleared for compatibility with the Spell Crafting Mod. A new basement floor has been added, catering mostly to alchemists, but also includes a bathroom suitable for users of Bathing in Skyrim.
The Arcanaeum: In vanilla this was more a private collection of books than a provincial library. More bookshelves (with player-fillable bookshelves for spare skill books/ spell tomes), map areas (with a topographic map under construction) and artefacts for teaching/ research. A new mezzanine floor has been added and loaded with resources!
Hall of the Elements: A new mezzanine floor plus minor improvements. Location of new morning classes and practice sessions for all members of the College from which you may gain experience, but only up to the level that character would be able to train you privately (this can be uncapped in the MCM menu). College members will assemble here for meals after practice sessions and/ or in the evening.
Arch-Mage's Quarters: Improved workstations, new cooking area and a desk for the Master of the College. Clutter has been cleared to make way for bookshelves, plaques, mannequins and racks for items. Plants have been relocated to the Lustratorium (see below). This cell now hosts a working clock, able to chime at midday, tell you the time, day of the week and month of the year at a glance. Clock ticking can be disabled in the MCM menu. A Harry Potter inspired 'pensieve' allows the Arch-Mage to scry upon the College members or Skyrim's jarls (see video). The containers are scripted for optional automated storage of different categories of items; automated retrieval of alchemy and enchanting resources for workstations throughout Skyrim is also available. Auto-containers and auto-workbenches can be toggled at any time through the MCM menu.
College Sanctuary: I always found it strange that the most powerful and sought-after items in Skyrim (such as Daedric artefacts) were simply dumped in a box in the middle of Whiterun and left unprotected. The sanctuary is my answer to this: a new room for the College atop the main tower and accessible only by teleportation. The room becomes accessible after quest-line completion and contains scripted displays for important artefacts you might find on your travels! LOD for the Sanctuary can be toggled via the MCM menu.
The Midden: Starting point for the new Fall of Winterhold dungeon and quest, which will begin upon entering the Midden if you have completed the College quest-line and Dragon Rising from the main quest-line. The quest & dungeon can be disabled via the MCM menu at any point, but it cannot be reactivated once disabled. Smithing facilities can now be accessed in the Midden, so you no longer have to travel in order to smith or craft. Added an Oblivion-style black soul gem altar, which will allow you to darken empty grand soul gems after midnight.
Courtyard & Bridge: Once you become Arch-Mage, you can activate the second focal point on the bridge to repair it (or 'bewitch' it again). Navmeshes have been cut back so characters actually use the paths and dragon markers have been adjusted. Added more snowdrifts and light effects to the walls and and more wind to the bridge. The frontmost tower has been converted to an astronomy area with telescopes.
Lustratorium and Subterrarium: the College's botanical collections are now housed in the Lustratorium, The building has two wings: an 'alpine' wing with flora from cooler climates; and a 'tropical' wing, with those from warmer ones. These are connected by a network of underground tunnels, the Subterrarium. A new, fully voiced alchemist has been added who will tend the collections. LOD for the Lustratorium can be toggled via the MCM menu.