The Crossroads Cellar SSE.7z by ElectricWarrior77
Skyrim Special Edition » Player homes
Added: 13/04/2017 - 08:55AM
Updated: 25/09/2017 - 02:24AM

41 Endorsements

1.9.1 Latest version

305 Unique D/Ls

1,326 Total D/Ls

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Uploaded by ElectricWarrior77


Last updated at 2:24, 25 Sep 2017 Uploaded at 8:55, 13 Apr 2017


Along time ago a well traveled wizard whose name has since been forgotten decided to retire and run an inn and tavern in the secluded Forgotten Vale he had grown to love so much over his long life of adventuring. He knew that very few people would have need of the services of an inn or the companionship of a tavern in this rarely traveled part of Tamriel. Unwilling to choose between his peaceful valley and the company of his many friends that lived scattered across the land he enchanted many pairs of what he called "doors of far opening". He installed these magic doors in the homes of his most dear friends and in the cellar of his inn naming the establishment "The Crossroads Inn". In this way he lived out his old age constantly surrounded by those he cared for.......

He had no family or heirs so the inn was left to neglect and decay eventually to be forgotten in the dark void of time. However the cellar of the old Crossroads Inn still survives today thanks to the spells of protection the old wizard put in place to protect and stabilize such a large concentration of teleportation magic. The only remaining physical entrances to the cellar are an abandoned well behind the ruins of the old inn located near the ancient snow elf Wayshrine of Sight and an abandoned dwemer lift shaft originating from the very heart of Blackreach in Sun City.

Welcome to the Crossroads Cellar, "Where the elite meet to eat... and drink."


This mod is part of a series of mods I made to work together. Other modules in the series include:

Hearthfire Guards and Fortifications - Walkable walls, 10 guards and more - found here:
A Follower Pack - 16 integrated followers - new Karthspire settlement - found here:
Sky Haven Temple Restored & Expanded- Recruit 10 Blades, Dragonlord Blessings-here:
Thane Fail-Safe - Finally finish those stalled or bugged Thane quests - found here:


Doors and Keys:
All 22 doors in the cellar require keys to unlock for use. Most keys are found in a small chest or lockbox located near the player bed at each player home. The Blackreach key is located by the crimson nirnroot on the ledge behind the lift down from the Sun City throne platform. The Thieves Guild key is near the Guild Master's desk. The Nightingale Hall key is on a boulder near the back wall of the main room/cave. The Tel Mithryn key is near the staff enchanter. The 3 Hearthfire keys are behind the ladder in each basement. The Forgotten Vale key is in the cabin. There are two doors reserved for customized 3rd party player home or world space mods to give you access to your favorite modded houses and locations.

Thane Item Displays and Banner Displays:
At one end of the display hall is a wall sized map that upon activation produces an unlimited supply of removable hold guard shields for each hold only if the player has become thane of that hold. A guard shield can be placed on display without being thane if you already have the correct shield. When activated the civil war banner display will only display the banner of the victor of the war when the war has been won. Door banners appear when the door is unlocked. (for Thane/Hold Weapon display see Unique and Special section below)

Object Duplication:
You will find the Dwarven Duplication Cube on a display shelf. The Duplicator will copy any objects put into it with their enchantments intact with the exception of player enchanted items. Player enchantments will not be copied at this time but hopefully will be in the future. (If you have a scripted method to duplicate a reference instead of just the base please let me know about it) Some display items are quest items that are lost to the player after the quest is over. To display missing items after the quest is completed (or if you use it to disenchant) it will need to be duplicated BEFORE you lose the original item to the quest or by learning its enchantment.

Quest Item Displays:
There are labeled displays for most unique items in the game. Some quest item displays sync with the item's quest. (Litany of Larceny, No Stone Unturned, TG Sweep and Burglary Missions, The Golden Claw, Bleakfalls Barrow, A Favor for the Jarl - Solitude, The Horn of Jurgen Windcaller) To use synced quest item displays just click on the empty display after each quest/quest-stage is completed to enable an independent copy of the item for you to display, carry around, duplicate, sell....etc. Each display only syncs ONE TIME so keep track of the new item or duplicate and store a copy for redundancy.

Unique and Special Item Displays:
As for the rest of the unique item displays, if there are multiple versions of an item the item returned when you pick it back up from the display will be the best version of the item. 56 mannequins, 48 shield/crossed weapon plaques and 96 weapon racks are provided to display unique or ordinary armor/weapon sets. 24 single weapon plaques are provided to display Thane/Hold weapons or any other single weapons you may want to see on your "wall of glory". General Stores is used for themed auto-storage.

Vendors and Bard:

Four new NPCs work in the tavern and live in the cabin with the 5th bed being used as the rented bed for the barkeeper to rent if you need to rent a room. If you rent a room the barkeeper will walk you about halfway to the cabin before going back to work so you must find the bed on your own. The Bard has the regular bard menu and the hearthfire bard menu but no voice for the hearthfire menu. The HF instrumental request works with or without using subtitles to read the bard's response. Both the merchant and the fence have extra gold for big purchases.

Tavern Business and Income:
A ledger and safe are located on the center table in the tavern. They work together to allow the owner of the tavern to hire the 4 tavern employees and to directly manage the base gold amount earned daily. (1, 10, 20 or 50 gold per day) Options are set in the ledger and the income accumulates in the safe. The daily income formula is BaseGold x IncomeMultiplier x DaysSinceLastCollected = AccummulatedIncomeInSafe. (only calculates on opening the safe, no memory-resident/running scripts) 1 Income Multiplier point is gained for each of the five factions let into the tavern by finishing the main factions' quests and unlocking the doors to their headquarters making the tavern income grow as the game progresses. 1 Income Multiplier point is gained for each employee hired or putting out the tip jar making income grow as the tavern adds more services for it customers. A total of 10 Income Multiplier points are available to increase the daily gold earned.

Vanilla Followers and NPCs:
To give many player followers a common place to gather, all vanilla housecarls and many other NPCs have an additional AI package that makes them spend one or more days a week visiting the Crossroads Cellar Tavern to eat, drink and be merry. The tavern will naturally fill up with vanilla NPCs as your game progresses. To ensure vanilla quest integrity all NPC Tavern AI packages are conditioned to begin when the main quest for that NPC's faction has been completed. (Companions, College of Winterhold, Thieves Guild, Dawnguard...etc) Although no NPCs will visit the tavern until their main quest is finished some NPCs are involved in minor vanilla side quests and may be missing from their expected location if it is a tavern visiting day for them. If this happens just go find them in the CC Tavern (they'll sober up quick if they're drunk) or leave the quest area, wait a day (T- key), and then try it again.

Dark Brotherhood Display Items:
All displayed Dark Brotherhood items are available in a chest by the sanctuary word wall if the player chooses to complete the Destroy the
Dark Brotherhood quest. Why should the good-guys miss out on the loot anyway?

Auto-sort Storage:
The themed General Stores auto-sort storage activators are all linked to the same container allowing the player to dump all their items into one chest and access those same items from the other activators. Remote master sorting chests and other storage activators from other mods using General Stores are automatically linked to the main GS storage container thereby serving as "cloud-linked" auto-sorting storage system. By using the mod "Craftable Cloud Storage for General Stores" remote storage activators can easily be placed anywhere in the game by simply dropping the smelter-crafted storage activator on a solid surface. Found here -

Patches, Useful Mods and Additions

Compatibility Patches:
A Follower Pack SSE (Use only one) -
Hearthfire Guards and Fortifications SSE
(Use only one) -
A Follower Pack SSE -AND- Hearthfire Guards and Fortifications SSE
(Use only one) - Use this patch if you use both A Follower and HGF.

Door Patches:

(Left Slot A, Right Slot B)

Beyond Skyrim - Bruma SSE -
Bathing Beauties or Beefcakes Luxury Suite SSE -
Elysium Estate SSE -
Falskaar SSE -
Helgen Reborn SSE -
The Scarlett SSE -

Other Mods:
I use the mod "Craftable Cloud Storage for General Stores" to add Crossroads Cellar-linked convenient themed auto-sort storage to any location in the game or in any mod. Found here -

I use the mod "Amazing Follower Tweaks" to allow easy management of multiple followers. Found here -

I use the mod "My Home Is Your Home" to assign daily schedules to modded followers allowing them to sleep in my Crossroads-linked player homes while spending their day-shift at the Crossroads Cellar tavern. Found here -

Requests for additions:
There is still room in the tavern for more NPCs. New tavern visitors should be main characters or followers. There are two variable doors that I have left open for patches to other mods so that you can include your favorite player homes and/or new world-space mods. Please post your suggestions for additional vanilla/DLC tavern visitors or where you would like additional patch-doors to connect to.

Please post your screenshots if you produce any good ones.

Have fun everyone,


PS. All constructive feedback is appreciated. TY everyone.




Install a General Stores resource mod from the source below or another source:

Install The Crossroads Cellar with a manager program or manually like you would any other mod.

Most updates do not need a "clean" saved game step in between un-installation of the old file and installation of the new file. However re-installation does need a clean save installation as outlined below. Door patches can be clean saved without removing the main mod.

Clean install procedure for main file-

Collect every item in all of your active displays and keep them on your character. (all items in the cell that you want to keep)
Move your character to a safe non-Crossroads Cellar location. (like a Jarls longhouse)
Save your game and exit to desktop.
Uninstall the old version of The Crossroads Cellar.
Start the game and load your last save.
Move your character any distance, save the clean game and exit to desktop.
Install the new version of The Crossroads Cellar.
Start the game and load your clean save.
Make another save, reload and continue gaming. (go back and put all your stuff back)


If anything in the mod is not functioning correctly open SSEEdit with all your mods checked then apply filter to show conflicts. Open Crossroads in the list tree to see conflicting mods. Then move Crossroads below the conflicting mods in your mod manager so it loads after they do.

Increased Enemy Spawns- load the Crossroads Cellar after this mod (below conflicting mod in load order)
Increased Enemy Bosses- load the Crossroads Cellar after this mod (below conflicting mod in load order)
High Level Enemies- load the Crossroads Cellar after this mod (below conflicting mod in load order)
Magical College of Winterhold- load the Crossroads Cellar after this mod (below conflicting mod in load order)
Opulent Thieves Guild- load the Crossroads Cellar after this mod (below conflicting mod in load order)
Nightingale Hall- load the Crossroads Cellar after this mod (below conflicting mod in load order)
Housecarls Are Tanks- load the Crossroads Cellar after this mod (below conflicting mod in load order)
LZA Jzargo- load the Crossroads Cellar after this mod (below conflicting mod in load order)
Tel Mithryn- load the Crossroads Cellar after this mod (below conflicting mod in load order)
Ars Metallica- load the Crossroads Cellar after this mod (below conflicting mod in load order)
Immersive Armors- load the Crossroads Cellar after this mod (below conflicting mod in load order)

This mod may conflict with mods that alter the interior of the player homes or other door locations.(I tried to put doors in spots other mods would not use)

This mod may conflict with mods that alter individual vanilla NPC AI packages. (To save tavern schedule load before Crossroads - To save other mod's settings load after Crossroads)

Please report any bugs.