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Dragon Cliff Manor SE
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Version0.13.3
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SpartanC17 and TechAngel85Uploaded by
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This page was last updated on 27 January 2023, 6:24AM
- Changelogs
-
-
Version 0.14.0
- MINOR VERSION CHANGES
!!!WARNING!!! !!!WARNING!!! !!!WARNING!!!
This update requires:
- xLODGen regeneration
- DynDOLOD regeneration
--- when regenerating DynDOLOD, ensure to select one of the preset buttons (low, med, high) to load the new rules
This update was mostly about getting the house's structure closer to the finished product, while addressing some issues and adding some extras. Enjoy!
==================== GENERAL
The orientation of any activator, door, or furniture that was on a 0.0000 Z-axis rotation has been rotated by a single degree or less to prevent common bugs around these objects being at that specific rotation. There was also a lot of refinement (object position/scale adjustments) completed everywhere.
- Added new scripts for displaying decor that will be used throughout the mod
- Fixed weapon mounts and racks not displaying the weapons in the correct orientation
- Removed many hidden/unused references/records from the plugin, some unused meshes, and some unused scripts
==================== NPCs
Runa
- Added a basic cleaning schedule where Runa will roam and sweep 3 times a week.
==================== BARRACKS
- Updated navmesh with preferred pathing
- Replaced double bed with two separate beds, which adds an additional follower space
==================== BEDROOM - MASTER
- Switched out the main door with a larger one
==================== HALLWAY
- Added some clutter to help visually navigate
- Reworked the Hidden Sanctuary entrance (now truly hidden)
==================== LIBRARY
- Switched out the scripts on the stone displays to the new ones
==================== POOL
The floor of the entryway was raised because the big stairway design didn't make sense. It was also hard to design around.
- Added new quest-driven decor item that will appear when the quest to find Jurgen Windcaller's horn is complete
- Added new drains for the water at the bottom of the pool
- Re-centered ceiling
- Redesigned the decor a bit
- Updated navmesh and added preferred pathing
==================== SANCTUARY
The expansion of the Sanctuary has begun with this release and will likely continue over several releases. The first new addition is the Fishery. It has been moved inside the Hidden Sanctuary and 3 more have been added! Additionally, the hallway has been reworked in preparation for future edits.
- Added landing for the fishery
- Added Roombounds and Portals to keep the performance in check
- Fixed the planters not working
- Switched out several rocks with wet versions around the water
- Switched out coastal dirt rock piles at the water's bottom with 'river bottom' versions for more character and detail
- Updated navmesh
==================== STUDY
The 'Critters In Jars' display has been fully implemented. It's now a working display that the Jars can be added to as they are found. AE content not currently included, which adds 3 additional Jars.
- Fixed green reflection from the storage cabinet glass
- Made the glass on the cabinets a bit more transparent and stopped it from casting shadows (ENB still causes shadows)
==================== EXTERIOR
Beyond the obvious it may be hard to put a thumb on what all changed outside the Manor when seeing it after this update. There were a ton of minor changes completed that added up to a slightly different exterior. First, the bridge. It's been redesigned several times throughout the beta; however, with this release I hope to introduce the final design. The bridge continues the grand, Whiterun castle theme. However, gone are many hacked together references and those annoying stairs! The bridge is also now level with the Manor's platform and has been slightly shifted for better alignment with the mountain path.
Second, the entire manor was lowered. I've lowered the manor down to the foundation built into the mesh to remove the makeshift foundation constructed from walls. This has the advantages of cleaning up many references, removing makeshift objects, and being easier for NPCs to navigate. This also necessitated a TON of additional readjusting of references.
Last, the fishery area has been reworked. The old cave entrance is back that leads inside the Hidden Sanctuary as it did in the original mod. It's hidden behind a new, bigger waterfall. The landscape has been retouched above the new waterfall to include a source for the water. The fishery has been relocated inside the Hidden Sanctuary. Other changes to the exterior include:
- Added many more critter landing pads
- Added lanterns for some nighttime lighting to the greenhouse
- Added DynDOLOD rules file to use full models as LOD for 11 references that are missing LOD models
- Adjusted the positioning of the majority of the waterfalls
- Fixed a TON of object positions
- Relocated the quarry next to the Greenhouse and added a pickaxe (bet some of you didn't even notice it before)
- Retouched the blacksmith area
- Retouched the landscape at the start of bridge and around the house
- Switched out the stone tower models for ones with built-in LOD
- Updated and optimized navmeshes
.
- MINOR VERSION CHANGES
-
Version 0.13.3
- HOTFIX VERSION 0.13.3 CHANGES
Interiors - Library
- Fixed all the bookshelves at the front of the library next to the podium. For some reason these were all ejecting books on current saves but not on new games.
Users should remove the books from these shelves before updating! The old shelves have been deleted and replaced with new references so don't lose your books by not grabbing them beforehand!
HOTFIX VERSION 0.13.2 CHANGES
Interiors - Everywhere
- Added a drain in the bath in Master Bedroom
- Added Navcuts to aid in NPC pathing
- Drastically cleaned up the Navmeshes
- Fixed one bookshelf using books as canon fire
--- Users should remove the books from this case before updating (second one to the right side of podium at library entrance)
- Fixed mannequins from dropping through their platforms
- Removed a few more duplicate items
- HOTFIX VERSION 0.13.3 CHANGES
-
Version 0.13.1
- MINOR VERSION CHANGES
***Warning***
See description for new list of recommended mods.
Users will have to regenerate with DynDOLOD.
Since the last release was mainly about the exterior, for this release I wanted to primarily focus on the interior.
A new tenant has moved in! Welcome, Runa, the Manor's new steward!
It has been Runa's families duty and honor to care for the Manor in the Dragonborn's stead...though Runa is a bit basic right now. She currently has the stewards dialogue, but she won't do anything. She'll wonder the Manor for 13 hours, do mystery things for a few hours, and then sleep for the night. Runa is planned to be a lot more rounded by caring for the Manor, caring for the children, interacting with idles, possibly harvesting your crops, etc.
The Study's location has always caused challenges in regards to lighting, and I have been wanting to do some changes in the bedroom again. This prompted a redesign of where a few of the interior location access points are found. The old Pool entrance is now the entrance to a hall (it's bare right now) built into the mountain. In the hall, the door on the left now leads to the barracks. The middle, large door leads to the Pool. Finally, the door on the right leads to the new study. The study's old location has been removed.
Along with these moves all of the interior locations have been relocated into their own interior cells. This allows for ease of development and greater customization. Also by removing several thousand references from within the main interior space into their own cells, performance is improved for all spaces. Since all have now been moved, all interiors have an imagespace and lighting template applied and their lighting design updated a bit.
Barracks
- Added some clutter
- Changed weapon racks to a noble version
Bedroom - Master
- Added fish in the water
- Removed dividing walls and inner door to open up the space
- Removed water from basins for compatibility with mods that add this to the model
- Replaced the firepit with a nicer model and sized it more appropriately for the room
- Reworked clutter and furniture
Kitchen
A lot of clutter was added or reworked to help the place look more lived in. During this process some of the custom clutter stacks, like in the pantry, were changed out with combined static models. This should help lower the potential of these items "havok exploding" all over the place. Also upon closer inspection, it seems Ramsey has been redecorating his quarters. He may have developed some unusual interests...
- Added new water pump
- Removed water from basins for compatibility with mods that add this to the model
Library
The library foyer was redesigned by opening the space up. The walls between the main library and foyer were tore down. The bookshelves that were against those walls were moved adjacent to the podium. On the weapons side of the foyer, the set of racks and weapons storage were moved to the remaining wall. On the armor side, the mannequins were grouped closer and the armor storage moved across the room.
- Added some clutter
- Added an additional 3 weapon racks
- Changed mannequin stands
- Changed weapons storage container
- Changed weapon racks to a noble version
- Changed the hanging dragon skeleton to use Dragonborn references
- Reduced the count of the free arrows to 50 each
Study
I always felt like the study was a bit more "tossed together" than the Manor deserved. Moving it allowed for a redesign. The goal was to have something unique but felt familiar. During this the design was brought up-to-date with the rest of the house design.
- Added new cabinets on the alchemy side
- Relocated the Potions and Alchemy storages to the new cabinets
- Removed the bookshelf/cupboard on the alchemy side. This will eventually be replaced with a spell tome storage.
Everywhere
There were many other small changes throughout the all interior spaces; a great deal toward cluttering and decorating all around. Some of these include:
- Added fish in the water at the Pool
- Changed ladder to children's room to a noble version
- Fixed the remaining teleport orbs
- Fixed several more gaps in the walls
- Removed several more duplicated references
- Removed the hanging lantern fire lights that were spread around
- Removed many candle 'groupings' to better support 'ENB Complex Particle Lights'
- Replaced some pillars with different models to aid in lighting design
- Reworked the dinner table in the Dinning Hall
- Reworked fires to be more optimal with Embers XD
- Shrunk all the trees some more for those that use bigger tree mods.
- Update all room bounds
Exteriors
I couldn't help but stepping back outside a bit. The main change was to correct the collision of WRCastleWoodTower01 and remove the collision barrier from WRCastleStoneTower01INT, which is the exterior of the front of the bedroom stone towers. Correcting these allows the player to use the balcony to transverse to the new private patio (currently empty) on top of the opposite tower. Huge thanks to SparrowPrince for fixing the terrible collision and few other issues with the WoodTower mesh!
- Added some clutter
- Changed chicken lean-to to small stable
- Corrected position of the stone towers
- Reworked the waterfalls a small bit
- Reworkded the drains on the bridge
VERSION 0.13.1 CHANGES
Barracks
- Added candle above practice dummies
- Fix a black pane poking through wall
Bedroom - Master
- Fixed being able to go through the new wall next to the door
Everywhere
- Cleaned up navmeshes a bit
- Moved aspen pots at the horse statue a bit
- Set emittance on all windows (die bright glow!). They will change with the weather.
- Shrunk all the trees a bit more
.
- MINOR VERSION CHANGES
-
Version 0.12.0
- MINOR VERSION CHANGES
This update focused on the exterior!
With this update comes something I have desired to include for some time but couldn't figure out a favourable place to achieve it; this is, a farm... I finally decided to add a "farm" by way of a new greenhouse. First, some structures needed to be moved around for aesthetics. Therefore, the stables have been relocated to the opposite side of the manor, and the greenhouse is located where the stables were. These locations made the most sense. The stables being near the workshop for reshoeing and the like. The greenhouse being next to the grain mill for grinding up that harvest. Planters were added to the greenhouse with 36 soils for custom planting.
After that, I gave the rest of the exterior a good look over and thought about what was missing to really make this a homestead. It had been a while since I addressed anything out there and now was the perfect time undertake this since I was already adding the greenhouse. First thing was a place for the chickens, as they were just tossed in the stable. So I built a pen/coup next to the new greenhouse and moved them to it. Second, I was missing a milk maker so I included a cow and some fencing to the stable. Audhumla provides milk once a day on activation (talk to like any other NPC, though you won't see a message for activation.)
The next few changes were more of a list of structural changes on my backlog for this area. The first being new roofs were included over the smithing area to keep it (and you) dry during those rainy days. The tanning rack was moved under this new roof to keep your hard tanning work dry. Second, I never cared for the bridge's decor so that was changed out and simplified. Next, was the pillars on either side of the front entry. I changed them out to match to theme better. The last of these changes was a small redesign of the path to the fishery.
I finished off with some fluff to round it out more. Other changes include:
- Added stone quarry
- Added more flora everywhere
- Added several critter spawns (day and night)
- Added numerous critter landing markers spread around
- Converted the plugin to ESM
- Fixed a z-fighting wall piece
- Fixed some of the bookshelves that could be activated through a wall
- Many rock/tree additions/changes around the area to support changes
- Generated new RNAM data (large reference data)
- Some random stuff I can't remember
Users will have to regenerate with DynDOLOD.
- MINOR VERSION CHANGES
-
Version 0.11.0
- MINOR VERSION CHANGES
Redesigned stairs and bridge leading to the house...again. I just wasn't happy with the design. It was really hacked together and just didn't look cohesive, so I finally broke down and put some real time into it. Hope you enjoy!
- Incorporated the update file.
- Hid some gaps in the wall.
- Removed some duplicate assets that were flickering.
- Fixed three of the bookshelves that couldn't be activated.
- Downsized the aspen trees used for decorations for those using larger trees.
Users will have to regenerate with DynDOLOD.
- MINOR VERSION CHANGES
-
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
-
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
-
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.
- .
-
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 =====
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- Author's activity
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January 2023
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27 Jan 2023, 6:24AM | Action by: TechAngel85
Attribute change
'Description changed.'
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26 Jan 2023, 9:46AM | Action by: TechAngel85
Permission change
'Author changed their permission instructions.'
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26 Jan 2023, 9:44AM | Action by: TechAngel85
Permission change
'Author changed their file credits.'
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26 Jan 2023, 9:40AM | Action by: TechAngel85
Attribute change
'Summary changed.
Description changed.'
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26 Jan 2023, 9:27AM | Action by: TechAngel85
Changelog added
'Change log added for version 0.14.0'
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26 Jan 2023, 5:18AM | Action by: TechAngel85
Permission change
'Author changed their permission instructions.'
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26 Jan 2023, 5:15AM | Action by: TechAngel85
Attribute change
'Description changed.'
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26 Jan 2023, 5:03AM | Action by: TechAngel85
Attribute change
'Description changed.'
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26 Jan 2023, 4:56AM | Action by: TechAngel85
Attribute change
'Description changed.'
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26 Jan 2023, 4:17AM | Action by: TechAngel85
Changelog added
'Change log added for version 0.14.0'
March 2022
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28 Mar 2022, 6:43PM | Action by: TechAngel85
Attribute change
'Description changed.'
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28 Mar 2022, 6:37PM | Action by: TechAngel85
Attribute change
'Description changed.'
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19 Mar 2022, 11:25PM | Action by: TechAngel85
File added
'Dragon Cliff Manor SE v0.13.3 - Update [version 0.13.3]'
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19 Mar 2022, 1:55AM | Action by: TechAngel85
File added
'Dragon Cliff Manor SE v0.13.2 - Update [version 0.13.2]'
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19 Mar 2022, 1:47AM | Action by: TechAngel85
Changelog added
'Change log added for version 0.13.2'
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18 Mar 2022, 7:19AM | Action by: TechAngel85
Attribute change
'Description changed.'
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18 Mar 2022, 6:24AM | Action by: TechAngel85
Attribute change
'Description changed.'
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18 Mar 2022, 5:59AM | Action by: TechAngel85
File added
'Dragon Cliff Manor SE v0.13.1 [version 0.13.1]'
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18 Mar 2022, 2:55AM | Action by: TechAngel85
Mod image added
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18 Mar 2022, 2:55AM | Action by: TechAngel85
Mod image added
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- Mod page activity
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May 2024
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29 May 2024, 2:32PM | Action by: Meadows92
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'Dragon Cliff Manor SE'
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28 May 2024, 8:12PM | Action by: vvk78
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14 May 2024, 2:58AM | Action by: skumazac
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07 May 2024, 9:02PM | Action by: GrayFox1799
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07 May 2024, 2:15PM | Action by: egbarber
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05 May 2024, 10:15AM | Action by: KingBexis
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04 May 2024, 11:57PM | Action by: Nuc1earNugget
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04 May 2024, 12:02AM | Action by: Nuc1earNugget
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03 May 2024, 9:17AM | Action by: GoAskAliceMods
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02 May 2024, 2:58PM | Action by: Gabriel2x
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April 2024
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29 Apr 2024, 2:47AM | Action by: BabsTyrell
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28 Apr 2024, 3:34AM | Action by: Dahashi
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22 Apr 2024, 10:33PM | Action by: Cwimal
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16 Apr 2024, 10:56PM | Action by: Gracey1963
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15 Apr 2024, 10:16PM | Action by: itsevelinhahaha
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10 Apr 2024, 10:12PM | Action by: dframed
Endorsed
'Dragon Cliff Manor SE'
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10 Apr 2024, 8:47PM | Action by: daf74
Endorsed
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05 Apr 2024, 6:13PM | Action by: akaNexusAccount12
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'Dragon Cliff Manor SE'
March 2024
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31 Mar 2024, 11:00AM | Action by: whl62999267
Endorsed
'Dragon Cliff Manor SE'
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30 Mar 2024, 4:51AM | Action by: Rahbo
Tracked
'Dragon Cliff Manor SE'
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