Skyrim

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anothersunday

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anothersunday

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About this mod

Rebuild of the Solitude lighthouse interior cell, and a couple of added elements.

Permissions and credits
I built a mod for the Solitude lighthouse about two years ago as my first shared mod, and posted it under a different username:

https://www.nexusmods.com/skyrim/mods/79326

I've since lost access to that account, which is why this is appearing here. I built the mod over, starting from scratch and incorporated what I've learned up to this point.This version should be a bit cleaner. I designed it to fit (mostly) inside the Solitude lighthouse exterior mesh, unlike the vanilla version which doesn't at all. I addressed an issue with the khajit's dialogue. If he's killed, an old (and tougher) acquaintance shows up to take over the lighthouse, and Solitude posts a guard there. I figure the lighthouse is an important function for the city, and I can't believe they'd just leave it unmanned.

Fully navmeshed and cleaned with TESVEDIT.

Any mod that alters the Solitude lighthouse interior/exterior cell or Ma'zaka is potentially incompatible.
Solitude Docks District: my mod adds a guard outside the Solitude riverside door under the arch. That guard will just hang out there if Ma'zaka never dies, and the guard will respawn if it dies itself. His position works with Solitude Docks District (at least the light version, which is what I tested). So far as I can tell, City of Trade does *not* take a Stormcloak civil war victory into account. My mod does. If Ma'zaka doesn't die and the Stormcloaks win the civil war, the Solitude guard is replaced with a Stormcloak-friendly version. If you have City of Trade loaded, my guard will likely start fighting the City of Trade guards, since they're all still Imperial. If there's a script in City of Trade that handles a Stormcloak victory, then my guard won't matter.