>>> CG-E v1.010 will most likely be the last update for some time, since I currently have no time for Skyrim and modding (except someone runs into some massive bug) - I hope you enjoy Castle Gonduin, see ya'll <<<
Castle Gonduin - Expanded
First of all I want to thank DarthWayne for his great mod Castle Gonduin. It is one of my favourite player home mods and imo the most lore-friendly castle mod. At first I started modding it for personal use but it soon became quite a project of mine. Some time ago I contacted DarthWayne, showed him some of my work on Castle Gonduin and asked for permission to release it to the Nexus. Now finally Castle Gonduin - Expanded is ready for release.
Changes:
View full log in the "Files"-section. Latest version:
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
I tried my best to stay true to DarthWayne's style. Castle Gonduin - Expanded is essentially the same mod, leaving over 90% of the Castle's appearence as is - just trying to make it appear a little more polished and alive.
There are a few new chests with equipment (potions, torches, scrolls, arrows,, etc.) inside towers/baracks which will respawn and are not safe for storage. Inside those you will find lore-friendly notes as a warning.
Recommended Plugins:
- There is also a small addition of more trees I made to the Khajiit camp. Get the esp here: More trees at Khajiit camp - I use Castle Gonduin as home for a bunch of custom followers with My Home Is Your Home - It has enough space to accomodate them. Highly recommended: My Home Is Your Home - Want to move in your family? Custom Family Home
FAQ:
Q: Standalone? A: Standalone. Q: I already have Castle Gonduin. Do I have to reinstall Castle Gonduin - Expanded with a clean save or something? A: Nope. There are almost exclusively worldspace edits. Should be plug & play. Just overwrite the original mod with my files. (If updating from a pre v1.005 version follow instructions in the Readme. You should use five console commands because of two NPC-class changes)
Future plans:
I have one or two more ideas I did not have the time to realise (e.g. barricaded new door in Watchtower basements) yet. There are three minor lighting issues which to resolve would need a complete interior lighting revamp in three interior cells. Maybe there will be updates in the future. Not promising anything.
If you find a bug like an out of place object while you play the quest (play the quest - very nice quest) report it to me please. But there should be none. I was very tired while doing the final tests.
Known issues:
Castle Gonduin - Expanded ist still incompatible with Helgen Reborn. Install only after you played through Helgen Reborn's story - the parts with Upper Embershard Mine at least. You can also tcl your way in there or use coc aaaBalokMine01.
There are two minor navmesh glitches I did not manage to solve completely. I tried my best. When a guard in the keep suddenly stands between two trees and stays there (happens very seldomly) just push him back on the road by running into him. xD Sometimes when talking to the steward for the first time after the quest the dialogue menu won't open. Save and reload if that happens.
There are dialogue options and letters which explain details of the castle. You are collecting taxes from Riverwood now. There is a safe in the wall behind your desk.
Congratulations on the prosperity of Riverwood with its 14 citizens (including 2 children and a homeless man). That mill must be raking in millions of septims a year to upkeep a mountain fortress!
It seems the mod was the culprit that was making my game crash when trying to start a brand new game. Tested it twice, game crashes the moment I leave racemenu. Once I disabled it, the crashing stopped. Not sure if its conflict with another mod or because the mod accounts for the main character to start at helgen.
I dont really have other mods that affect the helgen area either except for Alternative Start which changes the game beginning and could be causing some shenanigans either with the area or causing a script error (since the courier only appears after helgen execution)
Thanks DarthWayne and LordRethan. I have explored the catsle yesterday. On the wooden platform of the cave of castle, I was transmitted to a section of seweruse.Then I find a draugr named "you". Can I kill this draugr? Is the existence of draugr meaningful? It's just an illusion set for the background story of the castle? Can I delete this draugr in TES5edit? Forgive me for my poor English.
Im an Xbox one user and I just recently downloaded this awesome castle, but the steward isn't in the main hall and there wasn't even an option to do the quest, everything was already built and beautiful, which I don't necessarily mind, I just need the steward to I can decorate. Any help would be greatly appreciated! :D
I want to start by saying thank you for making the mod. I've used it since xbox and I have a pc now it's been my favorite place to base and rest. I only have one request and I don't know if it's been fixed yet or if a fix is possible I can't imagine the difficulty of making a mod, I for instance used to use gondor armor on the guards and it usually kept until I left for some time and returned to the guards still wearing the solitude armor. I discovered the iron legion armor mod while waiting for skyblivion and decided to play skyrim again and I decided to ask if there was a way to keep whatever armor i give the guards permanently. Whatever happens you made an awesome mod that isn't way over the top like some of the other castle mods and I believe that its the battlehorn castle mod of Skyrim.
This is the BEST, most immersive player home. If the Dragonborn ends up Thane of Every Thang, this is the kind of house he'd be living in. The guards reverting to their default armor was irritating at first; but that's easy enough to fix in Creation Kit. Great Mod. You rock DarthWayne!
Hey! I'm currently having this issue on the SE version as well! There hasn't been any fix there, and this is the closest I've found. would you be willing to share what you did on CK to fix this bug?
You fire up your CK with the Castle Gonduin .esp you are using as Active File. After it has fully loaded everything you type "castlegonduin_defaultoutfit" into the Filter. You are left with four entries then. Open those which have users. You end up with small windows which show armor entries. Let's say you want them all to wear Ebony armor - type in "ebony" into the filter and drag the armor entries into those little windows and delete the original ones with the Del key. Save and you are done. You can either wait for the guards ingame to respawn, or run to each and every one of them, open the console, mark them, type "kill", close console, reopen, type "resurrect". You can do the same with named NPCs by typing their name into the filter instead of "castlegonduin_defaultoutfit".
If you don't know anything about the CK like the Startup process, I made a tutorial for another mod a while ago: click me
btw none of us is "lazy". We have fulltime jobs and families to take care of. ;^)
371 comments
Castle Gonduin - Expanded
First of all I want to thank DarthWayne for his great mod Castle Gonduin.
It is one of my favourite player home mods and imo the most lore-friendly castle mod.
At first I started modding it for personal use but it soon became quite a project of mine.
Some time ago I contacted DarthWayne, showed him some of my work on Castle Gonduin and asked for permission to release it to the Nexus.
Now finally Castle Gonduin - Expanded is ready for release.
Changes:
View full log in the "Files"-section.
Latest version:
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
I tried my best to stay true to DarthWayne's style.
Castle Gonduin - Expanded is essentially the same mod, leaving over 90% of the Castle's appearence as is - just trying to make it appear a little more polished and alive.
There are a few new chests with equipment (potions, torches, scrolls, arrows,, etc.) inside towers/baracks which will respawn and are not safe for storage. Inside those you will find lore-friendly notes as a warning.
Recommended Plugins:
- There is also a small addition of more trees I made to the Khajiit camp. Get the esp here: More trees at Khajiit camp
- I use Castle Gonduin as home for a bunch of custom followers with My Home Is Your Home - It has enough space to accomodate them.
Highly recommended: My Home Is Your Home
- Want to move in your family? Custom Family Home
FAQ:
Q: Standalone?
A: Standalone.
Q: I already have Castle Gonduin. Do I have to reinstall Castle Gonduin - Expanded with a clean save or something?
A: Nope. There are almost exclusively worldspace edits. Should be plug & play. Just overwrite the original mod with my files.
(If updating from a pre v1.005 version follow instructions in the Readme. You should use five console commands because of two NPC-class changes)
Future plans:
I have one or two more ideas I did not have the time to realise (e.g. barricaded new door in Watchtower basements) yet.
There are three minor lighting issues which to resolve would need a complete interior lighting revamp in three interior cells.
Maybe there will be updates in the future. Not promising anything.
If you find a bug like an out of place object while you play the quest (play the quest - very nice quest) report it to me please.
But there should be none. I was very tired while doing the final tests.
Known issues:
Castle Gonduin - Expanded ist still incompatible with Helgen Reborn. Install only after you played through Helgen Reborn's story - the parts with Upper Embershard Mine at least. You can also tcl your way in there or use coc aaaBalokMine01.
There are two minor navmesh glitches I did not manage to solve completely. I tried my best.
When a guard in the keep suddenly stands between two trees and stays there (happens very seldomly) just push him back on the road by running into him. xD
Sometimes when talking to the steward for the first time after the quest the dialogue menu won't open. Save and reload if that happens.
It seems the mod was the culprit that was making my game crash when trying to start a brand new game. Tested it twice, game crashes the moment I leave racemenu. Once I disabled it, the crashing stopped. Not sure if its conflict with another mod or because the mod accounts for the main character to start at helgen.
I dont really have other mods that affect the helgen area either except for Alternative Start which changes the game beginning and could be causing some shenanigans either with the area or causing a script error (since the courier only appears after helgen execution)
I did have problems starting the vanilla start with alternate start and many mods. Waiting in that room until they all load up solves everything.
That courier will find you anywhere you are. But usually waits until you enter the nearest city to go up to you.
I have explored the catsle yesterday. On the wooden platform of the cave of castle, I was transmitted to a section of seweruse.Then I find a draugr named "you".
Can I kill this draugr?
Is the existence of draugr meaningful? It's just an illusion set for the background story of the castle?
Can I delete this draugr in TES5edit?
Forgive me for my poor English.
Helgen Reborn places mine entrance called upper Embershard Mine next to main entrance of the castle and the mine entrance will be hidden by rocks.
The cool thing about is the mine it almost work with the cursed background of the castle.
I'll post this on the Helgen Reborn page too.
10/10 for immersion
After it has fully loaded everything you type "castlegonduin_defaultoutfit" into the Filter.
You are left with four entries then.
Open those which have users.
You end up with small windows which show armor entries.
Let's say you want them all to wear Ebony armor - type in "ebony" into the filter and drag the armor entries into those little windows and delete the original ones with the Del key.
Save and you are done.
You can either wait for the guards ingame to respawn, or run to each and every one of them, open the console, mark them, type "kill", close console, reopen, type "resurrect".
You can do the same with named NPCs by typing their name into the filter instead of "castlegonduin_defaultoutfit".
If you don't know anything about the CK like the Startup process, I made a tutorial for another mod a while ago: click me
btw none of us is "lazy". We have fulltime jobs and families to take care of. ;^)