About this mod
A sailable ship home, an island, a castle and a village for followers.
- Requirements
- Permissions and credits
-
Translations
- Russian
- Changelogs
Screenshots taken with Obsidian Weathers, Rudy ENB, Skyland, Noble Skyrim, Folkvangr, Ulvenweld, Lux and about 200 random texture mods. The castle/village will use whatever Solitude textures you have installed. There's not nearly enough pics to show all the stuff, but my internet has been acting up today and I got tired of fighting to upload them.
Check the videos tab for a run-through (thanks runjimmyrun1!). --- video is from v1.0
Please read the description before installing! There's important information in here, I promise. Also be sure to look at the "Recommended Mods" list at the end - there are no hard requirements, but some of them will be needed for all the features to work.
I've tested this on both an unmodded vanilla game and my current heavily modded playthrough. I haven't run across any bugs on a vanilla game, and only a couple tiny quirks with my 500+ mods save, which are noted below.
The Ebon Rook
The ship is anchored just past the Solitude docks. Click on the "For Sale" sign to purchase for 50,000 gold. Once purchased, you can activate the ship's wheel to travel to Solitude, Dawnstar, Windhelm, Winterhold, Solstheim and Havran Isle. The ship will stay wherever you leave it, and has a fast-travel marker on the map. I've tried to keep the ship docking locations away from areas that other mods might touch. It would look way cooler to have the ship at the actual docks, but I don't have time to make a million patches.
Features:
- Space for three followers on the lower level
- Cooking pot, alchemy lab & enchanter
- Small bathroom with tub
- Generic & custom storage (any containers that say "linked" when you hover over them are linked to a corresponding container in the castle)
Notes:
- On modded saves, the "For Sale" sign is sometimes floating in mid-air because the post is invisible. It's a conflict with another texture mod and doesn't happen on a vanilla save. I'm not going to bother tracking down the conflict, because the sign disappears when you buy the ship anyway.
Havran Isle
Features:
- 7 follower houses (space for 19 followers total)
- A general goods merchant, an alchemist & a blacksmith, each with their own house (the alchemist & blacksmith each have space for one roommate)
- A tavern with a food/drink merchant
- A lighthouse with space for one follower
- Bath house/pool area for followers to hang out (with auto-strip)
- Grain mill
- Chickens, goats and a cow
- If you move your kids into the castle, they will play in the village during the day
- All exterior lighting turns on at night/off during the day
Notes:
- Sometimes the general goods merchant likes to face away from her counter. She has a marker, and it isn't pointing that way, so I don't know what her problem is.
- The island looks like it's right off the coast, but it's actually in its own worldspace, so don't try to swim back to Skyrim
Havran Castle
Features:
- Room inside the castle for you, your spouse, 6 kids and one follower
- All crafting stations (except a staff enchanter, because I just remembered that exists) and a disenchanting font
- Lots of planting soils
- Bathroom with tub & auto-strip for followers
- Enough bookshelves for all the books
- Barracks with room for 6 followers
- 3 coffins for vampire followers
- Armory with space for all non-unique weapons & armor (unless you're using a mod that adds a million armor sets, then you'll have to prioritize)
- Gallery with displays for all unique items. There's an optional file showing where all of the items without activators are intended to go if you want to use it.
- Generic & custom storage (any containers that say "linked" when you hover over them are linked to a corresponding container in the ship)
Notes:
- The display activators in the gallery will remove player-added enchantments from any items placed on them. I didn't write the script for them, so there's not much I can do. This is only for the named activators, not the generic weapon racks. I thought about updating the gallery to use General Displays instead, but it would take forever and I just don't have the time (and I'm not even sure if General Displays still works - I haven't used it in ages).
Highly recommended mods:
- Hearthfire Multiple Adoptions - must have if you want to move your family into the castle (be sure to cast the "Bless Home" spell inside the castle before trying to move your family)
- Any follower mod that allows you to set a home for your followers, otherwise the village is useless (I use My Home is Your Home because it lets you assign areas for your followers to work during the day & sleep at night)
- Windhelm Docks Pathways - makes it much easier to get from the Windhelm ship dock to the city
- Unlimited Bookshelves - fit more books on shelves - there's space for a copy of every book if you use this
- Thieves Guild Treasure Fix - Allows you to collect all of the Thieves Guild trophies for the gallery. Oldrim mod, I swear I thought it had been ported to SE. If you need this and don't have the CK, send me a message and I'll port it over.
Compatibility:
Compatible with JK's mods and Winterhold Restored, no patches needed.
The dock in Solitude conflicts with Enhanced Solitude Docks, Anna NPCs, and possibly other Solitude exterior overhauls. If you have problems with clipping at the Solitude ship, there is a "Generic Compatibility Patch" in the optional files. It moves the Solitude ship away from land, moves the For Sale sign farther down the road, and adds a rowboat to get from the shore to the ship and back - click on the oar to use the rowboat. The patch will (probably) not work on a save with the original mod already active, so load up the mod & see if you need the patch before saving.
If you have another mod that edits the location data of the cells the ship docks are in and you fast-travel to the ship, your horse may show up on the deck of the ship instead of at the end of the dock. This can be fixed by loading my mod last, but (depending on what the other mod is changing) might cause a problem worse than a horse on a boat.
Not compatible with my other mod Harbourside Manor. No idea why you'd want to use both anyway.
Credits:
If I've missed anyone, please let me know - I've been using the same folder of miscellaneous resources since 2016, and am starting to lose track.
skyrimlazz
M3rvin
Ac3s
jasperthegnome
berticus0001
jet4571
XunAmarox
kelretu
tueffelachtein
Xaa1962
TESA Skyrim Resource Kit
ArtsyCat
Cyphe
DarkFox127
Artisanix
Jokerine
LilaMue
mrpdean
Oaristys
flintone
Tamira
stroti
Blary
Elianora
InsanitySorrow
CD Projekt
Scarla
lolikyonyu
SpinaDeMul
Tonynarko67
breti
Runspect