Skyrim Special Edition

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TyburnKetch

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TyburnKetch

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About this mod

Located under the city wall and execution stage in Solitude is a very small, simple and lore friendly player home. Given by a tiny courier quest when joining the Dark Brotherhood, Tyburn Nook is available to inhabit after completing the quest “With friends like these”.

Requirements
Permissions and credits


Features:


  • A unique joint workstation.
  • A bathing area with fully functioning bath that fills / drains and undressing (Tyburn Nook V2.0 - see below).
  • An oven / stove combo.
  • Well rested bed.
  • A smithing room with all vanilla crafting options, including a custom woodchopping block that doubles the yield per activate, and an axe.
  • Bookshelves. Like, a lot. They look pretty.
  • Mask displays.
  • A portal to the Dark Brotherhood sanctuaries.
  • A teleport home spell.
  • A map on the wall with intricate fast travel system (see Notes below).
  • Two planters and a little indoor garden tailored to poison making that resets at different, realistic intervals.
  • A very small and simple armoury.
  • A ton of named safe containers.
  • Interactive and realistic fireplaces. They will need looking after every eight in game hours.
  • Natural sunlight and dust beams react to time of day.
  • All interior lights, bar one, are manual operation allowing for personal taste.
  • A light switch to control the ambiance of the home to be compatible with lighting mods.
  • A personal stable at Katla’s farm (Solitude stables).





Brief description:

Nearly everything in the house is static, yet most of what you see is either a container or an activator. The design is exclusively for an assassin play through. I have never really been one for displays so there aren’t any, apart from the masks. Also no mannequins in this home.

The house is very small, and hey, you’re a stealthy, solitary assassin! There is no navmesh, no room for followers, kids, partners. In fact they are blocked from entering. This is a conscious decision. If you need company, this home is not for you!




Recently added:

Tyburn Nook V2.0



Extended through the walk in wardrobe, Tyburn Nook now has a fully functioning bathing area complete with auto undress (requires Power of three's Papyrus Extender). It is compatable with the most popular bathing mods (Keep it Clean, Bathing in Skyrim, Dirt and Blood, Bathtubs basins and beyond etc) with containers added by default for the various objects found in some of these mods, including towels and soap.

Also added are updated patches for all previously patched mods, to be compatible with Tyburn Nook V2.0. The patch for GoToBed did not need updating and can be used with V1.0 and V2.0 of Tyburn Nook.




Notes:
Please read


Spoiler:  
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I have consciously not ticked the damage flag on the bath water as many of the bathing mods have their own way of dealing with how the user is recognised as being in water. There are also a few third party plugins available that deal with this.

Although I haven't personally ran into this, if you have any issues with user enchantments not being reapplied when redressing using the "clothes basket" try Equip Enchantment Fix.


V2.0 is save game compatible

*However
... *
Spoiler:  
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If your last save was inside Tyburn Nook I STRONGLY suggest that you exit the home and save somewhere else (far enough away so the cell unloads, like, another hold) before installing the update. When at your new location (interior) wait 48hrs, save to a new file, then exit the game and install the update. Load this last save, save AGAIN, exit the game, then load up this final save and head back to Tyburn Nook. A tad over cautious perhaps but this will insure that the undressing script fires straight away on first activate, as it has an OnLoad function, other scripts will load properly, and it gives us the best chance for there not to be any problems :) If you use any of the patches, the same applies. Update these when you update the main file.


Requirements:

SKSE is required for the map, plants and undressing script to function
Unofficial Skyrim SE patch
Power of three's Papyrus Extender for the undressing script (Tyburn Nook V2.0)


Load Order:

Try and place it as close to the bottom as you can, along with any patches for Tyburn Nook (current or future) you may need.




Compatibility/Incompatibility:

Should be compatible with nearly all other mods (It’s only a little house mod after all) but a few things to be aware of that I've flagged up in testing and seeing as it's in Solitude:


Spoiler:  
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Compatible:

Enhanced Solitude Se
Solitude Expansion
Enhanced Solitude Docks Se - Patch included in downloads

The Great City of Solitude -
Patch included in downloads
Solitude Exterior Addon - Patch included in downloads


Compatible with instructions:

JK's Skyrim AIO: If you use it, place TyburnNook.esp after JK’s Skyrim and any patches for JK’s you may have. I don’t know why this should be the case, as JK’s doesn’t directly alter the space I’ve used for the entrance, but I isolated this mod as potentially problematic in testing. Placing Tyburn Nook below JK's in the load order solved it.

Immersive Horses: If you use immersive horses tick the option in the mcm “force last horse fast travel” to have your horse stabled at the Solitude (your) stables when using the teleport home spell. Otherwise immersive horses will leave the horse where it is.

IActivate: If you use it, you'll need to run the Tyburn Nook.esp through the IActivate patch proceedure. Alternatively I have added my own patch in
downloads.


Go to Bed: If you use it there is a patch in the optional downloads section.

Skyrim Sewers 4: Added a "sneaky" entrance to the Solitude sewers with a patch in the optional downloads section.

Any Mod that modifies the load screens: Please see "Extra files included in the mod" section below.

Currently Incompatable:

Anything that alters Solitude’s front city wall, or world space, 'might' mess with the entrance to Tyburn Nook. So it’s unlikely to be compatible with mods like “open cities” at this time, due to world space. Also any mod that changes the layout by the ore vein at Katla’s farm (Stables) could cause issues. I haven't checked all mods that might affect these locations so if you find issues, let me know, then a patch can surely be made.





Installing/Uninstalling:

Installing:
I highly recommend using a mod manager.


Uninstalling:
It should be safe to uninstall mid play through but, as always, best practices should be observed, and I take no responsibility for borking a save if you do uninstall mid play through.  

**IMPORTANT**
Leave the home as you found it! Make sure the map is ACTIVE, grab your loot, turn off all the lights, fires etc. Reset the ambient lighting switch. Drain the bath. Go somewhere else nice and quiet (a quiet interior, you want as few processes running as possible), save, quit, then uninstall from your mod manager as normal.

Notes:
Please read

Spoiler:  
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The Fast Travel system:

The map assumes you have not moved the vanilla quick map keybind (M). Personally I prefer to play without fast travel and so have added a button by the map that disables Tyburn Nook’s fast travel system, (and therefore disables fast travel completely - see further notes below) which makes it compatible with "Frostfall" or any mod that disables fast travel as an option. You can turn it on and off at will, however the portal and teleport spell will still function even if the map is turned off. The map, if enabled, takes 15 secs to initialize from entering the cell and is unavailable for this short amount of time. You can choose if an owned horse will follow you using this map but it won’t follow you when using the portal to the Dark Brotherhood Sanctuaries. Your last ridden horse will however always follow you and be stabled at Katla’s farm when using the Teleport Home spell (Check compatability notes above if you use "Immersive Horses").

Further notes on the Fast Travel System:

As above, Tyburn Nook’s fast travel system has been designed to work on its own but also with other mods (Frostfall etc) that disable fast travel. However, if using Frostfall, for example, then it will take precidence over Tyburn Nook’s system. I’m not sure about other fast travel disabling mods but presume it to be the same. A highlight, for me anyway, is Tyburn Nook’s and Frostfall’s systems can be used to do different things at the same time, notably, you can turn fast travel off with Frostfall but leave it on with Tyburn Nook so that only the Map on the wall is available for any fast travel needs. I use it for those occasions when you just can’t be bothered to ride or carriage all the way to Riften, again!

Known minor discrepancy:

Due to having to have fast travel enabled in the INT cell (“can travel from here” flag) in Tyburn Nook, to have the Map work, if Frostfall has fast travel enabled then you will be able to fast travel inside Tyburn Nook without the use of the Map, rendering it pretty much useless! I’ve tried to make this not happen but it’s too much of a headache for me! If anyone knows how I could achieve this PLEASE feel free to make a patch!

Anyway, have a play around to see what combinations work best for you, or simply change it all on the fly.



Lighting:

To create the ambience I wanted for the home the lighting in this mod could be considered “On the edge”. Personally I don’t have any issues now on my fading machine (5 years old as of 2021) but if you do, I have found changing the order you light the lanterns and fires will sort any issues you may have.

Tips if needed:

During the day, light the lantern between the ingredients and potions FIRST before any other light sources, including fires. Work your way clockwise around the room then go to the bedroom and do the same, starting with the lantern above the “barrel”. If you still have issues (you really shouldn't) perhaps leave the lantern closest to the Map off (It would be the last light to be lit if you follow these tips). At night there should be no issues at all. Adding new light sources inside Tyburn Nook (torches etc) could potentially create flickering light issues. However, there should be no need for more lights!

The bathroom. Occasionally I can get a flickering wall mesh above the backpacks and shoes. Simply turn off the lantern above the bath and then back on again.

Additionally:

As we all play with different lighting mods there is a light switch by the front door, above the keys, that can alter the overall ambient lighting (not the lights) of the home. It will remember your choice when leaving Tyburn Nook but only by a factor of one click.


The Ladder:

When moving the ladder let it reach it's destination before leaving Tyburn Nook, otherwise it may not reset properly when next entering. Reloading a save will of course reset it. You can also, as a last resort, leave Tyburn Nook, open the console and type pcb then type resetinterior aaatyburnnook.


Optimisation:

The mod has been thoroughly tested although it is impossible to test with every mod.  It has been cleaned with SSEEdit. It has had all it’s textures and meshes passed through Cathedral Optimiser. Scripts are fast and simple with no polling and no cloak spells. Occlusion planes have been used where possible to further enhance optimisation of the home.

Extra files included in the mod:

Spoiler:  
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I have a modified loadingmenu.swf file that disables the player level meter at the top right of the screen seen during loading screens. I use it to make the teleport spell transition totally smooth. If, like me, the meter bugs you (personally I do not need constant reminding of my level anyway), leave this file in your Tyburn nook/interface folder. Or you can simply remove the interface folder from Tyburn Nook if you want the meter back.

I have also removed the smoke from load screens for the same reason. If you want it back simply remove intmenufogparticles from the Tyburn Nook/Meshes/interface folder.  Of course, any other mod that has edited these files will take precedence the further down your load order it is.



Potential versions:

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I am considering an auto sort system, although there are a few very good sorting mods on the Nexus that can be used without a dedicated system in the home. I have purposefully included a safe container simply called “barrel” in case I move forward with it or if a 3rd party sorting mod could make use of it. Alternatively I highly recommend "Better container controls" by cdcooley for a wonderfully elegant and immersive solution for faster transfer of items between containers.


Credits:

The mod has utilised some of the amazing resources available by this fantastic community. Including Meshes, textures and a couple of scripts. I will attempt to thank all here and give credit. Please let me know if you see something in the mod that has not been credited here and I will amend.

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Mesh and texture contributors:

Oaristys
Berticus0001
Runspect
Monkide
Blary
Jokerine
LorSakyamuni
Lolicept
Elinora
Jet4571
Stroti and Tamira
Tueffelachtein
FPI research - BrettM
Berkian
Project Havok - Icecreamassassin
YNSTBIH
Liams clutter resource
Kelretu
Arion
Osmodius
Gamwich
Gutmaw
Williesea
201 lanterns Mikey
InsanitySorrow

Scripts:

MrDan for axe display script.
M3rvin for auto light switch script.
Dizietmblessma for player and npc undressing script.
E10x11 for the fog remover load screen.
IsharaMeradin for fireplace script help and countless continual help elsewhere.
And HUGE thanks to Darkfox127 for the translation script and amazing tutorials.

Nexus forum users:

cumbrianlad, redragon2013, maxarturo, rasikko, nexbeth and everyone else that has helped along the way.


Showcase Video:

Massive thanks to Febryth for the wonderful video showcasing the home
.