Skyrim

About this mod

Brittleshin is a player outpost that lies at the entrance of South Brittleshin Pass. Available versions: 1- Regular 2- HDT HH system users

Permissions and credits


                                    Brittleshin Rest



                                                                                      
                                                                                      No DLC required

                                                                                                only

                                                                                          Skyrim.esm



                                   (Please read the notes, they will help avoid confusion and provide you with some good tips)





Brittleshin Rest is a player outpost that lies at the banks of lake Ilinalta, you can reach it by traveling to South Brittleshin Pass.
Stop by the trader Nalis Andarys on the estate to pick up the letter from the Jarl, a book on Brittleshin's history and 2 keys
before you set out to explore, they will help you access the less obvious secret areas. You can find them on the counter.


This mod has 2 versions 1 regular and 1 for HDT High Heel / NiOverride High Heel system users.
No scripts were used for the HDT HH / NiOverride HH version so it will not put a strain on your system.


The main goal with this mod was to put something out there that only depended on the original game files but applied in a way
that would look fresh and new, but yet in no way stand out, like if it was part of the original game all along.
The right balance between performance, design and playability and at the same time accommodate any type of mod one might be using.

- Interiors will easily handle dozens of custom followers with custom outfits.
- No more feet clipping through the floor for HDT High Heel / NiOverride High Heel system users when the NPC's use chairs or benches. (see notes)
- All lights have a light source and the appropriate amount of light that light source should give off.
- Added animation markers to interiors that will make your followers look more alive. (see notes)
- More than enough chests, wardrobes, bookcases, cabinets and even a vault to conveniently sort and store your haul or....
simply store them visibly in the armory or 1 of the 2 storage halls without any performance issues.
- Trade house has 4 traders: armor & weapon, enchanting, alchemy and general goods, each have a substantial amount of gold to trade with.
The food merchant can be found outside on the terras. (see notes for trade house)
- horse stable with room for 2 horses and room for 4 more outside. (see notes)
- barracks with 8 beds for your followers




                                          NOTES


 
- For the screenshots
IMAGINATOR in combination with Climates of Tamriel were used. 
IMAGINATOR settings that were used: 1x warm winter nights, 2x contrast, 2x saturation.

- This mod uses the original HR game textures, which are already in your game files, if you have altered them
by installing a custom texture pack the interiors might look a bit different than the screenshots, (like in the video Frosty has uploaded under the video-share section) they will use the textures you replaced them with, which I guess is fine.
On that note the screenshots of the interiors are a litte dark, I will upload a brighter version in the future.

- When you enter the tradehouse it is possible that certain items inside the display cases to become out of place.
a reload of the cell fixes this. I will fix this with a future patch.

- You cannot interact with the 2 corner benches in the mead hall kitchen same goes for your followers, the benches are correct
but their animations are not to my satisfaction, mainly the way the NPC's are trying to enter the sitting animation.

- Your followers in the mead hall are not allowed to sandbox onto the balconies, unless
the mead hall is assigned as a home,
this was a design choice so that the animations
and the traffic that that causes would not start to annoy you.

- The bed on the Mead Hall balcony belongs to the player, your followers will not use it unless you ask them to or are scripted to do so by
another mod. It is possible that your marriage partner might make use of it but that should be ok.

- Alchemy and enchanting furniture that the player can use can be found in the magicians and alchemists chambers, everywhere else they are
not accessible for the player. reason being how the engine handles resizing and the influence that has on the animation that goes with that furniture.
Although it looks like NPC's are still using them they are however using a different animation idle which is not tied to the furniture.

- Horse stable: There is room for 2 horses in the stable.
Positioning the horses inside the stable is a bit tricky but after you figure it out it becomes routine.
the stable will not accommodate a third horse, you will find it outside the stable after re-entering the exterior cell.

- Dungeon: If you are using mods that allow you to take prisoners then simply walk them close to the cages and tell them to stay there,
the (invisible) jailer will put them in their cells the next time you enter the interior.
Although there is a jailer key on the counter its not really necessary.
If you want to release a prisoner simply ask them to follow you and enter next cell and they will be with you.
You are able to post your own jailer at the counter but do give them a pose order, you can do this with AFT and they will stay there,
if you leave any follower to sandbox in the interior they might find themselves jailed.



                                     IMPORTANT



- The Ardaitheoir (elevator) works with 2 locks next to each door, upper lock for going up and lower lock for going down.
with each activation of the lock the elevator will only go 1 level up or 1 level down.
There are 4 levels giving access to 8 cells, which makes up the citadel.
The elevator is designed in a way that it is possible to shortcut by jumping down the shaft to immediately access the lowest levels without
having the need to activate the elevator.
The use of the elevator is a breeze, load times are almost non existant, the consequence of this is however that your followers need a fraction
more time to follow you, they will catch up with you if you wait for them, but there really is no need as they will join you immediatly when you
enter any next cell that the elevator shaft gives access to.

Another consequence of trying to get faster load times is that its, although you can do it, not practical to ask your followers to wait in
Ardaitheoir, the vault and the Hall of Tears. That is because the various stages of the interior are not in the same position within the cell.
For instance you asked your follower to wait in the elevator shaft at the second floor, you will see that he will be no longer there when you
move to first or third floor, that is because although you are still in the same interior cell, you are not in the same position within the cell,
he is still waiting at the second floor position.
If this sounds too complicated, ask your follower to wait in the Ardaitheoir then activate the elevator and you will understand what I mean,
to find him again go back to the previous floor.




                          RECOMMENDED MODS



other mods that are a good addition (but not required) are,

Insignificant Object Remover - This will remove all the small rocks and things you do not really notice and makes Skyrim look less like a quarry.
added bonus is performance boost to your game because your game engine does not have to render them.
You can find Insignificant Object Remover here: http://www.nexusmods.com/skyrim/mods/64611/?

HQ Skyrim map - Will make the map in the map room look better. (see screenshot)
You can find HQ Skyrim map here: http://www.nexusmods.com/skyrim/mods/3306/?




                  HDT HIGH HEEL SYSTEM USERS


                                 (this section only applies to the "HDT High Heel / NiOverride High Heel" version, not the regular)




HDT High Heel / NiOverride High Heel version configures the chairs and benches in the following cells:
Mead Hall, Honor Hall, Dragon Hall, Rest House, Barracks and the Bathhouse.
Any furniture that is not HDT HH configured within those cells your followers are set to not make use of them,
that is unless you ask them to use it, like with thrones.
The furniture has been tested with several popular HH mods and configured to "one size fits all" (see screenshots)
You can still bring in non high heel using NPC's in before mentioned cells, but its not going to look pretty when they sandbox the HDT HH
configured furniture ,you can then either assign them with a certain animation, for instance,  with AFT "pose" option or park them in
another interior cell (besides Vault, Ardaitheoir, Hall of Tears)
possible parking areas for non high heel wearing NPC's are:
Outside terras, stable, dock, Mead Hall balconies, Map Room, both storage halls, Armory, Forge, Dungeon.


Remember that the HDT HH version does not solve the problem that usually comes with NPC's wearing HDT HH shoes,
which is the small hiccup in the sitting animation.
For people unfamiliar with the problem, it only happens in a fraction, the NPC starts to enter the sitting animation,
the NPC is slightly off from the height it should be, but after sitting down drops to correct position.
This is not the mods doing, but how the game engine handles HDT HH sitting animations.
But at least now with the HDT HH version you do not have to watch your followers sit up to their ankles buried in the ground.
If you are already using a mod that handles this problem with a script then you do not need the HDT HH version,
the regular version should do.



that is all,


I do not accept donations however if you like the mod and want to donate then you could consider giving charity to those that need it.

I wish you happy gaming.

sirius2u