Skyrim Special Edition

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Extensive and Feature-rich Player Home "Thur Vonun Sanctum"

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Extensive & Feature-rich Player Home "Thur Vonun Sanctum"

A forsaken Sanctum reserved for yours truly, heir to the throne, as its chief commander. Unknown to living intelligence, protected by a sabretooth family in the high alps of Tamriel whom are instinctually conscious you are the Last Dragonborn upon arrival. A place of personal refuge. A place of business. A place of principle, duty and discipline designed for efficient production practices. Carryout operations in preparation between your quests for their dangers. Awaken the ancient Sanctum from its uninhabited slumber, giving back functionality, fulfilling its will and purpose as ruler.

     

MAIN FEATURES (IN-BRIEF)
  • Thur Vonun Sanctum is a Nordic; Falmer and Dwemer themed Fortress located within the mountains neighbors to Falmer Underworld "Darkwater Pass"
  • Togglable "Information Kit" (Books, Journals and Notes) provided in Sanctum elaborating in thorough detail lots of components regarding the mod
    • Explains why one thing works one way or why another doesn't work that way, etc... 
    • Ground the users feet providing a sharpened-edge in the place. Knowledge is power; kit is the key
  • Cherry-Picked Musical Tracks play at random within the Sanctum and Grottoes
    • Songs from: TESV: Skyrim, Witcher 3, Sky Symphony Imperium, Jenn Sakura, Vindsvept Music Mod plus additional (QTY:29 Tracks)
  • Fully Navmeshed
  • Guardian Black Sabretooth Family
  • Rope Travel Devices System (Thur Traverse's Togglable)
  • Area to station your Horse
  • Activatable Displays for tons of Collectables
  • Up to 8 Follower Sleep Places
  • Full support for Hearthfire Multiple Adoptions (up to 6 Children) "OR" Spouses Can Live Everywhere (SCLE)
    • If planning on adopting a 6th child, it is advised to understand info provided under TECHNICAL AID SECTION Spoiler below (ladder level of page)
    • It wasn't originally build supporting children as its a place of business for the lethal minded type player but its setup for a fully functional family....
    • Personally; I can see The Kids Are Alright - Wild Child being very suitable for here
  • Tons of Storage
  • Crafting Area
  • Building Area
  • Blessing and Shrine Area
  • Throne and Main Room
  • Gardens and Planters
  • Included Powers to Be Learned
  • Extensive, One-of-a-kind Prisoner Framework and Execution Options (Lot of fun)
  • Finding Thur Vonun Passage - there will be an undiscovered world map marker location where the cursor is detailed in this spoiler image
    Spoiler:  
    Show
    This image is also in the media files section of this page incase the image here renders unviewable for some viewers
  • Far more at ones fingertips disclosed in dropdown MAIN FEATURES (IN-DEPTH)
  • Auto related features that function by way of third-party mod requirements disclosed in dropdown MAIN FEATURES (AUTO SYSTEMS)
    • Auto-Loot Crafting System
    • Auto-Sort Storage System
    • Enhanced Font Disenchanter
    • Undress/Redress Bathing components
MAIN FEATURES (IN-DEPTH)
Spoiler:  
Show
THUR VONUN PASSAGE (TAMRIEL)
GUARDIAN BLACK SABRETOOTH FAMILY:
  • Friendly to Player, Followers, Spouse, BYOHChildren and Horse
  • All Unique, Essential and Invulnerable NPC Actors
  • One Adult (Male) - Neldor, One Adult (Female) - Cindel
  • Two Pups (Male) - Cheeko and Ruven, One Pup (Female) - Luna
  • They all Nest in an Animal Den above the Grottoes Tunnel System to the Sanctum but rarely will you see them doing nothing. They are quite lively with the pups just loving life and running amuck around the Alps and Runic Rubble and Adults have more extensive; broadened range of day-to-day routines
AI PACKAGES: (QTY: 24+ BETWEEN THEM ALL)
  • Adults - Hunt, Patrol, Sandbox (Far and Close Range) /// Pups - Run around and Sandbox (Close Range)
  • Every evening the entire pack go for a swim at the Water front of "Darkwater Pass" and love to surround the automatic firepit that turns on by night.
  • There is NO Dynamic Growth System for the Pups and NONE are setup to recruit as Followers. They just live; rule and protect the turf.
ROPE TRAVEL DEVICES SYSTEM:
  • Means to get around the High Alps by rope; why not? Situated around the CenterPoint of Thur Vonun Passage; larger scaled Traverses can be toggled on/off (not including the Climb up/down Ropes) if undesired leaving only two for the Thur Vonun Cliff-Edge Entrance. Use MCM Bind key to toggle Traverses ON/OFF
  • If a Rope Device is used while having a Current Follower; a temporary high-priority package override takes command forcing the Follower to trail shortly after you start travel if present in surrounding area. They will attempt to make their way to the start point but if they cant; they will just start traveling from where they are as Start Point A to End Point B. This includes all forms of Rope Travel Devices. Not tested on multiple followers but 99% sure that it won't work.
AREA TO STATION YOUR HORSE:
  • Once the Passage is Discovered; your Horse should teleport directly to its stable upon World Map Travel to Passage or Sanctum Locations

THUR VONUN SANCTUM
ACTIVATABLE DISPLAYS FOR COLLECTABLES:
  • Activatable Bookcases (QTY:8), Each Contain (QTY: 44 Books) = (QTY: 352 Total Books)
  • Player Home Mannequins (QTY:16) Recommended to use Another Mannequin Script Fix (AE,SE) so they never bug or user preferred equivalent
  • Unique Item Displays (QTY: Too much to list)
  • Universal Weapon Racks (QTY:50+)
  • Universal Shield Plaques (QTY:48+)

CRAFTING AREA:
  • Alchemy Workbench , Arcane Enchanter Workbench and Staff Enchanter Workbench (AUTO-LOOT CRAFTING mechanics)
  • Build and Destroy Reserve Chest (AUTO-LOOT CRAFTING mechanics)
  • Containers situated for the nature of the area (AUTO-LOOT CRAFTING // AUTO-STORAGE mechanics)
  • Readable Books full of recipes for Alchemy, Enchanting, and Cooking (books cannot be taken into inventory)
  • Alchemist Compendium reference book listing all Skyrim ingredients and their 4 effects (book cannot be taken into inventory)
  • The Spectral Phial 
    "Harnessing powers of otherworldly origins; will take a potion poured into it and increase its volume over time. It will replicate the amount of 1 vial of fluid every 24 hours and can store a maximum of 3 vials worth tops. On the following Gift Trade Menu; exchange ONE potion that you wish for the Spectral Phial to reproduce. Repeating this process in the future will dump out any stored liquid and replace it, starting the process over." --Main Phial Message--

BUILDING AREA:
  • Blacksmith Forge, Armor Workbench, Smelter, Anvil, Sharpening Wheel (AUTO-LOOT CRAFTING mechanics)
  • Containers situated for the nature of the area (AUTO-LOOT CRAFTING // AUTO-STORAGE mechanics)
  • Wood-Chopping Block

BLESSING AND SHRINE AREA:
  • Standing Stones: Apprentice / Atronach / Lady / Lord / Lover / Mage / Ritual / Serpent / Shadow / Steed / Thief / Tower / Warrior (QTY:13)
  • Shrines of the Divines: Akatosh / Arkay / Dibella / Julianos / Kynareth / Mara / Stendarr / Talos / Zenithar (QTY:12)

THRONE AND MAIN ROOM:
  • CenterPoint of the Sanctum and well; what can I say.. Its quite epic
  • Most of your Precious Displays are showcased behind the Throne
  • Throne overlooks the Main Living Room with an extended Porch; Waterfalls (QTY:1 per-side) and facing the primary Fireplace (Shadow-Casting Light Source) with a Dragon Skeletal bone assembly plagued above the Fireplace and limbs suspended for added supports
  • Small Sitting Pool under the Throne Porch behind the Living Room Furniture.
  • Main Living Quarters has furniture surrounding the Fireplace
  • Cooking Spit in-front of fireplace (AUTO-LOOT CRAFTING mechanics)
  • Right-side of fireplace Controller Switch to alternate sexes for Static Armor Stands facilitated around the place (Male / Female / Unisex)   

GARDENS AND PLANTERS:
  • Large Garden w/ Fertile Soil (QTY:26) INFORMATION KIT IS IN THIS AREA ON WALL
  • Medium Garden w/ Fertile Soil (QTY:12)
  • Regular Planters which Each Contain Fertile Soil (QTY:3 Each)
  • NOTE: Plant-Life and Vegetation that resides natively in the Sanctum upon discovery is Non-Lootable for Ingredients. Contents are strictly for aesthetics and beauty to make the place look nice and alive. All premade Vegetation in Thur Vonun which usually is Lootable; is not, so bring home your own. 

MASTER BEDROOM:
  • Player owned bed and would be where your Spouse/Partner would rest
    Spousal Support info is covered ladder level of page under COMPATIBILITY NOTES Spoiler Section "Spousal/Children Support"  
  • Very exotic Garden upon room entrance
  • A Workstation Desk Inspired by Maple Manor for your Paperwork Responsibilities
  • Race-Menu Appearance Mirror Custom Scripted to change Race/Sex preserving your Character Stats, Skills and Perks. (Saving before use is still recommended)
  • Human/Vampire Themer - Choice of: Human Bed Style (QTY:2), Vampire Bed Style (QTY:1) and Vertical Standing Coffins (QTY: 2, 1 Instance). This is really only for the Master Beds but if in the Vampire Theme State; the Scorching Mug of Flame on the Main Throne will become a Blood Potion that cures blood thirst and refills every 26 hours (approx.)
  • More for the intrigued to pursue....

FOLLOWER ROOM:
  • Comfortable space for Followers to Rest (QTY:6) Will require My Home is Your Home or a Follower Framework mod that permits Followers to Home in Custom Locations
  • Has its own little Lounge on upper floor
  • More-or-less where everyone including the player would go to Dine; Drink, Feast, interact/socialize with each other and just wind back 
  • Shadow-Casting Light Firepit
  • Water Basin with some benefit
  • Lots of Storage Container Units
  • More for the intrigued to pursue....

SLUMBER AND TRAINING ROOM:
  • Martial Equipment, Training Mats, Custom-Collision; fully-functional suspended Boxing Bag
  • Gambling Table
  • Large L-Shaped Witcher Style Sofa (custom-edit) and provides additional Bed spots for Followers (QTY:2)
    Will require My Home is Your Home or a Follower Framework mod that permits Followers to Home in Custom Locations
  • A Craftsman Table that You can Hammer away on (Idle is just a prop. Nothing more)
  • Functioning Restroom attached and Water Basin with some benefit
  • More for the intrigued to pursue....

CHEST CHAMBER ROOM:
  • Upper-Class Custom Labelled Chests (QTY:51) (AUTO-LOOT CRAFTING // AUTO-STORAGE mechanics)

STORAGE CONTAINERS AND ONE-TIME LOOT:
  • Cabinets / Dressers / Non-Activatable Bookcases (QTY:2) / Shelves / Storage Units / Containers, Containers, Containers, etc... Many
  • Upon Discovery; The Sanctum is stocked very generously with lots of one-time items to Loot around the place from random Containers but they will never respawn

INCLUDED POWERS TO BE LEARNED:
  • Miin of Thur: Pathfinders Miiraad Power
    Magic Effect offering means of efficient travel to Thur Vonun points-of-interest (QTY:6 Choices) from anywhere in-game. Follower(s) forced to tag along with your travels if power is carried out (assuming they were not asked "To Wait" first upon executing Power). The power also provides a "Mark spot" and "Recall" Function. For example; Player is in a dungeon and their carrying capacity just reached its max. "Mark spot" and use the power to Move(To) Fast-Travel Player/Follower(s) to Thur Vonun. Get organized and use the "Recall" to return the Player/Follower(s) right back to your "Mark Spot" in the dungeon to once again advance on your endeavors.
  • Doom Detainment Teleport Power THUR VONUN DOOM LAGOON (Sanctum) Section Below
    Damn the Target Actor to Doom Lagoon Jail System. Cage materializes abducting the not so fortunate. Apart of a Unique and extensive Prisoner Tracking System Framework and insanely fun stuff you will be able to do to your captives.

SOME OTHER FEATURES INCLUDED:
  • Many Player Interactable Furniture Markers that are normally for NPC use only
  • Togglable Candles dispersed all over the Sanctum
  • Disenchanter Font (Recess Storage Room)
  • Spider Crafting Imbuing Chamber (functional with Activator and Script) (Recess Storage Room)
  • Sanctum's flying Dragon "Thuradorah" which orbits the sky and many other unique perched Dragons that have made the Sanctum their home
  • Move(To) Teleport Buttons and Pull-chain in Sanctum to further support Power Production Building/Crafting efficiency
  • Doom Force Bow and Projectiles THUR VONUN DOOM LAGOON (Sanctum) Section Below
  • Other features controlled by way of wall button mechanisms:
    • Elder Scrolls Case Ladder Switch (Location: Throne Fireplace)
    • Mannequin Toggle Switches (Location: East/West Throne Passages)
    • Passageway Banners Switch (Location: Throne Fireplace)
    • Place of Rest Theme Switch (Location: Master Bedroom on post)
    • Static Armor Stands Gender Switch (Location: Throne Fireplace)
    • Throne Lounge NPC Undress/Redress Switch (Location: Throne Fireplace)
    • Thur Light Bulb Radius Adjuster Switch (Location: Throne Fireplace)
    • Thur Vonun Information Kit Switch (Location: Throne Fireplace)

THUR VONUN DOOM LAGOON (SANCTUM)
An outlet of one or several cave shaft systems descending deep into the unknown bowels of tamriel.Doom lagoon; where one outlet begins, loath a nursery of killer slaughterfish that will not attack you and your allies.
However; these fish hunger and kill all other on sight.

DOOM DETAINMENT TELEPORT SPELL:
  • The spell (Doom Lagoon Upper Level) is where the fun begins. Once the spell has been picked up; the framework behind Doom Lagoon awakens granting you have the ability to kidnap your prisoners. Cast your new power on Target Actors and make your capture choices when prompted. Upon Sanctum load when prisoners have been sentenced to a cage; sometimes, they may be in another cage then where you sent them. Nothing to be concerned about.
  • This is a Power like the Miin of Thur: Pathfinders Miiraad Spell. Technically; no matter what level the character is; it can be used. Making it a "Real" Spell; costing Magicka and giving it a Level (Expert, since it's a really, really powerful Spell); would have been more immersive as it really manipulates actors during battle or whenever (OP). Another side of me was saying "I am in control how and when I use it." Be that as it may; to make it more immersive; control its use or don't use it as often as you can. The freedom to use the spell whenever/however without restriction VS. needing to be a high ranked character > I went with the unrestricted approach.

PRISONER TRACKING SYSTEM:
  • Every Target Actor that becomes a prisoner of Thur Vonun is branded, keyed and permanently traced.
  • That Target Actor is then added to the systems max amount of prisoners it can handle at a time (QTY:62).
  • This max cap amount of prisoners includes prisoners that are alive and/or dead.
  • If the accumulated amount of prisoners ever reaches max allowed amount; you must do a purge or in other words choose how many of the dead the "Lagoon Digestion System" is to deduct from Thur Vonun.
  • Upon a Target Actor being subject to the players power, you have the choice to send them to one of the three Doom Lagoon Prisoner Cages or you can leave the Target Actor alone.

DOOM PRISONER CAGES:
  • In the Doom Lagoon on both upper and Lower levels is the lever that harnesses all the actions to be carried out with the cages. You can either:
  • (A) Trip the cage(s) trapdoor floor(s) (one at a time or all at once) dropping the captives into the Doom Lagoon for the fish to feed on
    (B) Blast the cages with power housed fire (one at a time or all at once). The Smelter releases heat, smoke and those elements produced are recycled fueling the Thur Vonun Engine which builds up a mass charge of combustion and the pipes pointing to the cages are its exhausts.
  • The cages will ONLY allow max (QTY:6) prisoners at a time so you can have a grand total of (QTY:18) prisoners in the cages at once. Entire Prisoner Tracking System max is (QTY:62) and grand total of cage captives at once is (QTY:18 / 6 Per-cage).
  • Target Actors tracked and sent to Thur Vonun have overridden AI Packages. They will not attempt to combat or fight you when they are caged or when they fall into the Doom Lagoon. Subjected to Doom; they are cowardly, quiet and confused.

LAGOON DIGESTION SYSTEM:
  • Lower level of the Doom Lagoon beside the door on the wall is the controller button for the "Lagoon Digestion System".
  • How it works is Example; if you have (QTY:30) dead bodies in the Lagoon and you activate the switch and choose a (Value:5) at prompt selection; the next time you exit the Sanctum; the Digestion System will fire and remove (QTY:25) of the dead leaving the Lagoon left with (QTY:5) when you return. After all the dead are purged to your (Value:5); up the preset again to a high value so more are allowed once again to accumulate (if desired).
  • All the dead bodies the Lagoon digests are teleported to an Utility Cell which harness many uses for Thur Vonun but for the digested; its a garage dump.
  • As soon as you pickup the "Doom Detainment Teleport Spell" and the framework awakens; the corpse digestion is defaulted to begin its cleanup routine at a value of 10 corpses so make your adjustments any which way you like and whenever you want from the controller button.

SMART CASTER VS. BLIND USER (Do Understand This):
  • The Doom Detainment Teleport Power needs to be used with some discernment.
  • Target Actors that fall within the specified conditions added to the MGEF will NOT be teleported. The power wont trigger the prompt when fired upon the following: SUBJECT IS; Child, Commended Actor, Dead, Essential, Protected, has Keyword "NoSoulTrap" or currently tracked by the Prisoner Tracking System
  • This is to ensure ONE doesn't compromise their saves after sending important characters because once the Target Actor is sent; there is no sending them back.
  • Have fun but careful fun. Do at will but be careful with game story actors or actors that are meant to die in accord with the way of the game. My conditions might not cover all the important NPC's so just be cautious.
  • If you feel like you sent someone to Thur Vonun as a Prisoner you shouldn't have; research on that character and either reload a previous save or maybe its ok and you can continue onward. When I play seriously; I only send Bandits, Draugr, Animals, Giants, the odd Guards and Actors that are okay to die randomly. I have no issues saving after. If I want to send anyone without care (as I often like to do); I will do so knowing not to make a save after.
  • Know when to save and when not to depending on your choices taken sending Prisoners to Thur Vonun. Your outcomes are 100% dictated by your choices.

DOOM FORCE BOW AND PROJECTILES:
  • The Bow including all its Projectiles is located in the Doom Lagoon Chest (bottom level of the Doom Lagoon)
  • This bow was built to correct any oddities or funky Target Actor anomalies by Slaughterfish or the prisoners captured in the Doom Lagoon. Obviously; fun as hell to run around and blast actors off cliffs (which I have done countless times building this) but not the reason it was made.
  • Without causing damage; it will push with force target actors out of there bugged state if something such as so ever materializes in the Doom Lagoon. 
  • All contents that originally are provided in this chest will respawn every 72 hours (approx.) incase the bow gets lost or you run out of ammunition. Nothing added by the player into the Treasure Falmer Chest will be harmed or lost upon the chest refilling itself with the special items it originally comes with. 
  • The Bow can also be destroyed to learn the Magic Effect and apply to other items without worry the Bow will be gone for good as it will respawn in its home Chest.
  • Directly on the Back of the Thur Vonun Throne is a Display spot designed for this Bow

MAIN FEATURES (AUTO SYSTEMS)
Spoiler:  
Show

ALTHOUGH THIS VIDEO NEEDS UPDATING; IT STILL REMAINS TRUE
FOR PRESENTING HOW TO USE THE AUTO COMPONENTS PROVIDED

THUR VONUN AUTO-LOOT CRAFTING
AUTO-LOOT CRAFTING STATION(S) TO CONTAINER(S) SCHEMATIC:
This list upon other content regarding the Auto-Loot Crafting Mechanics is provided in the "INFORMATION KIT" in the form of its own additional guide.
CLICK ME
Spoiler:  
Show
LEGEND:
  • I.   SKILL TYPE(S)
  • II.  STATION NAME(S)
  • III. CONTAINER(S) LOOTED TO THAT STATION(S)
SETUP 01:
  • I.   "Alchemy" 
  • II.  "Alchemy Table"
  • III. "Basket of Ingredients" (L)
    Location: Crafting Area
  • III. "Basket of Ingredients" (R)
    Location: Crafting Area
  • III. "Food and Drink" Chest
    Location: Chest Chamber
  • III. "Small Crate of Hearts"
    Location: Crafting Area
SETUP 02:
  • I.   "Cooking
  • II.  "Cooking Split"
  • III. "Basket of Ingredients" (L)
    Location: Crafting Area
  • III. "Basket of Ingredients" (R)
    Location: Crafting Area
  • III. "Food and Drink" Chest
    Location: Chest Chamber
  • III. "Small Crate of Hearts"
    Location: Crafting Area
SETUP 03:
  • I.   "Enchanting"
  • II.  "Arcane Enchanter"
  • II.  "Staff Enchanter"
  • III. "Bows & Crossbows" Chest
    Location: Chest Chamber
  • III. "Build Destroy Reserve" Chest
    Location: Crafting Area
  • III. "Mini-Chest of Soul Gems" (Empty)
    Location: Crafting Area
  • III. "Mini-Chest of Soul Gems" (Full)
    Location: Crafting Area
  • III. "Small Crate of Heartstone"
    Location: Crafting Area
  • III. "Staves" Chest
    Location: Chest Chamber
SETUP 04:
  • I.   "Smelter & Tempering"
  • II.  "Blacksmith Armor Workbench"
  • II.  "Blacksmith Sharpening Wheel"
  • II.  "Smelter"
  • III. "Building Materials" Unit
    Location: Building Area
  • III. "Building Bits and Bob's" Unit
    Location: Building Area
SETUP 05:
  • I.   "Smithing"
  • II.  "Anvil"
  • II.  "Blacksmith Forge"
  • III. "Building Materials" Unit
    Location: Building Area
  • III. "Building Bits and Bob's" Unit
    Location: Building Area
  • III. "Firewood" Pile (Beside Anvil)
    Location: Building Area
  • III. "Furs, Pelts and Parts" Chest
    Location: Chest Chamber
  • III. "Misc. Valuables" Chest
    Location: Chest Chamber
SETUP 06:
  • I.   "Tanning"
  • II.  "Tanning Rack"
  • III. "Furs, Pelts and Parts" Chest
    Location: Chest Chamber

AUTO-LOOT CRAFTING STATES:
During playthrough; if one wishes to turn off the Auto-Loot Crafting System and just use regular working Crafting Stations; MCM handles that option.

T
HUR VONUN AUTO-SORT STORAGE

There are two ways to Sort your contents in Thur Vonun:
AUTO-SORT MASTER CHEST (QTY:1): Direct Sorting
  • The Thur Vonun internal sorting chest (side of the Throne) is the handle that harnesses the Auto-sorting mechanics. Drop your stash into the Sorting Chest and trigger the sorting action by the pull chain. This will fire the Sorting framework distributing all Chest contents to there arrayed home containers (category by category)
THE MIIN OF THUR: PATHFINDERS MIIRAAD POWER: Remote Sorting
  • By the use of a learned Power; remote sorting (if depositing items) will drop those items into the Thur Vonun Master Chest. Content can be added or retrieved whenever desired (from anywhere in game) from the Auto-Sort Master Chest so long as an "Initialize Sort" is not executed. 
  • If an "Initialize Sort" is executed; those deposited items are arrayed to there Thur Vonun home containers. Player will need to return to Sanctum to retrieve them. 
  • Sort remotely based upon items you know you will not need along your travels or do a mega sort before heading back to the Sanctum calculated so when you get home; everything is sorted for you

WHERE ARE MY ITEMS?
  • The system completely covers all vanilla game items but some items from "Whatever Mod" could be sorted differently depending... If something isn't placed from "Whatever Mod" where it should be:
    (A) It will be sent to the "Misc." Chest. The "Misc." Chest is also used for varying vanilla items EX. Lockpicks, Children's Clothing, etc... that fit the Misc. Category. Is also a drop-box incase items (after a sort) are defined as unidentified or unknown to the system.
    (B)
     It wont even sort to an arrayed Container and just remain in the Master Sorting Chest last placed prior to initializing a Sort.  

CHEST CHAMBER CONTAINERS IN THE AUTO-SORT SYSTEM (QTY:51):
This list upon other content regarding the Auto-Sort Storage Mechanics is provided in the "INFORMATION KIT" in the form of its own additional guide.
CLICK ME
Spoiler:  
Show
LISTED IN ALPHABETICAL ORDER BY CONTAINER NAME
  • "Ancient Nord Armor" Chest
  • "Ancient Nord Weapons" Chest
  • "Bonemold Armor" Chest
  • "Books, Journals & Notes" Chest
  • "Bows & Crossbows" Chest
  • "Chitin Armor" Chest
  • "Clothes, Hoods & Robes" Chest
  • "Daedric Armor" Chest
  • "Daedric Weapons" Chest
  • "Dragonbone Armor" Chest
  • "Dragonbone Weapons" Chest
  • "Dragonscale Armor" Chest
  • "Dwarven Armor" Chest
  • "Dwarven Weapons" Chest
  • "Ebony Armor" Chest
  • "Ebony Weapons" Chest
  • "Elven Armor" Chest
  • "Elven Weapons" Chest
  • "Faction Armor & Weapons" Chest
  • "Falmer Armor" Chest
  • "Falmer Weapons" Chest
  • "Food & Drink" Chest
  • "Fur Armor" Chest
  • "Furs, Pelts & Parts" Chest
  • "Glass Armor" Chest
  • "Glass Weapons" Chest
  • "Guard Armor & Uniforms" Chest
  • "Hide Armor" Chest
  • "Iron Armor" Chest
  • "Iron Weapons" Chest
  • "Jewelry" Chest
  • "Leather Armor" Chest
  • "Misc." Chest
  • "Misc. Armor" Chest
  • "Misc. Valuables" Chest
  • "Misc. Weapons" Chest
  • "Nordic Carved Armor" Chest
  • "Nordic Carved Weapons" Chest
  • "Orcish Armor" Chest
  • "Orcish Weapons" Chest
  • "Random Junk" Chest
  • "Scrolls" Chest
  • "Shields" Chest
  • "Silver Weapons" Chest
  • "Stalhrim Armor" Chest
  • "Stalhrim Weapons" Chest
  • "Staves" Chest
  • "Steel Armor" Chest
  • "Steel Weapons" Chest
  • "Unique Armor" Chest
  • "Unique Weapons" Chest
ESSENTIALLY; EVERY CHEST CHAMBER CONTAINER

NON-CHEST CHAMBER CONTAINERS IN THE AUTO-SORT SYSTEM (QTY:12):
This list upon other content regarding the Auto-Sort Storage Mechanics will be provided in the "INFORMATION KIT" in the form of its own additional guide. 
CLICK ME
Spoiler:  
Show
LISTED IN ALPHABETICAL ORDER BY SANCTUM AREA TYPE /// CONTAINER NAME
BUILDING AREA:
  • "Building Materials" Unit
  • "Building Bits & Bobs" Unit
  • "Firewood" Pile (Beside Anvil)
CRAFTING AREA:
  • "Basket of Ingredients" (L), Not (R)
  • "MiniChest of Soul Gems" (Empty)
  • "MiniChest of Soul Gems" (Full)
  • "Small Crate of Hearts"
  • "Small Crate of Heartstone"
  • "Small Crate of Poisons"
  • "Small Crate of Potions"
MAIN HALL:
  • "Arrows & Bolts" Rack (in-front of Chest Chamber Room)
MASTER BEDROOM:
  • "Key Holder"

PATIENCE AND MINIMAL INTERFERENCE:
  • If a sort has started; let if finish before attempting to sort again. If its a huge amount of items; it may take some time. Let the sorting processes do their job. Upon testing; (QTY:875) items takes roughly 280 seconds to complete but that's on my crumby laptop. Its speed is also influenced by rig specifications.
  • REMEMBER this system is sorting an array of over 60 Containers where most Sort 10+ Containers. Multi-Threading theoretically is the only optional one-up steroid left to give this system new punch using alternative methodology but it was attempted and didn't work out for the better. Multi-task being productive in other ways while Papyrus processes; not a Debbie Downer Pylon. Thur Vonun don't need that.

ENHANCED FONT DISENCHANTER
  • With use of functions supplied from SKSE; the Thur Vonun Font Disenchanter is rigged to operate IMHO, much more efficiently

UNDRESS/REDRESS BATHING
  • Two new small square chests will be added to Thur Vonun promoting undress/redress mechanics for the Player
  • Two new undress/redress triggerbox actorzones will be added to Thur Vonun for all NPC's
    • One is in the Throne Living Area controlled by an ON/OFF wall button (DEF:OFF)
    • The other zone is inside of the children's hot-tub in the Thur Vonun Bunker which is always on

INSTALL/UNINSTALL
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GENERAL INSTALLATION
THUR VONUN SANCTUM SE
  • FOMOD INSTALLER:
    • Install the FOMOD like any other choosing THUR VONUN SANCTUM [CORE]
    • Optional THUR VONUN SANCTUM Addons (users choice and if so; all its requirements)
    • Optional Patches supplied (pick em' if you need em') (make sure you possess there requirements)
    • Finish the Installer.
  • PLAYTHROUGH STATE:
    • New Game - Recommended
    • Mid-Game - Shouldn't Be A Problem
GENERAL UNINSTALLATION
THUR VONUN SANCTUM SE
  • ASSET REMOVAL:
    • Remove the Modules; BSA and Textures BSA
  • PLAYTHROUGH STATE:
    • New-game without save - go right ahead
    • Mid-game with save - Don't Do It!!! If planning to use; abuse to the very end of playthrough

LOAD ORDER AND REQUIREMENTS
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LOAD ORDER AND REQUIREMENTS
THUR VONUN SANCTUM SE:
HARD RQMTs:
OPTIONAL RQMTs:

COMPATIBILITY NOTES
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GENERAL COMPATIBILITY
THUR VONUN SANCTUM PASSAGE AND BEYOND (LOCATION(S)):
  • Possible incompatibilities if any third-party mod(s) add/edit with object references Tamriel CELLS:
    • THUR VONUN ON MODMAPPER.COM - link already setup for Thur Vonun Passage and surrounding (touched) Tamriel territory
    • PROBLEMATIC (YES), (SEMI)
    • [23,-12], [24,-12], [24,-13], [25,-11], [25,-12], [25,-13][26,-12][26,-13]
    • Navmesh is a totally other subject. All NAVM Edits are 100% ESSENTIAL to be registered in-game. Listed Cells: YES. Surrounding Unlisted Cells: Pretty Much
    • Sabretooth Cats have broad-ranged packages and all NPC AI Pathing will be 100% dependent on it

THUR VONUN SANCTUM [CORE - PRIME OVERRIDES] (ESP-FE)
  • WHAT IS THIS OPTIONAL PLUGIN:
    • Due to Thur Vonun Sanctum [CORE] being an ESP-ESM; if conflict(s) arise from 3rd-party mods overriding Thur Vonun Tamriel NAVM (or any other Thur Vonun edited records); the Prime Overrides plugin carries all ESSENTIAL ITPO's forward to easily place anywhere in LO after confliction
    • This way the user can place it freely in the Mod Stack after anything touching Thur Vonun edits
    • HOWEVER: Any Patches provided for the Sanctum need to be loaded higher in priority or in other words; after the Optional Override Module
  • UPON DISCOVERY; WHEN NEEDED:
      • Aspens Ablaze By: mindflux
      • Aspens Ablaze edits the Thur Vonun Passage Cell Data Record removing the Location Reference needed for your Horse to spawn into the Stables when fast traveling to Passage. Its not serious thing but your horse will spawn where the player does if the Prime Override plugin isn't used
INCOMPATIBLE (100%)
COMPLIMENTARY MODS
  • Another Mannequin Script Fix (AE,SE) By: berticus0001 (or another working equivalent)
    • That Script just works period but regardless; user will need something
  • Frozen Electrocuted Combustion By: powerofthree
    • Added effects to the Target Actors upon the Thur Vonun Engine Combustion Exhaust Blasts
  • Multiple Floors Sandboxing By: Dovahklon CollinMacleod
    • This little tweak will encourage NPCs to climb stairs around them and explore their surroundings more
  • As Far As Textures Go
    • All your Vegetation/Flora, Riften architectural textures, Falmer and Dwemer textures, Some Solitude Bricking, more...
SPOUSAL/CHILDREN SUPPORT

ADDONS/PATCHES
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ADDONS
PATCHES

PERFORMANCE/KNOWN BUGS
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PERFORMANCE
THUR VONUN IN ITS ENTIRETY
  • AI NAVIGATION:
    • Mod is fully Navmeshed with precision care. As a never-content NAVM extremist with very critical standards on myself; its as clean as a whistle (which is not common I say) with the exception it can always be better. I am always re-reviewing it regardless how many times I have already
  • ENGINE LIGHTING LIMITATIONS:
    • This place is flicker-proof and I would be surprised if any flickering were to happen this including; all the togglable candles on at once and Player using a Torch with maybe a few micro-exceptions but none that I have seen.
THUR VONUN AREAS
  • THUR VONUN GROTTOES - Supreme
    • Not a performance demanding Cell to start with
    • Native Engine feature Occlusion Culling with the use of plane markers have been strategically utilized in cell
  • THUR VONUN PASSAGE (TAMRIEL) - Supreme
    • The Sabre-cats have a toll. They use Fluffworks (Fluffy Animals) Shelling and since the Shell-Rigging; I noticed right away a hit at Thur Vonun Passage. Quality Version was implemented at first but was too powerful. Medium Version is currently implemented and visually looks just as great IMHO (without such a hard hit on performance)
  • THUR VONUN SANCTUM - Supreme
    • Large trigger-boxes are utilized around the Sanctum and depending where the player is Enables/Disables Lighting Sources and models that have looping Particle System Mechanics (unseen to the camera) to preserve PC resources. Only 10-15% overall Lighting/Models with Looping effects are active in the Sanctum at a time depending where the player is. Makes a tremendous difference
    • Native Engine feature Occlusion Culling with the use of plane markers have been strategically utilized in cell
    • Performance "Model Swapping options" supplied in the FOMOD. This is something I thought up. Swap models of lighter segmentation (as loose-file placeholder) overwriting the default models in the Mods BSA which have heavier (but necessary) segmentation 
KNOWN BUGS
ANYWHERE IMPLEMENTED (LOCATION(S))
  • ROPE TRAVEL DEVICES SYSTEM:
    • During the players travel using any rope device from point A to Point B exceeding 8 seconds or so trip duration; their is an odd jog combined with a landing sound which will then have that same glitch happen again 7/8 seconds after the first and so-on (if the duration of the travel is very long).
    • Must be something to do with the Internal Animation Behavioral System. This is unresolved but its something you learn to ignore and accept.
THUR VONUN SANCTUM PASSAGE (LOCATION)
  • SABRETOOTH CATS (ADULTS MAINLY):
    • Sometimes they will randomly do a quirky spin followed right after with a chasing butterflies gallop. 
    • Package at first (so I thought) banging my head trying absolutely everything I could think of that might be responsible failed to be. Took break and followed a Vanilla Cat by Free Cam. Surprisingly; they did it a few times. 
    • Again; Internal Animation Behavioral bug of sorts.

TECHNICAL AID SECTION
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FOR: 3RD-PARTY MODS WITH THUR VONUN TIES 
Hearthfire multiple adoptions - Now with custom home support for kids and spouse
  • THE 6TH ADOPTED KID SLEEPING IN BED ISSUE:
    • Having tested Thur Vonun countless times over and over just getting married and adopting 6 kids (fresh game, fresh start), there is always a hit or miss chance where either the 6th kid will find their bed or they wont
    • If they find there bed, this is great because they should consistently continue using that assigned bed
    • If they don't find their bed and just idle beside it, this will carry on for the remainder of your game
    • Its a game coin toss whether the 6th kid will meet their assigned bed or not. This not only limited to Thur Vonun but I have seen it in many homes I have played; helped develop and others I fixed up in different ways. Its usually caused by the distance factor between the furniture markers they sleep on (tight space)
  • NOT TO WORRY AS THERE IS A FIX
  • Assuming after waiting an hour, two, three, a day, a week fixes nothing and they still remain idling when they should be in bed, lets move on then
  • Using More Informative Console, select the troublesome BYOHAdoptedChild and enter these TWO console commands stated below:
    • addfac 030183a8 0 and press enter <--- Hearthfires.esm [03] should occupy the 3rd mod index slot in your overall stack
    • addfac 030042b0 0 and press enter <--- Hearthfires.esm [03] should occupy the 3rd mod index slot in your overall stack
    • Now exit the console, exit the cell and re-enter the cell
    • Now this always corrects the kid for me and will be corrected persistently
  • STILL NOT WORKING? POSSIBLE REASONS COULD BE:
    • 01. A mod making the kids unkillable
    • 02. A mod conflict you will have to track down
    • 03. I'm sure there are more but that's all I have at the moment
Reserve
  • RESERVE:
    • Reserve

     

    If You Enjoy; Punch It!! 
     
FAQ
  • Q. Will this be ported to old Skyrim?
  • A. No. Even if I managed to backport, the LE engine might not handle the Sanctum too well. This Sanctum really presses
    • EDIT. Upon successful backport, the game and Creation Kit completely freeze entering the Sanctum. For this mod, its out of the question
CREDITS
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THUR-TEAM ALPHEBETICAL ORDER BY NAME
CONTRIBUTORS/FEEDBACK/TESTERS
  • BellCubeDev for such an incredible amount of help with coding, the added MCM and many of its functionalities. Major thank you's  
  • LordMithro for an invaluable amount of feedback and testing help
  • Ravenkind for all the dedicated work towards enhancing the audio quality for the complete Thur Vonun Tracklist
ASSETS FROM CREATORS // OPENSOURCE RESOURCE PACKAGES
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ALL THANKYOU I AM CAPABLE TO GIVE
  • If I missed anyone MA who believes I am using a resource of yours > Please;  DM me and we will investigate what happened from there.
  • As serious as I respect permissions and credits; this was an extensive endeavor as can be seen. I am good but far from great thus I would be very shocked if I bullseye this on the first shot. Credit is deserved where credit is due; please let me know. Thank you  :-)
ORDER BY CATEGORY // ORDER ALPHABETICALLY BY CREATOR NAME
MOD ASSETS USEDSOME ON MORE EXPLICIT PERMISSION LEVEL TO USE OVER OTHERS
CODE AND SCRIPTING RELATED:
MESHES, TEXTURES AND EFFECTS:
MUSIC:
MODDER RESOURCES AND PACKAGESCODE AND SCRIPTING RELATED:
MESHES, TEXTURES AND EFFECTS:
TOOLS/UTILITIES
MORE BUT USED THE MOST
INSPIRATIONS FROM MODS AND RESOURCES

PERMISSIONS/LICENSE
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HERE'S THE DEAL
ASSET USE:
  • For simplicity's sake; being this page handles so much permitted and prohibited assets that can/cannot be used by folk for their own creations to publish publicly; absolutely NOTHING can be re-located from this page. This is best way to safeguard the complete right(s) and best interest(s) of all parties
  • HOWEVER:
    • An extensive Modders Resource page INXSIVE MA Resources Datadump which houses tons of content from Thur Vonun
    • Making the resource page is best way to circumvent this promoting a simple CANNOT USE FROM HERE rule; but instead, head over there and KNOCK YOURSELVES OUT :-)

PATCHES, EXPANSION & TRANSLATIONS:
  • Welcome to be made from Community:
  • Expanding Thur Vonun in a way that could compromise areas in which I may have my personal plans for; best consult me
  • I don't believe the creator would want to make something and then upon an update I make breaks your hard work due to no communication
  • Entirely fine to use Module Record Data pointing to Thur Vonun Package Asset(s) permitting Thur Vonun as Master but you may NOT:
    • Re-package File Assets from Thur Vonun. This not only limited to Patches, Expansion & Translations but any other possible reasons included
    • If something needs to be altered for the sake of functionality; head over to INXSIVE MA Resources Datadump and hopefully it can be salvaged from there

REDISTRIBUTING/PORTING:
  • Under no circumstance is this mod allowed to be uploaded to another website without my given permission. No permission will be granted in regards to porting to console

MY OTHER STUFF
KHRYSINXS USER FILES

TO-DO UPDATE NOTES
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Around the Curve (short-term) v2.1
Thur Vonun Sanctum [CORE]
  • Reserve
Thur Vonun Sanctum [CORE - RESERVE]
  • Reserve
Thur Vonun Sanctum [ADDON - RESERVE]
  • Reserve
Thur Vonun Sanctum [PATCH - RESERVE]
  • Reserve
Personal Goals (long-term)
Thur Vonun Sanctum [CORE]:
  • Some sort of Quest leading up to the Players possession of the Sanctum
  • Reserve
Thur Vonun Subsurface:
  • Expand Thur Vonun Subsurface
  • Reserve