About this mod
This mod is my take on Tundra Homestead, like I did with other Creation Club homes.
- Requirements
- Permissions and credits
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Translations
- Mandarin
- Changelogs
In this mod, I made the following changes to Tundra Homestead:
- Repurposed into a home for Nazeem and Ahlam: Wintersand Manor
- Largely overhauled the cellar, added a wine cellar, bathing pool and some more changes.
- Added quest to get rid of Nazeem and Ahlam, in order to buy to house without killing them.
- If Nazeem and Ahlam are both dead, or you completed the aforementioned quest, the house will be for sale after a few days.
- Added Hearthfire crafting system for several crafting stations and gear displays, including fish tanks.
Wintersand Manor
Tundra Homestead will not be buyable from the start. Instead, it will function as Wintersand Manor, the cut home of Nazeem and Ahlam.
From this point on, I will refer to "Tundra Homestead" as "Wintersand Manor" at this point.
Nazeem and Ahlam will have their AI packages modified to go to Wintersand Manor and sleep and sandbox there at some points.
I removed many of the out of place trees (aspen trees from Riften and the overabundance of ivy on the building) and replaced other assets, like the Morrowind lanterns with more generic lanterns.
I also removed most of the crafting stations and other "services" by default. (beds for children, beehives, fertile soil) However, you will be able to craft them to get them back once you bought the home.
I made the tower of the manor accessible with some table to sit at. (to admire the aurora borealis at night)
The cellar
I hugely overhauled the cellar. Originally, it was a room to put in certain item for display.
Keeping in theme of my other CC home overhauls, I removed most of the displays:
All of the unique displays have been removed as I consider them immersion-breaking and I think not every home should be a museum.
That said, I did add an option to craft displays for non-unique displays, after you have bought the home. (see below for more information)
The new cellar has main room which stores a lot of drink and food, like a wine cellar. There's also door to the left, which leads to an indoor pool for bathing.
Lastly, there are some more changes, but these might be considered spoilers:
There's a hidden entrance in the wine cellar, that leads into a Thalmor base of operations, in the form of a meeting room.
This meeting room has another exit that leads into a mudcrab cave, called Whitestream Den.
The hidden door, leading to the meeting room, is actually one of the cabinets, but hidden among other actual "legit" cabinets, to blend in.
To unlock this hidden door, you'll have to either pick 2 Expert locks, or activate 2 candles in the pool room. They are hidden among the other candles though (again to blend in), so you'll need to actively look for them.
Making it available for purchase
The easiest way is to kill Nazeem and Ahlam, but this might not fit every character and has some drawbacks. (despite it potentially being very satisfying to kill Nazeem.) Optionally, you could use my other mod, Additional Contracts for the Dark Brotherhood, for a Dark Brotherhood contract on Nazeem.
As such, I've added an alternative quest, which again could be seen as spoiler:
In this mod, Nazeem and Ahlam are, in fact, secret informants for the Thalmor.
You'll be able to find a Thalmor Dossier on them, in the Thalmor Embassy. If you read it, you will be directed to talk to the Jarl of Whiterun. (either Balgruuf or Vignar, depending on which side of Civil War controls Whiterun.)
The Jarl will tell you to find more evidence, which you can find in a safe in the Thalmor meeting room in the cellar of Wintersand Manor. To get there, read the spoiler in "The cellar" section.
The safe will be locked, so you'll either need to lockpick it (expert lock), or steal the safe key from either Ahlam or Nazeem.
Be warned though, there might be some actual Thalmor soldiers and wizards present in the meeting room, so prepare for a fight.
Once you have found the additional evidence and return it to the Jarl, you will be rewarded with a sum of gold.
Narratively, Nazeem and Ahlam, if still alive, will flee their home, as they have been exposed. The Jarl will decide to make Wintersand Manor available for sale. (and change the locks, requiring a new key)
Buying the home
Once Nazeem and Ahlam are being rid of and a few days have passed, a note will be placed at the door of Wintersand Manor. This note will direct you to the steward of Whiterun, at whom you can buy the home.
If you buy it, you'll receive a key to the home. To the left of the door (outside), there will be a carpenter's workbench. Here, you can craft the crafting stations and the displays for weapons and armor, among other things, like in the Hearthfire DLC.
You can craft the following things at the carpenter's workbench:
- Clean Thalmor room
- Mannequins (2) (cellar)*
- Weapon plaques (5) (cellar)*
- Display cases (5) (cellar)*
- Alchemy lab (cellar)*
- Arcane enchanter (cellar)*
- Apiary (outside)
- Armorer workbench (outside)
- Churn (ground floor)
- Forge (outside)
- Garden (outside)
- Grindstone (outside)
- Oven (ground floor)
- Smelter (outside)
- Tanning rack (outside)
- Child's room (ground floor)
- Woodchopping block (outside)
- Large fish tanks (2) (cellar)*2
- Small fish tanks (2) (cellar)*2
* requires cleaning up Thalmor room first.
*2 requires CC Fishing Patch installed, Thalmor room cleaned up and Catch of the Day quest completed.
Compatibility
I've added patches for:
- CC Fishing -> With it, you can craft fish tanks for Wintersand Manor at the workbench, if you completed Catch of the Day.
- MTD - More Thalmor Dossiers
- Skyrim Landscape and Water Fixes
- Cutting Room Floor -> CRF also adds a Wintersand Manor. As such, I have repurposed CRF's version of Wintersand Manor by making another Nord family (clan Horse-Shield) live there.
These mods should be compatible without any patches:
FAQ
Q: Why did you remove the unique displays and crafting stations?! You've made it worse!
A: That's subjective.
Personally, I don't like displays for unique items as they ruin immersion, especially when the items are already named for their artifact, if the player hasn't even heard of said artifact. It feels too meta for me and conflicts with immersion.
As for crafting stations, not every home should have every crafting station by default. You can actually add them to the home, but by crafting them at the workbench. Having every crafting station in a home by default also feels out of place.
I understand that these trends are popular among player home mods nowadays, but to be honest, I do not subscribe to them. (Not to mention static clutter...) They fundamentally break immersion. While it may be "convenient," I prioritize immersion and meaningful gameplay over "convenience".
I want homes to not only look pretty but also benefit from and work with gameplay mechanics, like the Hearthfire system.
I can understand if you have a different perspective and actually prefer these modern player home trends. If so, there are plenty of other player home mods available on Nexus for you.
Q: ESPFE?
A: Yes.
Q: Does installing/updating/uninstalling on an existing save work?
A: As far as I know, it should. However, it's good practice to keep a backup save prior to doing this, just in case.
Q: Is this compatible with <insert mod>?
A: I don't know by heart. You might need to check yourself.
Q: Will you make a patch for <insert mod>?
A: Most likely not. Only if it's a mod I use myself or plan on using it, I have enough time and I actually like the idea. Otherwise, feel free to do it yourself. (see permissions)
Q: I have a suggestion to improve the mod. Can you do it?
A: Maybe, if I have time and I like the idea, I'll consider it.
Q: Will you port this to <insert platform>?
A: No, I myself only support the Steam and GOG English SE and AE versions of Skyrim. If someone else wants to port it, feel free. (see permission) If you decide to port it, you yourself take full responsibility to offer support to said port. I will not provide no support for any ports by third parties.
Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it. If said person is no longer replying to comments, I cannot help you.
Please don't comment on my modpages or send me PMs regarding support for these 3rd party ports. I didn't make them, I can't test or verify them and as such I cannot troubleshoot or support them.
Versions of Skyrim, I don't support, include but are not limited to:
- Any Playstation console (PS4, 5, etc)
- Any Xbox console (Xbox One, Xbox Series X/S)
- Microsoft Xbox Gamepass
- Legendary 32bit 2011 Edition aka "LE", "Oldrim" (any platform)
- Any version that doesn't have 3 DLCs: Dawnguard.esm, Hearthfires.esm, Dragonborn.esm
- VR (any platform)
- Steam version, but in any language other than English.