Skyrim Special Edition

File information

Last updated

Original upload

Created by

Siberpunk

Uploaded by

Siberpunk

Virus scan

Safe to use

Tags for this mod

About this mod

After meeting Eisa Blackthorn at Frostmere Crypt she will now reside in Morthal and eventually rebuild the burned house that belonged to Hroggar.

Requirements
Permissions and credits
Translations
  • Spanish
  • Russian
  • Portuguese
  • Polish
  • Mandarin
  • German
Changelogs
Donations


After encountering her at Frostmere Crypt, Eisa Blackthorn will now head to Morthal and reside there permanently. Once you’ve completed the quests "The Pale Lady" and “Laid to Rest” she'll begin rebuilding the burned down house that belonged to Hroggar. Once it's rebuilt, Eisa will be recruitable as a follower. Just a small mod to give a little more life to Morthal. Enjoy!


*** This mod requires the latest Environs Master Plugin, found here.
*** Ok to install mid-game.
*** Do NOT update mid-game.







Skyrim's world space tends to feel very static. Despite a civil war, dragon attacks, and a rising vampire menace, not much ever changes. If the player could notice visible changes taking place over time it would help make the land of Skyrim feel more alive. It would help give a sense that events were occurring and time was passing throughout a playthrough. Ideally, these changes should be as seamless as possible with the base game. This mod attempts to implement this idea to small location.





Eisa can be found at the Moorside Inn in Morthal after you first meet her at the crypt. Once the two quests, “The Pale Lady” and “Laid to Rest” are complete will she begin rebuilding the burned house. 

Eisa also now has a bit of custom dialogue when you meet her again, using carefully spliced voice lines. 

Once the house is fully rebuilt you’ll be able to recruit her as a follower. Her stats and combat style are in line with vanilla followers, similar to Lydia’s. And… there's good news if you have a thing for strong warrior women: she also becomes a marriage candidate!

Once the house is built, Eisa can be found around town in various places, and will even occasionally help protect Morthal by patrolling the marsh just beyond its outskirts.

The house itself will be gradually rebuilt in several stages. To trigger the first stage of rebuilding it, you must complete both quests. After this the next stages will be triggered after a 18 days have passed in game each. There are two invisible 'checkpoints' that fire a simple script that checks these requirements: one by the main road into Morthal, and another by the bridge in the middle of town. With this implementation there's no complex scripts, or any that need to constantly run in the background.

Note: The previous version of the mod triggered the later stages via player level requirements. The new update changes this to use a time-based check, by reading the number of in-game days passed.

Stages
1. Initial State (Vanilla)
2. Rebuilding Start
3. Partially Rebuilt 
4. House Complete

Important Requirement:
In order to recruit Eisa as a follower, you need a mod that adds follower dialogue for missing voice types. You can use any version Relationship Dialogue Overhaul, including the 'Lite' Version, or Missing Follower Dialogue Edit.


A bit of inspiration was obviously taken from BUVARP, so thanks to AndrealphusVIII for the great mod; I was able to learn a thing or two from it. Check that one out too.





Many city overhauls are compatible, patches are available for those that aren't.


No navmesh edits.

No landscape edits.

No edits to quests.

Touches very few vanilla records in general.

Eisa's NPC record is affected; NPC overhauls may need a patch to avoid dark-face bug on her. I recommend EasyNPC for this.

A clone of Eisa is used by this mod to improve compatibility, similar to how BUVARP works.



~ COMPATIBLE, NO PATCH REQUIRED ~

AI Overhaul
Expanded Towns and Cities SSE
Finding Helgi... and Laelette - A Laid to Rest Overhaul

JK's Skyrim
Lanterns of Skyrim II
Lux Via
Morthal Overhaul II
Northern Roads
The Great City of Morthal
The Great Cities - Minor Cities and Towns SSE Edition




~ PROVIDED PATCHES ~

Adopt Helgi Ghost
Moves the where Helgi respawns to slightly away from the house.

BUVARP RE Patch
Prevents BUVARP's version of Eisa from appearing. This patch is only for the more recent iteration of the mod here.

Cities of the North - Morthal Patch
Resolves conflicts and adjusts both interior and exterior of the house to match COTN's new architecture.
This patch will also work if you use Cities of the North with Great City of Morthal and JK's Skyrim using the combo patch in COTN's patch collection.

ClefJ's Morthal Patch
Disables a bush and changes the house to have no snow.

Crows - Mihail Monsters and Animals
Disables two crows that conflict with the rebuilt house.

Crows and Ravens - Mihail Monsters and Animals
Disables two crows that conflict with the rebuilt house.

Denizens of Morthal Patch
Resolves conflicts for Eisa. Denizen’s dialogue and appearance are retained, but uses Environs’ AI packages. Still requires Hroggar's House to be rebuilt to recruit her. 

Lux Orbis Patch
Consistency patch for new exterior lights added.

Redbag's Morthal Patch
Resolves conflicts and adjusts both interior and exterior of the house to match Redbag's new architecture.

Spaghetti's Cities - Morthal & AIO Patches
Moves a few clutter objects and disables them as the house is rebuilt.



~ KNOWN INCOMPATIBILITIES ~

Snowberry Cottage - Rebuild Hroggar's House
Merchants of Skyrim





You are free to use any resources from my mods for your own mods, as long as you credit the author (me!).  Please feel free to create any compatibility patches that I have been too unaware or lazy to do myself ;)

Regarding Bethesda.net Mods revising its port rules, I am giving open permission to anyone to upload, maintain and merge my mods for Xbox on Bethesda.net under the condition they do not claim the mods as their own.

I am giving open permission for anyone to create and upload translations of this mod to other languages, as long as credit is given.

I am also giving open permission to convert this mod to Legendary Edition, as long as credit is given. I don't know how to do it, but it sounds like too much work!