This mod adds a castle to the mountains southwest near Riverwood that can be used as player home. The castle is abandoned due to a curse that lays on it. After completing a quest and lifting this curse you can rebuild it part by part and make it a comfortable home. To start the quest just wait for the courier. If you don't want to do a quest yo
Requirements
This mod does not have any known dependencies other than the base game.
Would not make much sense to download without having or wanting to get the full player home.
Permissions and credits
Author's instructions
Translations and patches:
I generally don't have problems with translations or patches for my mods as long as they: a) will not be monetized (donations disabled), b) credit me as original author, c) only upload an edited esp and not the assets (bsa, ba2, loose files...), d) have this file linked as requirement
Use of assets:
If you want to use any of the meshes or textures I used in this mod, please check the credited files, if it belongs to them. You can use all assets I made in your own mod (that is not a translation or patch for this file), but you must give me a credit. All my meshes and textures are located in Meshes/DarthWayne or Textures/DarthWayne folders. If you want to use other assets used in this mod, please check the credited files.
If you have questions about permissions just send me a pm.
File credits
Many Thanks to:
- Blary for OpenBooks Resource - Blary for BookSets ResourceResource - Blary for Ingredients Wall Art Resource - Oaristys and Tony67 for the Modders Resource Pack - Angilla for Elder Statue - Ruth-Tay for Dragon banner - Wikipedia Celtic cross banner - Tyriss for Crossed axes banner - Indycurt for many good hints concerning the interior design
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Bugfixes:
- fixed a bug that caused the steward to disappear
- fixed a bug that caused the note not being sent with courier
- fixed a bug that caused some candles being enabled before rebuilding
Version 1.24
Bugfixes:
- fixed a bug that caused guards being naket
- added correct collision for the battlements
- improved lighting in interior cells
Version 1.22
Bugfixes:
- fixed a bug with the armor customization script
- fixed a visual gap in the Riverwood gate
If armor or weapons of the guards are not loaded correctly, often a simple quicksave (f5) and reload (f9) will fix this issue.
Version 1.21
- renamed "Manager" to "Steward Balin"
- added custom banners
- added customization for the statue in the entrance hall
- replaced armor customization with new system
- added teleport spell
- replaced the mage tower interior with a staircase
- replaced temple with rooms for the steward and mage
- fixed some smaler bugs
- minor improvements to exterior
- fixed a bug that caused the market gate not beeing rebuild
- fixed a bug that caused some rebuild options not beeing visible when the player has not enough money
- fixed some minor visual issues
Version 1.14
- Replaced the stone bridge outside the Helgen gate with a drawbridge.
- Added three miners.
- Added interior for miners house.
- Removed underwater portcullis in the cavern that closed when lowering the drawbridge.
- Removed several stage requirements in the purchase quest, that can prevent the player from completing the quest.
- Added missing script for triggering attacks with the alarm horn.
- Fixed a bug that caused the dialogue option for decorating the library to show up after it was already purchased.
- Fixed a bug that caused the dialogue option for rebuilding the elite barracks to show up after it was already purchased.
- Combined "Barracks" and "Elite Barracks" to one single rebuild option.
- Fixed a bug that caused the stable only being purchasable after purchasing another part of the castle.
- Fixed a bug that caused the rebuild option for castle walls not being visible when the player has not enough money.
- Fixed a bug that caused the Khajiit camp collide with a burned out wagon.
- Fixed a bug that caused the lower door in the gatehouse not being enabled correctly.
- Fixed a bug that caused weapons on weapon racks not being receivable.
Version 1.13
Bugfixes:
- Removed debug notifications when burning the amulet
- Added fire resistance to the wraith
- Added a collision pane to prevent the player from fleeing the bossfight
- Fixed a bug that caused the portcullis to open again during the quest
- Fixed a glitch that caused the fire in the throne hall not being triggered before killing the wraith
- Replaced adventurers note with a journal
- Changed default state of the castle from destroyed to rebuild
- All components for the quest are now initially disabled and only enable when the player confirms the quest
- Added two "illusions" to the quest
Purchasing quest:
- Added a small quest (playtime around 15 minutes) with bossfight
- Added secondary destroyed design to castle exterior
- Added a manager to buy decorations and rebuilds
Rebuilding system:
With the update castle has to be rebuild. The rebuilding process is divided into the following parts you can purchase from the manager:
- Rebuild castle (walls, towers, gates, decorations)
- Rebuild tavern
- Rebuild forge
- Rebuild alchemy store
- Rebuild stable
- Rebuild barracks
- Rebuild elite barracks
- Reopen the mine
Changes to exterior:
- Added battlements to castle walls
- Added static Khajiit camp outside the Riverwood gate
- Added a second tower to the Helgen gate
- New houses between Helgen gate and mine
Changes to interior cells:
- Added new cell: Caverns under the castle
- Divided player house into two cells
- Added two children beds to player home (No I will NOT add more)
- Added three guest/follower beds to player home
- The player home and the throne hall must now be decorated (Talk to the manager)
New features:
- After rebuilding a store of your castle it will give you an income
- Attacks can be triggered by activating an alarmhorn or talking to a guard
Version 1.1
Purchasing quest:
- Added a small quest (playtime around 15 minutes) with bossfight
- Added secondary destroyed design to castle exterior
- Added a manager to buy decorations and rebuilds
Rebuilding system:
With the update castle has to be rebuild. The rebuilding process is divided into the following parts you can purchase from the manager:
- Rebuild castle (walls, towers, gates, decorations)
- Rebuild tavern
- Rebuild forge
- Rebuild alchemy store
- Rebuild stable
- Rebuild barracks
- Rebuild elite barracks
- Reopen the mine
Changes to exterior:
- Added battlements to castle walls
- Added static Khajiit camp outside the Riverwood gate
- Added a second tower to the Helgen gate
- New houses between Helgen gate and mine
Changes to interior cells:
- Added new cell: Caverns under the castle
- Divided player house into two cells
- Added two children beds to player home (No I will NOT add more)
- Added three guest/follower beds to player home
- The player home and the throne hall must now be decorated (Talk to the manager)
New features:
- After rebuilding a store of your castle it will give you an income
- Attacks can be triggered by activating an alarmhorn or talking to a guard
Version 1.02
Added missing texture for gold piles in the treasury
Version 1.010
v1.00 - fixed a whole lot of small bugs (gaps between roofs & walls, walls & battlements, fires & braziers, clipping doors etc.) - fixed all z-fighting (texture flickering) I could find - added clutter to living areas and fortification interiors - expanded interior cells where it made sense (Gatehouse, missing Western Watchtower interior, Barracks) - added interior support structures where needed (beams in towers) - changed Emittance of exterior and interior windows as well as sunlight markers to better echo the geographical location and dawn/day/dusk/night cycle - added light to the signallight-tower - added insect critters - Riverwood gate portcullis connected to pullchains - Helgen Gate drawbridge script changed (it is open by default now to provide better compatibility with patrol mods and traveling NPCs) - fixed the most important navmesh problems - named, reactivated existing NPCs & added new NPCs - solved a few facegendata/facetint errors - some NPCs who are expected to be merchants sell stuff now - added new and existing AI-packages to NPCs which lacked those - every guard and their brother no longer run ouside to kill the rabbit and the fox ouside of Helgen Gate - split cell (secret room) of off "Lord's Chambers" to guarantee the teleport spell works 99,99% of the time - added lore to Castle Gonduin (Former Lord's Journal) - added a few letters and notes NPCs wrote to one another to give them more personality & context (one is in the north of Skyrim - you'll get the hint where to look) - removed "Is Full LOD" from all structures to increase performence & achieve better DynDOLOD compatibility
v1.001 - small fix to remove activation text "Forge" from ledgers
v1.002 - fixed gaps between some windows and walls in interior cells
v1.003 - fixed more z-fighting - fixed position of a few static objects
v1.004 - fixed a few bugs - objects in stable which should have been enabled by a parent are now
v1.005 - Court Mage Tryane overhaul (new custom class, new spells, new facegen, additional sandboxing) to be a more worthwhile follower and more believable Court Mage - Tryane's room looks courtmagier now - Tryane has her own merchant chest now and a greater variety of goods to sell - Avicenna facegen change + custom class - Emmi facegen change - Jorrica facegen change - Ra'Mhirr spells improvements - Astoreth spells improvements - even more z-fighting fixes (you probably did not recognize those in the first place :^) ) - fixed a few gaps in interior cells - fixed a gap in exterior cell - fixed lower loaddoor-spaces where needed - fixed a few havok settle issues - general small fixes (reupload: packed & uploaded wrong .esp which did not include two fixed noblechairs)
v1.006 - Jorrica was missing a voice trait - Jorrica had a wrong AI Behaviour setting - Tryane lacked two items in her inventory - balancing - Readme: corrected wrong BaseID in class change instructions
v1.007 - Monk's robe was not displaying the hood - fixed several items which were clipping through furniture - fixed position of multiple static objects - fixed gaps in interior cells
v1.008 - added missing guest wing windows in exterior - guest wing tower windows were missing parents - guest wing hallway ext windows were missing dark versions - changed a real world reference to "daedric"
v1.009 - solved a script/dialogue conflict causing four vanilla trainers not offering training anymore - added new stoneobject to serve as steps at door to main hall - wrong chest in blacksmith home swapped to right one - one object which should have been owned is now - added clutter & static objects - added missing exterior windows - added missing interior windows - fixed roofpiece/wall clipping - fixed a few gaps in exterior cells - fixed z-fighing in exterior cell - fixed havok settle issue
v1.010 - solved an issue which made the Khajiit caraven leader not sell anything and only buy wedding rings - Khajiit caraven leader has more gold now
Version 1.01
I made a new script for the dragon priest mask holders that makes them compatible with the Unofficial Skyrim Patch and also fixes the bug where the master mask is not displayed correctly. I moved the old mask holders to the secret passage near the dinning
Improved shadow quality in interiors.
There are a few 'dead ends' that allow you to walk out of the cell. These WIP areas seam to cause a lot of confusion, so I placed some rubble to close these 'holes'.
Added some missing guards in the throne hall to the script that changes the guards armor.
Replaced the portcullis with a static one that is always open.
Renamed 'Reinforced Dood' to 'Reinforced Door'.
Renamed the 'Castle Riverwood Key' to 'Castle Gonduin Key'.
Added more details to the exterior of the blacksmith
New scripts for changing the armor with the blacksmiths dialogue
This mod adds a castle to the mountains southwest near Riverwood that can be used as player home. The castle is abandoned due to a curse that lays on it. After completing a quest and lifting this curse you can rebuild it part by part and make it a comfortable home. To start the quest just wait for the courier. If you don't want to do a quest you can skip it then. Enjoy!
Skyrim Special Edition version can be downloaded here.
F E A T U R E S
Player home The player home can be entered through the throne hall or through a side door. The home offers a lot of storage and amongst other things mask holders for all vanilla Dragon Priest Masks, 16 mannequins, 12 display cases and 25 weapon racks in 7 rooms. Furthermore you can find a fully equipped alchemy and enchanting room as well as a treasury and a library with 3 bookshelves.
Followers, trainers and merchants This mod contains more than 40 NPCs. Some of them can be taken with you as followers or train you. Others are merchants or just guards doing their patrol.
Customizable guard equipment You can customize the armor and weapon of every guard. Just talk to them and give them the equipment you want them to wear. Please note that you can only give one piece of armor per slot and only one weapon to them. If you give a guard a second weapon you will automatically get back the first one. Same goes for armor parts.
Optional Purchasing Quest This mod comes with an optional quest, during which you have to lift a curse and rebuild the castle. If you don't want to do the quest, just choose the "Skip the quest" option after reading the letter from the courier. You can then use the fully upgraded castle as player home. Recommended level for the quest 20+.
Triggered Attacks Whenever you are bored and want some action near your castle, just talk to one of the guards or blow the horn on top of the tavern tower to trigger an attack. The type of attack is random. So there might be a dragon attacking one time and bandits or Imperials/Stormcloaks the other time. The direction of the attack is also random.
F . A . Q.
Q: My game crashes when I... A: Fix your load order. It does not crash on a fresh installation without any other mod.
Q: The courier does not give me the letter. A: You can skip this step by using the console command: "setstage CastleGonduin_Curse 5".
Q: Where is the steward? A: The steward is in the main hall of the castle.
Q: The steward does not have any dialog options to rebuild the castle. A: Quicksave (f5) and reload (f9). He should have the dialog options now.
Q: Will containers within the player home respawn? A: Neither the containers nor the cell itself will reset. Other interiors like the tavern or the forge may reset though.
Q: Can I move my childrin/family/9000 followers in? A: No. If you want that feature, add it yourself.
Q: The wraith is to strong! It killed me with a single hit! A: "If they're too strong, then you're too weak."
Q: Is this mod compatible with <insert random mod>? A: I don't know, just try it. Reported incompatible mods: Helgen Reborn
Q: Can you add this little feature: <insert random feature request>? A: No, this mod is finsihed
Q: I don't like Riverwood. Can you move the castle to an other location? A: No.
Q: I am a Stormcloak, but the letter says it comes from Jarl Balgruuf, who is dead?! A: Deal with it. I don't care about your precious immersion.
H O W T O I N S T A L L
1. Download and extract the main file. 2. Copy contents to the Data folder of your Skyrim Special Edition installation. 3. Activate CastleGonduin.esp with your favorite mod manager.