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- Dragon Cliff Manor SE
Dragon Cliff Manor SE
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Version0.10.1
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SpartanC17 and TechAngel85Uploaded by
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About this mod
Dragon Cliff Manor is a player home mod built near the base of the Throat of the World. Hearthfire family support.
- Permissions and credits
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Credits and distribution permission
- Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You 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 sold You 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 points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
Open permissions are carried forward from original author. Do with it what you wish, however, please contact me before doing so. I will incorporate any content and fixes that I feel fits the scope of the mod.
You may not use this mod or anything included within this mod for any monetary purposes. This includes, but not limited to: donations, alternative monetary currencies (aka Donation Points), pay portals, member only access (aka Patreon Subscription only access), etc.File credits
- SpartanC17 (original author) for the mod.
- Blary for Ingredients in a Jar Resource
- Eldiabs for Modders Resource.
- Elianora for Elianora's Extra Resources.
- Liam/LWatson95 for Liam's Clutter Resource SE
- Stoverjm for Open Books Library
- SomethingObscure for Obscure's Modding Resources - Did you know that SomthingObscure is a nobleman? Must be with all this fine noble furniture! Rumor has it the Queen, herself, thought about knighting him. ^_^
- The mod is being maintained and expanded by TechAngel85; with permission granted from original mod page.
From the original author, SpartanC17:
Special thanks to Andraste and Protocol for help designing clutter objects and room layouts.
Thanks to Elianora for her creative use of crafting assets and clutter placement design!Donation Points system
This mod is not opted-in to receive Donation Points
- Changelogs
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Version 0.10.1
- HOTFIX VERSION CHANGES
Forgot to upload the new display's script with the update. This Hotfix includes that missing script.
- HOTFIX VERSION CHANGES
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Version 0.10.0
- MINOR VERSION CHANGES
!!!WARNING!!! !!!WARNING!!! !!!WARNING!!! !!!WARNING!!! !!!WARNING!!! !!!WARNING!!!
Before updating to this version, remove the following or risk losing your items:
- any items stored in the chests, racks, and displays in the area outside the library.
- any items stored in the chests on the desk in the Housecarl/Kids room.
- any items stored in the chest next to enchanting station.
- any items stored in the chest next to alchemy station.
- any items stored in the large chest in the foyer.
- any items stored in the cupboard in the Study.
- any items stored in the chest at the blacksmith station.
General ===================================================
Added a simplistic auto-sorting storage system. It comes with several custom storage containers placed throughout the house. Some are new custom containers, while others were existing decorative clutter that was repurposed as a container for the system. The following containers have been added:
- Alchemy Storage (Study)
- Armor Storage (Library Foyer/Barracks)
- Clothing Storage (Bedroom)
- Firewood Storage (Kitchen)
- Food Storage (Kitchen)
- Food Storage - Raw (Kitchen)
- Jewelry Storage (Bedroom)
- Key Storage (Housecarl/Kids)
- Miscellaneous Storage (Study)
- Potion Storage (Study)
- Scroll Storage (Study)
- Smithing Storage (Exterior at Blacksmith station)
- Soul Gem Storage (Study)
- Weapon Storage (Library Foyer/Barracks)
The Master Sorting Chest, is found in the main foyer, to the right as you enter the manor. All users need to do is dump their items into the chest. The scripts will activate and systematically sort the items to the above storages. The script is a bit broad by using item types (Forms) and keywords, which means mod-added item will also sort, assuming they fit within the correct form or aren't missing vanilla keywords.
Other General Changes =====================================
- Added names to the interior doors.
- Fixed and optimized collision over the bookcases to prevent book duplication.
- Fixed a gap in the wall on the right side of common area above the stairs.
- Fixed some havok issues with several clutter issues around the manor.
- Fixed the curtains in the main foyer from clipping into the wall.
- Fixed not being able to activate a couple of the bookcases.
- Removed a duplicated wall piece to the left of the upstairs foyer door.
- Removed the chandelier from the pool entrance doors.
Library Foyer =============================================
This area has been redesigned to be a grand foyer leading into to library. The goal was to create an entryway that fits better with the redesigned manor. The left side is meant for weapon displays and the right side for armor. The new chests are located here that your weapons and armor will sort into. Finally, the practice dummies were replaced with custom displays. These displays will activate automatically via a small script. The script will check for an update upon entering the manor and will activate the displays when specific quests have been completed. More will be added to this area in future updates.
Study =====================================================
I've done some more updating in this room due to the new storage system. The Alchemy storage is found here, as well as, the Potion, Soul Gem and Scroll storages. I've cleaned up some of the clutter around the space, fixed some havok issues, cleaned up and expanded the miniature "Blackreach garden", and shrunk down the cabinets in the back.
Exterior ==================================================
- Changed map marker to the town marker to match that of Hearthfire DLC.
- Adjusted the position of the blacksmith station, smithing storage, and tanning rack.
- Added a collision pane to the top of the waterfall pool so you won't get swept away.
- Added a new fishery to the waterfall pool at the side of the house.
- Fixed fast travel issue to the two map markers.
- Fixed the bench height located at the treed.
- Fixed floating hay pile and nest.
- Removed the extra anvil from the blacksmith station.
- Removed and/or softened the outdoor water sounds.
- Updated the waterfall design to help incorporate the fishery.
Scripts ===================================================
A new script, DCM_AutoSortContainer, has been created to support the auto-sorting system. The script is attached to the new master sorting container and systematically sorts items once the container is closed. As I mentioned, it's currently a simplistic, barebones system so some items may be sorted oddly when they have multiple keywords. I will likely refine the sorting later, but this is a good start.
DCM_Display_QuestCompleted has been created to support the custom displays. This is the script that run when you enter the manor to check whether the related quest has been completed since the last time you visited. Once the quest is complete, the script will activate the display objects.
DCM_DisplayMessage, has been created to support the custom plaques. This script is attached to the plaques and displays a message box on activation.
- MINOR VERSION CHANGES
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Version 0.9.0
- MINOR VERSION CHANGES
!!!WARNING!!! !!!WARNING!!! !!!WARNING!!! !!!WARNING!!! !!!WARNING!!! !!!WARNING!!!
Before updating to this version, remove the following or risk losing your items:
- all armor and items stored in the cave
- any items stored in the chests in the master bedroom foyer
- any items stored in the chest in the library
- any books stored in the bookcases in the library
- any items stored in the kitchen chest
General ===================================================
This is a significant update as it includes several more of my planned additions and redesigns in order to make this a successful player home. Most of the aspects of the redesign can be read below. However, one of these is the addition of two new worldspaces. One for the tunnel and cave and one for the pool. All of the assets for these rooms have been moved to their new worldsapces. This was done to help optimize the mod, however, it also allows me to have a better design for the entire mod. This is a common practice for large interiors.
I've also tested Multiple Adoptions and confirmed Bless Home to be working.
Assets ====================================================
- I've used assets from Elianora's Extra Resources, by Elianora.
- I've used assets from Liam's Clutter Resource SE, by Liam/LWatson95.
- I've used assets from Obscure's Modding Resources, by SomethingObscure.
- I used Modders Resource-Weapon Racks-Bookshelves-Plaques-Mannequins, by Eldiabs, to save some time.
I have also added many of my own custom meshes. Theses are vanilla meshes from various interior sets and other objects in the game. I've altered these meshes to use different textures; making them match up with what I needed them to match.
Lighting ==================================================
- Assigned proper emittance to all of the bounce lights to reflect the exterior lighting conditions.
- Assigned proper emittance to all of the lighting effects (dust beams) to reflect the exterior lighting conditions.
- The two new worldspaces have been given the cave lighting template to reflect their dark environments.
Exterior ==================================================
- Straighten the stairs to at manor entrance.
- Switched out the stables with a matching asset.
- Switched out the mismatched stairs that led to the manor from the mountain path.
- Switched out the windmill structure with a working windmill that works as a grind mill.
- Added a couple chickens, chicken nests, and a feeding marker to the stables.
- Altered landscape around the entrance where the stairs were switched out to provide a better path.
- Painted dirt path texture on the landscape that was altered.
- Removed cave entrance.
Children & Housecarl Quarters =============================
In order to expand support for more children, the old library has been redesigned to use as rooms for children and a housecarl. The housecarl quarters are on the main floor in the room and the children's beds are upstairs.
- Supports for up to 4 children.
Follower's Quarters =======================================
One part of this large update is new quarters for followers! Their quarters are built into the mountain and the entrance is found within the main bedroom foyer. This was the best location I could find to place the entrance. Though it's built into the mountain and, thus, has stone walls, I kept the rest of the theme the same; wood floors, noble furniture, plenty of idle points for the followers, etc.
- Supports up to 5 followers.
Kitchen ===================================================
The kitchen, to Ramsey's satisfaction, also received a redesign. I used high stone walls, since this is in the basement, and provided lots of upgrades! Overall, the kitchen is larger with two new ovens to cook breads, wash bowls to keep clean, the water barrel now has water in it, a station to chop wood for the fires, and more clutter all around. Ramsey's quarters also got a small upgrade. Finally, I've updated Ramsey's AI package a bit so he uses all the idles and wonders around the manor during his downtime.
Library ===================================================
The library has been relocated to the area around the hanging dragon skeleton. For the redesign of this area, I switched out the floor, widened both sides and removed the walkway at the back. New noble bookshelves where added along the walls as well as and new idles and seating.
Main Bedroom ===================================================
- Redesigned the foyer to support the new follower's quarters. Still need to clutter this up a bit.
- Added navmesh to the bath.
Main Foyer ================================================
- Removed hanging lanterns and small braziers.
- Lowered candlehorns by door down to a reasonable height.
- Replaced curtains at both sides of door with red ones to match the theme of the manor.
Pool ======================================================
- Added more idles.
- Added a couple seats at the water's edge.
- Updated navmesh and marked the water as such.
Sanctuary =================================================
The sanctuary, previously the cave, has been redesigned using Snow Elf assets to rid the space of Dwemer aesthetics. Players will now find a hidden sanctuary who's mysteries have yet to be revealed. The armory is gone, however, it will return in a future update.
Study =====================================================
- Added more random items to the alchemy chest (locked by default).
- Redesigned back wall to accommodate the relocation of tunnel assets.
- Switched out most of the shelves with noble versions.
- New required keys are in this room. ^_^
Tunnel ====================================================
- Relocated tunnel assets to new worldspace.
- Redesigned tunnel with proper assets and gridding for a seamless design.
- MINOR VERSION CHANGES
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Version 0.8.0
- v0.8.0 - MINOR CHANGELOG
- General ============================================
- - Removed a multitude of objects throughout the interior, which were either hidden behind walls or no longer required due to redesigns.
- Bedroom ============================================
- - Fixed the firewood and embers clipping in the fireplace.
- Kitchen ============================================
- - Added custom Open Book to Rasmey's desk.
- - Fixed gap in ceiling.
- Library ============================================
- - Centered the bookshelves and lectern under the window.
- - Added custom Open Book to lectern and some clutter.
- - Fixed the issue with the room bounds and portal causing a "flash" when moving through the bounds.
- Pool ============================================
- - Moved all pool assets away from other assets in the CK. This allows for better optimization.
- - Added several benches and chairs for seating around the fire.
- - Added a couple hand warming idles.
- - Added some clutter.
- - Completely new and optimized navmesh so NPCs can at least get around the new layout.
- Study ============================================
- - Added custom Open Book to desk lectern.
- - Added custom Open Book to alchemy area.
- - Added custom Open Book to enchanting area.
- - Fixed alchemy bench overlap.
- - Raised the ceiling slightly to fix clipping with tunnel ceiling.
- Tunnel ============================================
- Most of the work for this release was centered around fixing the tunnel from the study to the dwemer ruins in the cave. The entire tunnel has been re-imagined and redesigned. Originally, this work started by fixing a small gap I noticed, however, this led me to discover just how pieced together the tunnel really was. There were mismatched pieces from the imperial construction set creating seams on the floors (and walls, but those were hidden). The walls were a "fake wall" that was pieced together, which also created a distracting pattern. Finally, mismatched construction set pieces were used that had to be "patched" together; meaning even more objects were placed to hide all the various gaps and seams. The design lacked consistent flow with the rest of the manor, thus breaking with the overall themes. Therefore...I gutted it!
- The redesign focused on maintaining the Whiterun and Dwemer inspired themes. Thus, the tunnel is mainly of Whiterun inspiration; only seeing the Dwemer theme at the end. The tunnel exit into the cave was stripped away too since it was using nordic assets. It has been updated to match the Dwemer theme of the cave. This resulted in a design that is more consistent with the rest of the cave and manor. My assumption was if the builders had the resources to build such a Manor, then they also had the means to finish out the tunnel to match the architecture.
- TL;DR
- - Redesigned tunnel to match the Whiterun inspired theme of the manor.
- - Redesigned cave entrance from tunnel to match the Dwemer inspired theme of the rest of the cave.
- .
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Version 0.7.0
- MINOR UPDATE
===== New Features =====
> Hearthfire Support
I have made several changes to the mod with the goal of adding some Hearthfire features to the mod. As a result, Hearthfire.esm is a new master to the mod. Many of the following changes made were towards supporting the following new features/mods:
-- Spouse support
-- Child support
-- Hearthfire Multiple Adoptions support (only for two children)
===== General =====
-- Added necessary keywords to the location records to support Hearthfire features.
-- Removed a few unused objects that where hidden under the floors or behind walls.
-- Removed civil war keywords from location records. This will prevent any civil war interactions at this location.
===== Exterior =====
-- Added several xMarkers for Hearthfire sandboxing and features.
-- Added 8 idle markers so families will have something to do.
-- Fixed a rock that was clipping through the windmill wall.
===== Interior =====
-- Added several xMarkers for Hearthfire sandboxing and features.
-- Added several additional idle markers to give the family things to do.
> Bedroom
I've moved the bedroom away from the other assets in the CK so a proper room bound could be added.
-- The player's bed will now give the "rested" and "well rested" bonuses.
-- The Player's bed now supports a spouse.
-- Redesigned the teleport area into a children's area.
-- Added two beds for children. Yes, only two children supported.
-- Added chests at the foot of the children's beds and assigned them as a children's chests.
-- Added two xMarkers for Hearthfire sandboxing and features.
-- Fixed the room bound for the bedroom.
> Dinning Room
-- Set the table up for Hearthfire support.
-- Corrected all the sunken chairs and tables.
-- Corrected some sunken items on the tables.
> Kitchen
I built new quarters for Ramsey at the end of the kitchen. This came with a lot of edits surrounding all the issue with the kitchen area. Here's a summary:
-- I've moved the kitchen away from the other assets in the CK so proper room bounds could be added.
-- The move above caused the need to add a door to enter the kitchen. This door will teleport users to the kitchen.
-- The quarters addition caused a realignment of the entire kitchen area (walls, floors, clutter, etc.)
-- Removed one storage shelve to make room for the new doorway.
-- Replaced several wall pieces with proper corner pieces.
-- Replaced one wood pile with a smaller version for variety.
-- Added new furnishings to Ramsey's quarters; with him being the manor's chef in mind.
-- Added a candlehorn to the wall for extra lighting.
-- Updated the lighting in the space a bit.
-- Updated Ramsey's sleep package to use his new bed.
-- Updated Ramsey's appearance.
-- Updated navmesh.
-- Fixed the room bound and updated it for the new quarters.
- MINOR UPDATE
-
Version 0.6.0
- MINOR UPDATE
This is a small update, but brings a new feature so I bumped the version up to a new minor version.
===== General =====
> Added Campfire support to most of the heat sources [ https://www.nexusmods.com/skyrimspecialedition/mods/667/ ]
Relaxing or working by most of the the exterior fires will provide some warmth, while relaxing inside, most of the fires will provide more comfort.
.
- MINOR UPDATE
-
Version 0.5.0
- ===== Interior =====
> Bedroom
-- Repositioned lights to their sources.
-- Redesigned entrance hall to fix the missing patio door issue.
-- Redesigned teleport area to fix the mismatched exterior/interior design.
-- Redesigned pool entrance to work with the new interior.
-- Linked the new patio door to the exterior patio.
-- Realigned the rest of the bedroom to the two redesigns; fixing alignment issues along the way.
-- Fixed several gaps in the ceiling during the realignment.
-- Fixed several alignment issues with the walls during the redesign.
-- Replaced several single-wall panels with double panels for ease of design and to limit potential issues.
-- Replaced NobleShelf02 with NobleShelf04 and fixed clutter object's alignment to new shelf.
-- Replaced the snowy rock wall with a non-snowy version and filled gaps with smaller rocks.
-- Added waterfall sound.
-- Removed the ugly rugs on both sides of the bed.
-- Removed a few clutter objects since the space shrunk.
-- Removed two dust beams.
- ===== Interior =====
-
Version 0.4.0
- ===== General =====
--- I manually cleaned up the plugin by removing a ton of wild edits.
===== Exterior =====
--- Removed an extra wall piece near upper patio area
===== Interior =====
> General Update
In this update I focused mainly on the pool room.
Pool
--- Fixed alignment of the tiles on the new deck and pool entrance.
--- Fixed alignment of the walls to fix z-fighting and to close gaps.
--- Redesigned waterfall wall for realism and to provide more visual appeal. Go ahead...relax a while!
--- Replaced one pool entrance with an entertainment deck. Invite all your friends over!
--- Replaced all the stairs with a Dwemer version with end cap to remedy a few issues with holes.
--- Replaced the brazier on the deck with a more inviting fire pit.
--- Replaced the brazier at the pool entrance with a Sovngarde version to match design.
--- Replaced the mismatched flooring at the entrance to use the stone flooring from the rest of the house.
--- Replaced pool flooring with the same flooring from the rest of the house.
--- Scaled down the tiles on the deck and pool entrance so they wouldn't blur the textures.
--- Scaled up the posts in the water and designed them for use as poolside tables.
Bedroom
--- Fixed flower bed flora clipping through wall
--- Repositioned rug box to prevent clipping
--- Removed hidden Imperial chandelier from ceiling above the fire pit.
.
- ===== General =====
-
Version 0.3.0
- ===== Interior =====
> General Updates
I went through and made some random updates. I'm probably getting into the final stages of refining the mod. Most of this update was towards that refinement of tying up loose ends.
Entrance Hall
-- Fixed some clutter objects which where buried into a table.
-- Fixed a bunch of floating clutter objects.
-- Added a missing planter pot to one of the aspen trees.
-- Scaled down the aspen planter pots.
-- Scaled down the high ploy book clutter object.
Main Hall
-- Fixed some clutter objects which where buried into tables.
-- Fixed a bunch of floating clutter objects.
-- Replaced the doors the the library with a custom object. This allowed the door to be named.
-- Scaled down the aspen planter pots.
Library
-- Fixed the floating lantern.
-- Scaled down the aspen planter pot on the table and under the stairs.
Dinning Hall
-- Fixed a bunch of floating clutter objects.
Kitchen
-- Repositioned the idle animation at the post.
-- Repositioned the floor tiles to align the pattern properly.
-- Replaced one of the wall pieces to match the others.
Lab
-- Fixed the floor z-fighting in the doorway.
-- Fixed some clutter objects which where buried into tables.
-- Fixed a bunch of floating clutter objects.
Pool
-- Fixed alignment of ceiling
-- Repositioned the flora.
-- Repositioned the the waterfalls and splashes
-- Replaced the cave rock wall with normal mountain rock to match the exterior.
Armory
-- Fixed a candle holder which was buried into the floor.
Bedroom
-- Raised the floor in the bath.
-- Fixed some clutter objects which where buried into shelves.
-- Scaled down the planter pots.
.
- ===== Interior =====
-
Version 0.2.0
- ===== Interior =====
> Lighting Updated
I've updated the lighting for the entire interior. In the cases where light sources are removed, it was because they were used for clutter and not producing any actual light. This made these light source look odd and out of place. I also fixed any issues that were just a quick edit to fix as I ran across them. The following has changed...
Entrance Hall
-- Repositioned a candlehorn out from under the tree next to the table.
-- Repositioned lights to their sources.
-- Replaced iron dagger in table with an actual dagger; no more having a sheathed dagger stuck through the table.
-- Replaced ambient dust beams from windows with dimmer version to help prevent light flicker.
-- Added emittance to the dust beams so they would match the interior lighting.
-- Added sunlight bulb to the round window.
-- Added sunlight bounce bulb to fill the room with light from windows.
-- Added COC marker here.
-- Removed candlehorns above the arched door...how were those reached to be lit?
-- Removed on dust beam that didn't make sense with it's placement.
Main Hall
-- Repositioned the angle of the dust beams higher.
-- Repositioned a couple wall pieces to fix gaps.
-- Replaced the fire light to the proper bulb for its source.
-- Added emittance to dust beams to match the interior lighting.
-- Added sunlight bulb to the round window.
-- Added sunlight bounce bulb to fill the ceiling with the dragon.
-- Removed candles on the dark side of the main beams on lowest level.
-- Removed the candlehorns above the library door.
-- Removed the candlehorn above the dining hall entrance.
-- Removed two candlehorns to the pool entrance.
Library
-- Replaced ambient dust beams from windows with dimmer version to help prevent light flicker.
-- Replaced flames in the fireplace to tone it down.
-- Replaced the fire light to the proper bulb for its source.
-- Added emittance to the dust beams so they would match the interior lighting.
-- Added sunlight bulb to the round window.
-- Added sunlight bounce bulbs to fill the ceiling.
Dinning Hall
-- Repositioned lights to their sources
-- Repositioned a floor piece to fix a gap.
-- Replaced ambient dust beams from windows with dimmer version to help prevent light flicker.
-- Replaced flames in the fireplace to tone them down.
-- Added emittance to the dust beam from the round window to match the interior lighting.
Kitchen
-- Replaced flames in the fireplace to tone them down. Ramsey's face was melting...
-- Added leaning idle so Ramsey could rest (the position of this will be fine tuned later).
-- Marked all furniture as patrol data.
Lab
-- Repositioned lights to their sources
-- Replaced a small candle lamp in the lab with an unlit version.
-- Replaced the fire light on the cauldron to the proper bulb for its source.
-- Added custom lightbulb for soulgem area in the lab.
-- Increased the size of the mushrooms.
-- Removed a candlehorn stand.
-- Removed a dwemer candle from the desk.
Armory
-- Repositioned lights to their sources
-- Repositioned the hanging fire lanterns and bulbs to make sense of the lighting.
-- Repositioned the training dummies and chandelier.
-- Repositioned a few stair and wall pieces to close gaps.
-- Removed one hanging lantern.
Bedroom
-- Repositioned lights to their sources
-- Repositioned a candlehorn/bulb at the child/follower beds location.
-- Repositioned one of the waterfalls.
-- Replaced the fire light to the proper bulb for its source.
-- Added emittance to dust beams to match the interior lighting.
-- Removed one light from the child/follower beds location.
-- Shrink fireplace a bit
Trophy Area
-- Repositioned lights to their sources.
-- Repositioned a torch scone that was buried too far into the wall; preventing activation.
-- Repositioned a few water splashes.
-- Replaced the waterfall sound for the large falls to a large version sound rather than a medium.
-- Replaced ambient dust beam on top floor in building with dimmer version to tone down the effect.
-- Added a small waterfall sound to the two smaller falls.
-- Added ambient sunlight bulb to the top floor in building.
-- Removed the sunlight bulbs from the cave ceiling; allowing day/night cycles.
-- Removed one set of candlehorn stand/candle cutter from cave room.
-- Removed candlehorns/bulb along walkway in building. Too many lights causing flickering.
-- Removed two dust beams over building exit (inside). They just looked really weird.
-- Removed candlehorn stand from bottom room in building. Too many lights causing flickering.
-- Removed hanging brazers from bottom room in building. Too many lights causing flickering.
===== Ramsey =====
-- Removed factions.
-- Made Ramsey an employee of the player.
-- Fixed and refined his AI packages a bit. He'll now preform the tasks the original author set up.
.
- ===== Interior =====
-
Version 0.1.0
- ===== General Cleanup =====
> Converted in CK
> Cleaned with SSEEdit
> Manually removed a ton of dirty edits
> Manually fixed a few wild edits
> Forwarded latest unofficial patch records
===== Fixes included in Initial Release - Exterior =====
> Worked on the navmeshes a bit
> Added a few rocks and rock piles to better fill gaps
> Moved the stables so the wall isn't poking through the tower
> Rotated water circle so the water flowed in the correct direction.
> Corrected the entire courtyard alignment
The tiling for the courtyard floor being misaligned was really drawing my eye and I had noticed some gaps between the wall pieces so went into the CK to fix these small things. I quickly found out the entire courtyard was slightly misaligned...so this fix ended up being a realignment for the entire courtyard (walls, floors, posts, statues, stairs, structures, etc). Basically, everything outside has shifted just a bit but is now aligned far better.
> Updated exterior lighting
"Fake" lighting draws my attention too much and I start asking where the light is coming from so the lighting had to be corrected. I kept the main intent and "fantasy" feel, but have updated just about everything else regarding the lighting to the exterior. I used Relighting Skyrim standards when making all the changes so the lighting levels will be similar to that mod:
- All lights have had their Fades reduced.
- All lights have be placed at their light sources.
- All bulbs replaced to align with their sources (candle bulb to candle source, etc).
- Several lights removed that were only creating "fake" ambient light and causing light flicking.
- Added candlehorn to the tower interior as the "light source" for the lighting in there.
- Moved the glow around the tree higher and into the tree to make the tree seem as if it's emitting the glow
> Updated smithing area
Updating the lighting and fixing the lights turning on and off warranted a bit of a redesign to the smithing area. It's not all that different. I simply added a wall and moved some things around. This was to both hide some seams and allow the area to lit better at night. In doing this I:
- Moved the stations a bit
- Moved the handing brazier to be over the area
- Added a brazier to the corner of the platform
- Replaced the Skyforge asset with a duplicate asset so I could rename the forge. It no longer says "use Skyforge".
- ===== General Cleanup =====
-
DRAGON CLIFF MANOR SE
Welcome home...

Welcome home...

DESCRIPTION
First, this is not originally my mod. It's a port of the mod for Skyrim found here (see credits below): http://www.nexusmods.com/skyrim/mods/39018/?
Dragon Cliff Manor is a player home mod built near the base of the Throat of the World mountain; a location that, hopefully, stayed true to Bethesda's original design strategy of an epic world. Although the manor uses a very familiar Whiterun theme, the layout is unique, large, and open. Probably the easiest way to get to the house is to start at Hillgrund's Tomb and go Southeast up the mountain face. Users should encounter a log bridged over a waterfall and a small winding path. Look up to see the house. Users can also get to the house from Ivarstead. Map markers are included once discovered.
My (TechAngel85) goal is to clean up the mod while fixing issues and expanding upon the original author's work until a proper player home is created. Once I feel that goal has been (mostly) reached, then I will release Dragon Cliff Manor as v1.0. Until that time, users should expect the mod to be changing and updating. This means I won't guarantee that it will continue to work on saved games when updating. So, if you don't want to take that risk, I would suggest tracking the mod and wait for the v1.0 release.
Features:
- Crafting Stations: alchemy, baking, cooking, blacksmith, enchanting, fishery, grinding mill, smelting, tanning, wood chopping
- A basic auto-sort system with 14 custom storages located throughout the manor
- Armor mannequins
- Several weapon racks
- A few weapon plaques spread around
- Community pool
- Library with a view and custom displays
- Master Bedroom with a pool and balcony
- Teleport orbs and ladders to get around faster
- A chef NPC (just for fun)
- Support for up to 5 followers
- Support for up to 4 children
- Spare bed for Housecarl
- Hidden Snow Elf Sanctuary with magical alchemy garden
- Fully NAVMESH'ed for everyone to get around
Auto-Sorting
The manor has a simplistic auto-sorting storage system. Custom storage containers are placed throughout the house to support the system. Some are new custom containers, while others were existing decorative clutter that was repurposed as a container for the system. The following containers are available:
- Storage name | location | what is stored
- Alchemy | Study | ingredients
- Armor | Library Foyer & Barracks | armor
- Wardrobe | Master Bedroom | clothing
- Firewood | Kitchen | firewood
- Pantry | Kitchen | food
- Raw Food | Kitchen | uncooked meats
- Jewelry Box | Bedroom | gems and jewelry
- Key | Housecarl | keys
- Miscellaneous | Study | currently unused. Once implemented, it will be used to sort unrecognized item to.
- Potion | Study | poisons and potions
- Scroll | Study | scrolls
- Smithing | Blacksmith Station (exterior) | ingots and ores
- Soul Gem | Study | soul gems
- Weapon | Library Foyer & Barracks | ammo and weapons
The Master Sorting Chest, is found in the main foyer, to the right as you enter the manor. All users need to do is dump their items into the chest. The system will activate once items are placed in the chest. Then it will pause until the chest is closed to allow users to remove accidental moves. Once the chest is closed, the script will systematically sort the items to the above storage containers. The sorting is a bit broad due to using item types (Forms) and keywords. However, this means mod-added item will sort, assuming they have the correct form and/or vanilla keywords.
COMPATIBILITY
Not compatible with:
- Tamagen Manor (uses the same location)
Compatible with:
It should be compatible with just about everything. Textures will change with any texture mods installed. The follow mods have specific compatibility build in:
- Campfire - (link) - If Campfire is installed, many of the larger fire sources will provide players with a level of warmth or comfort.
- Hearthfire Multiple Adoptions - (link)
- Functional Windmills - Mill Stone - (link)
Version Scheme
Major.Minor.Hotfix
- Major = changes to assets such as new or updated meshes, scripts (if applicable), textures, etc.
- Minor = compatibility updates, patch updates, larger bug fix rollouts, betas, etc.
- Hotfix = hot-fixes, single bug fixes, update to installer code, etc.
INSTALLATION
Simply install as normal and sort with LOOT.
SHOWCASE
(by original author)
(by original author)