Description
The noble
night Aegir Brondolf had fallen. For many years his grand castle
has remained un-claimed. Are you ready to claim it for your
own? This spacious castle is located off the north-east coast
of Solstheim. The castle itself offers many living and exploratory
areas, including:
-A great
hall
-Kitchen
-Servants quarters
-Study
-Dance Hall
-Amory and Training Rooms
-Weapons Display Room
-Imperial Shrine
-Greenhouse
-Laboratory
-Bathroom
-The Lady’s Chambers (complete with room sized closet)
-The Master’s Chambers
-Private Study
-Wine Cellar
-Guest Chambers
-Planetarium
-Summoning Room
-Captain’s Quarters
-Indoor Pool Room
-Trophy Room and Menagerie
There are
also other services and excitement to be found within the castle’s
grounds or in the neighboring village. One can find such things
as:
-A general
goods store (Which sells most of the new miscellaneous and food
items I have added.)
-A tavern
-A merchant hall
-Guard Quarters
-Fully explore-able castle walls and gate houses.
-There is even a surprise for those characters with an evil
side.
So how do
you find Solstheim Castle? Travel arrangements can be made from
Dagon Fell or Fort Frostmoth. Such expensive living does not
come free however! You must complete a short quest in order
to obtain the key to entering the castle.
If running a castle or spending time at the local tavern become
too much for you, there is also a small forested island and
barrow to explore. There are also two small side quests available
for those that choose to take them.
Features
*Travel services by ship
to and from the castle.
*Fast travel to the castle
by a special scroll. This scroll can be activated by equipping
it and exiting your inventory.
*Extensive night and day
schedules for the castle servants, villagers, and a few of the
castle’s pet inhabitants. The merchant doors will even
lock at night. A few special surprises await those who take
the time to explore both during the day, and during the night.
*Merchants who offer goods
and services.
*An alchemy lab with jars
and sorting service available for all ingredients from Morrowind,
Tribunal, and Bloodmoon.
*The planetarium offers
a rotating star dome, with rotating moons. There is also a fully
interactive dwemer telescope.
*The laboratory also offers
observation of some dwemer inhabitants.
*The wine cellar offers
the player the ability to make wine if they have the proper
ingredients.
*There is an imperial
shrine available, if you need it.
*There are several playable
instruments in the castle.
*The castle’s grounds
are protected by two fully operational gates.
*The maid will pour you
a bath if you ask her. Until you do, the bathtub will remain
empty. The bath she pours you has healing effects.
*The butler will offer
you a drink of your choice, whenever you like!
*The stable and barnyard
are complete with animals such as chickens, cows, pigs, and
horses. If you wish to bring your own animals to the stables,
the stable offers gates that will open and close.
*The Menagerie offers
you the chance to watch Bloodmoon’s creatures in safety.
*The pool room offers
you the chance to swim with a multitude of exotic fish.
*3 short quests...including
one to obtain the castle itself.
*There is a dance hall
with very special and classy ballerinas. The ballerinas have
companion share, and will wear whatever outfits you choose for
them. Don’t be alarmed if you come back and your ballerina
is gone, she is merely in the servants’ quarters, resting
her feet! She will back in the morning with your items. One
solitary musician plays, so it’s a very quite atmosphere.
Several visitors may come to view the show.
*The Master’s chambers
features a balcony that looks out onto the great hall.
*The Lady’s chambers
features a room sized closet complete with two mannequins, display
cases, and plenty of storage.
*22 Male and Female Imperial
Mannequins throughout the castle. These mannequins are not made
of wood or stone, and if you have a body mod installed, these
mannequins will use that body mod. No more wishing your clothing
would fit your mannequins correctly!
*Animated practice dummies
that will re-spawn.
*Re-locking chests at
several lock levels to train your skills.
*There are musicians in
the great hall, who will play you a song if you ask them nice
enough.
*The cook can offer you
a recipe book filled with recipes written by members of the
Official Elder Scrolls Forums.
*Be on the look out for
abnormal or hidden doors!
*24 display cases
*A pirate themed tavern.
This lovely tavern offers services and entertainment such as:
buy or sell spirits and food, recruit a companion, request songs
from the musicians while you watch the dancers spin, gamble
your money away with a game of shells, bet on bar fights, or
rent a bed from a drunken pirate!
*A "usable"
ballista, although you might not like the reaction to it's use!
*Necessities of Morrowind
Compatibility (see proper section below).
So What
Has Changed Since Version 1?
-A splash screen has been
included in the archive.
-An optional esp has been
included. This esp will update the face and hair of the male
companion if used. He will now be younger, and more attractive.
Requires the beauty pack. (More information below)
-Scripts that where attached
to attacking NPCs were changed slightly to fix a bug that was
causing the NPCs to die suddenly when under attack by high level
players.
-The script attached to
the Captain was modified, so if at any time his health reaches
0 you will receive a journal entry, thus allowing you to finish
the quest. I do not recommend killing him before the quest,
and I do not offer support if this action is taken.
-Dialogue was added to
the night versions of the Pawnbroker and Armorer. If you are
undergoing their quest, they will now acknowledge it at night...however,
you may find they do not wish to speak of it at night.
-A missing dialogue filter
was added to avoid the armorer constantly giving you the reward
at the end of the quest.
-The dancers throughout
the castle had a few stat changes: The ballerinas had their
unarmored skills adjusted to 20. The Master's Dancer had her
armor skills set to 100.
-North Markers in the
village homes where adjusted.
-The water fall in Ripplewood
Grove was adjusted. Apparently, a video card issue causes some
people to see the waterfall uphill, and some as it flowing down
hill. However, my new video card showed it as flowing uphill,
so I have adjusted the water fall.
-A few statics where moved,
I won't bore you with the list, but if you really want to know
what ones I moved...feel free to email me!
-During the mod creation
process I had accidently renamed the light "light_com_candle_07_77"
to "zz". This was causing a few people to receive
error messages. I have renamed the light to it's original name.
No lights have been deleted from existing cells.
-The study has received
more lighting.
-I fixed a problem with
a pig that was making some un-pig-like noises.
-I readjusted a gaurd
on one of the village boats so he no longer floated over the
boat.
Recommended
Settings
Solstheim castle uses
some exterior lighting. However, there is a problem with the
default Morrowind lighting. To compensate, I have adjusted my
.ini (Morrowind Configurations file) settings. It is not required,
but I would like to recommend the .ini light settings used.
I have adjusted the castle’s ambient lightings to compensate,
and have spent many long hours creating the ambient effects
within the castle. Also, if the .ini settings are left as default,
there will be some exterior lighting glitches at night. I will
not respond to inquiries or complaints about lighting if the
default settings are in use, as there is no way I can fix them
without deleting the exterior lights. The recommended lighting
setting will increase your FPS slightly in game, and also improves
(in my opinion) the look of the game’s lighting in general.
Here is the original section
for lighting in the Morrowind.ini file:
UseLinear=1
LinearMethod=1
LinearValue=3.0
LinearRadiusMult=1.0
;
UseQuadratic=0
QuadraticMethod=2
QuadraticValue=16.0
QuadraticRadiusMult=1.0
Here are my recommended
settings for the castle:
UseLinear=0
LinearMethod=1
LinearValue=3.0
LinearRadiusMult=1.0
;
UseQuadratic=1
QuadraticMethod=2
QuadraticValue=16.0
QuadraticRadiusMult=1.4
If you want your game
to be lighter or darker, feel free to adjust this line to your
desire:
QuadraticRadiusMult=1.4
Installation
If You are using the full version (single download):
"Solstheim_Castle_v1.exe"
(47mb)
This is the combined set
of files for the castle. Place the archive in your Morrowind
directory before extracting. Double click on the archive,
or right click and select "extract here". The files
will self install into the
proper folders within your Data Files directory.
After installing make
sure to enable the plugin in the Morrowind Launcer/Data Files
menu.
If you are using the segmented
versions (multiple downloads):
Please make sure you download
all of the following:
"Solstheim_Castle_Meshes.exe"
(11mb)
"Solstheim_Castle_Textures.exe" (14mb)
"Solstheim_Castle_Music_Sound.exe" (22mb)
"Solstheim_Castle_Icons.exe" (121kb)
"Solstheim_Castle_Esps.exe" (516kb)
Extract the files for each archive into your Morrowind/Data
Files directory.
The mod will be missing files and may not load correctly if
you do not download and install all 5 sections. A copy of this
readme is included in each archive.
After installing make
sure to enable the plugin in the Morrowind Launcer/Data Files
menu.
An optional esp has been
included. This esp (Clean_SCastle_Halvart_Beauty.esp)
will update the face and hair of the male companion if used.
He will now be younger, and more attractive. Requires the beauty
pack. This esp needs to load after the castle esp, or the new
face and hair will not show. I have also removed his bear helm.
(The companion may be found in the village bar.)
A patch has been included
for use with both Solstheim Castle and the White Wolf of LoKKen
Mtn, by Emma. Please do not use the Scastle_LoKKen Patch without
running both of these mods!
Please do not attempt
to use the patch for v1 with the v1.1 esp.
Known Issues & Comments
*There may be some FPS
hits in the outside cells, and some interiors, depending on
the level of machine you are playing the game on. The reason
for this is that there are a lot of items in these cells, some
of them rather large. I will not redesign the castle to accommodate
for those having FPS problems. I recommend optimizing your game
if you have a problem with FPS in some spots. I apologize for
the inconvenience, but please do not contact me regarding FPS
problems.
*I've received a few reports
of the gates sinking into the ground. The scripts have been
examined, and at this point we do not know what is causing this
to happen, and we cannot reproduce it. To get the gate working
correctly again, try opening the console, clicking on the gate
& typing "setatstart"
*The ballerinas in the
dance hall might bump into the walls on occasion. It is an occasional
animation glitch, and we've done our best to accommodate.
*One tester had some occasional
crashing when asking the bar musicians to play. We cannot seem
to reproduce the problem, so the cause is unknown. The bar musicians
should work fine for 99.9% of players.
*Once out of literally
100 times testing it a display case lid rose up when entering
the weapons display room. This happened one time for one tester
as well. The cause is unknown.
*The music that the castle
musicians play is really quiet. This was intentional, and will
not be fixed so that they are like the bar musicians, so please
do not ask. They will not physically play their instruments
until asked to do so.
*Future quests are in
planning for the village.
*As mentioned in the changes
made to v1.1, the downhill steams/watefalls have been a source
of debate. Some people say they are flowing uphill, others say
that they are flowing downhill. A forum member did some research
for me involving different video cards, and has informed me
he most likely thinks the problem relates to the type of video
card you use.
*The day and night versions
of the NPCs are actually two seperate NPCs, and in a few cases
multiple NPCs. Please be advised if you kill any of them, their
other versions will still be alive and will be enabled during
their proper schedules.
*There is a dock conflict
issue with Suran Underworld. This is because the dock was moved
outward for Suran Underworld. The esp is now available on the
download page. Please carefully read both included readmes,
as it is only a replacement esp for Suran Underworld.
*Part of Ripple Wood Grove does not show on the world map. This
is because the island is so far north.
Compatibility
So far, I have not come
across any mod that is incompatible...but there are alot of
mods out there! The following mods have had special effort taken
to ensure compatibility:
Necessities
of Morrowind:
The castle’s kitchen
serves several of Necessities of Morrowind’s food. The
kitchen ovens, kitchen cauldrons, water barrels, and wells can
also offer you the benefits of Necessities of Morrowind. The
village merchant’s also offer Necessities of Morrowind
food. In order to reap the benefits of the compatibility, the
esp for Necessities of Morrowind needs to be loaded AFTER the
Solstheim Castle esp. The easiest way to do this is to open
up the Construction Set, select the Necessities of Morrowind
esp as the active file, and save without making any changes
to the esp file.
There are a few food items
in Solstheim castle that look like they should be useable with
NOM, but in fact they are not. The following NOM foods have
been included (Pay attention to the names):
-Apple
-Orange
-Pear
-Tomatoes
-Camlorn Cheese
-Chicken Leg
-Chicken Egg
-Apple Pie
-Orange Pie
-Onion
The following foods are
similar to the NOM food in appearance, but will NOT satisfy
the NOM hunger:
-Fresh Chicken Egg
-Thawed Chicken Leg
-Macintosh Apple
The
White Wolf of LoKKen Mountain:
Solstheim castle and the
while wolf of LoKKen mountain are only a short swim away from
each other. However, without a patch, the two mods are incompatible.
If you choose to use both mods, the patch (included with these
files) needs to be loaded AFTER both The White Wolf of LoKKen
Mountain esp and the Solstheim Castle esp. All three esps will
need to be enabled in the Morrowind Launcher before playing.
As an added bonus for using both mods, I have included two new
NPCs that can offer travel from one island to the other.
However, if you use "Inn
of the whispering wood" you cannot use the White Wolf of
LoKKen. The castle is indeed compatible with the Inn of the
whispering wood, as it takes up the same location as a section
of the White Wolf of LoKKen. The player can swim to a landmass
from the Inn of the whispering wood from the village docks.
!! Do not use the LoKKen
Patch esp if you are not running the White Wolf of LoKKen!!!
Vampire
Embrace:
Solstheim Castle has a
global variable added from the mod Vampire Embrace. The use
of this variable ensures that several dialogue greetings are
compatible with
Vampire Embrace, and that the quests may be playable by vampire
characters. However, no lore characters may have a "."
a line above their greeting when using Vampire Embrace.
Credits,
Usage, and Thanks
*Lingarn- Interior Landscaping
land mesh, kneeling pray animation, sitting on ground animation
(for the males)
*Acid Basick-Ballista
(model only..I have retextured), animated practice dummies
*Lady E- display case,
flag (Retextured), cats (retextured), Drunken Pirate, Sitting
Ladies 1 & 2, "Sitting Slut", Musicians, butterflies,
orange, apple, pear, tomatoes
*Necessities of Morrowind-
Compatibility scripts, Onion, and the pies
*Barabus- chimney pot,
fireplaces, blue cheese, brass kettle, copper kettle, saucepan
*Calishan- silver saucer,
silver sugar, silver teacup, silver teapot
*Texture Freak- Pillows
10 (Bear Fur), 12 (red wolf), 13 (white wolf)
*Killgore’s Home
Furnishings- Shiny Globe (by Killgore Killack)
*Dongle- galleon, dome,
Lilly pad, water barrels, wells, stream/pond meshes, windows,
window jams, instruments, display case, cauldron, bed meshes,
*Starcon 5- Bookcases,
Treasure chests (Reflection mapped by Max aka Nobody with Qarl's
gold texture)
*RX31- Ballerina Animation,
Cradle Dance Animation, sitting women animations,
sexy dance animations.
*Qarl for having the hiccups!
(Sound added to a male voice greeting)
*Alcar- Imperial meshes
pack, Modified his windows ( I have glow mapped and retextured
them however)
*Mighty Joe Young: furniture
meshes (retextured), scale, Gate, moon mesh
* Mighty Joe Young and
Kagz- Frog (I have retextured one for this project)
*Tommy Khajitt- Make Your
Own Paintings Kit, silver planters, Make Your Own Tapestry kit
*AnOldFriend- tree bridge
*Robearberbil-: star dome,
star walls, telescope, bathtub, bathtub water, Aegir's Corpses,
Heimdall's Head
*Rhedd- Aegir's head/hair,
dark elf head mesh
*Cait- fish, bunnies,
chickens, chicks, roosters, cows, goats, horses, dogs, pigs,
eggs, chicken legs
*SiriusSnape- The sofa
meshes
*Various Freeware sites
(authors unknown)- buck, crates, weathervane
*Kwishipman- shelves,
tables
*Hurdy Gurdy- HG Robe
Set 4 mesh(retextured)
*Zyndaar- Freedom Keep
Meshes. For more information on Freedom Keep please visit:
http://rethan-manor.net/phpBB2/login.php?redirect=viewtopic.php&p=0&start=0
*ThreadWhisperer: Redoran
to Imperial set (I have reassigned a few to use Morrowind's
textures, the have "new" in their ID)
*Zyndaar & ThreadWhisperer's
Modular Set
*Psychopie, (aka my_name_was_already_taken)-Kitchen
ware (cast iron pan, pan shield,cleaver)
*Ki Shin Ju-the stand
up mirror
*Jakethesnake-Alchemy
jars (Morrowind only)
Script Help:
-Emmanshera: Bathtub
-Shannon: Wine Making Script
-Palinurus for the COUNTLESS scripts he has written for this
project
-Qarl for the help with the drinking woman's script
-Kwishipman's Alchemy Sorting Resource
-Dongle display case script
-Mental Elf Night Door Lock Scripts
-Heph for the mannequin scripts
-Jog Telescope Script idea
-Grumpy's companion Scripts
Special Thanks:
*Palinurus. Without you
this mod would still be halfway unfinished, not as fun, and
my brain would have exploded by now! Thank you for the hours
spent scripting and testing!
*Threadwhisper for teaching
me some valuable tips and tricks
*Robearberbil for going
out of his way on so many projects for me!
*DMKW, Princess_Stomper,
Cenobite, The_inwah, Hellwolve, Palinurus, and Nimrod_Flamehair
for beta testing!
*Special thanks to Cenobite
for going over the castle with a fine tooth comb!
Sounds:
-Lady E (Cat, Dragon's Breech monastery sound)
-Cait (animal noises EXCEPT FOR "Corax", "KO_Frogs")
-Dongle (harpsichord, gong, harp)
-All others unknown
Music:
-Brian Higgins for the Breton jig
-Yarmouth Shanty men for their version of "Drunken Sailor"
-All others unknown.
No known copyright information
could be obtained for the two listed above.
Please contact me if you know differently. Thank you.
Usage
Requirements
Please seek the original
downloads or contact me and the original creators of the files
regarding any usage of files in the mod not made by myself or
Robearberbil, as he has made his files specifically for this
mod. Some files may be updated by the original creators in their
original downloads, and I do ask that you redownload them to
receive the updated version of the files.
If you are interested in using the building meshes for the exterior
of Solstheim Castle, please do not use the ones from this download.
Please download the Freedom Keep files directly from Zyndaar's
forum. Registration is free, and takes only a few minutes. The
set is amazing, and I promise it's worth the registration!
http://rethan-manor.net/phpBB2/login.php?redirect=viewtopic.php&p=0&start=0
Please do not use the
music without directly asking, as new information regarding
any possible copyrights may be known by that time. Thank you. |