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Solstheim Castle v1.1
by Korana
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Description
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The noble knight Aegir Brondolf had fallen. For many years his grand castle has remained unclaimed. 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
-Armory 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 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 explorable 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.
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Features
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*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!
This is a conversion of the popular mod Solstheim Castle by Korana. With the debugged Bloodmoon integrated into the master file I think it's time to release this little gem. Now you can play through those quests and relax from them in style.
Instead of using scripts to disable and enable the inhabitants to simulate their behaviour I added AI to each of the many NPCs to create a living castle and village. They will eat, sleep visit the castle and engage in everyday behavior. All exterior meshes and most other were ran trouh PyFFI and their collisions were simplified and altered to improve performance. The entire castle and island have been pathgridded.
Also now available is a custom map created by Roxon which adds Solstheim Castle to the worldmap. Comes in Paper Style or Morrowind Style. Also included are settings for Mini Maps for those who use a mod thats adds one.
All credits go to Korana for creating this wonderful mod.
| Attachment | Size |
|---|---|
| 765.2 KB | |
| 6.43 MB |

Downloaded and Installed, you don't take on Little Jobs do You.
Thanks will be Playing.
Impressive :) How much time did it take to convert such mod?
Added to the Mod List.
P.S. I assume the description is meant to say "noble knight"?
Yes, I copied the text from the readme
The initial conversion, creating the dialogues and quests took 5-7 days. But after that I didn't have a lot of time and I worked on it on and off , tweaking the lighting, fixing the collisions, creating AI, etc. I think this was playable around August but I wanted to wait for the release of the Bloodmoon quests, didn't have a lot of time for two months and still wanted to improve whatever needed improving. I've also got another bigger mod conversion coming up and I've started working on yet another. It needs some testing though. After January I won't be able to do much modding for a while though.
What can I say but wow! The same goes for Ravenloft.
http://youtu.be/GxJJMvemMFk
Have no Bandits went out into the Grove at Midnight after Talking to Aegir, have bandits they are on Radar but not in Person waited till 2:00am . have done a couple times, comes up the same.
Looks Good Thanks.
Thank you very much for creating and then releasing this mod. This was my first, and one of my favorite Morrowind mods!
That is how i Played it the First Time. Didn't work. Will go Back. Start from Castle.
Waited 22 hours at fort to get to 4:00 pm went to talk to Aegir, out side Barrow at 4:30 pm markers for Grave Robbers are showing in Radar, went in and Talked to Aegir stood around till 5:00 pm then waited 7 hours till Midnight went out side No Grave Robbers,still standing there at 2:30 am nothing.
You need to be waiting during midnight. So if it's 5:00 pm sleep for 9 hours. I didn't think this would be so hard to understand, I might change it...
Aegir say they turn up at Midnight. set them to Played walk out after midnight
Strange loaded Auto Save at 5:03 pm Waited for 9 hours, Quest Up Dated 7 hours Later Thanks..
Would have Been a great Extension to Morrowind on Korana's behalf, also a Credit on your Behalf on the Conversion..
A couple Pictures i do not go looking for these.
Thanks.
Thanks you, all those things will be fixed in the next version. You can report any unusual things or bugs that you may find, only two people have tested this before the release.
Wow, nice work Brainslasher! Loved this mod for Morrowind.
A couple more, Anyway of Extending the Time Limit on Scope.
Has there ever been a Grid Map released for Morrowind World Space.
No error is this Just not Completed Yet can not get the whole lot in World Space Map.
Oh, that's really cool, if you complete it, I'll be happy to include it as an option. I have no idea why your distant land would disappear like that. In my game it doesn't. However I'll include the loose files in the update. And btw, the Horkers are supposed to be in the house, just talk the lady who lives in it and you'll understand why.
Okay, update is up. Fixes include a few missing meshes, hopefully really keeps all lights from falling down this time and support for Oblivion XP. Also improves the encounter with the graverobbers.
Waited 12 hours in Barrow Quest Updated, go out Side no Grave Robbers, Re_Did at Later Time Waited 7 hours Quest Updated, go out Side no Grave Robbers.
My Stuff Up it is the 2 hours after Midnight you Need even with the Quest Updating.
New update is up. Fixes include but are not limited to various item placements, added quest markers where appropriate and further improvements to the first quest. And a very special thanks to Roxon for making a custom map which allows you to see Solstheim castle on your map and for reporting bugs.
I may have missed this somewhere, but when I get off the dock and move toward the castle; just before the front gate, I teleport to the middle of the ocean. Did I install something wrong?
I have looked a little more and it seems that all of "solstheim castle region" is missing.
basically the space inside the castle walls is not there. I "coc'd" myself to the inside of the stables and exited the door- same thing; bottom of the ocean again. in the cs all the exterior cells for SC were blank mesh.
I redownloaded the files and reinstalled castle, update, and map.
is there a conflict, load order, or dependent mod that I am missing here?
ANY help would be appreciated,
thanks, phillips
Any chance of posting a Load Order.
Thanks.
sure, just a sec....
I have tried several common loads (at the top, middle, and bottom, etc).
No luck so far. LO is below, any insight would be helpful.
Active Mod Files:
[spoiler][xml]
00 Oblivion.esm
01 Morrowind_ob.esm
02 AGC-TARDISMaster.esm
03 TARDISMaster.esm
04 Portal.esm
05 Kvatch Rebuilt.esm
06 bookplacing.esm [Version 1]
07 IngredientJars.esm
08 StaticAlchemyMod.esm
09 CM Partners.esm
0A Easy_Companion_Share.esm
0B FryingPan.esp
0C TARDIS by Drekmoor.esp
0D Sonic Screwdriver.esp
0E EMLeyawiinhouse.esp
0F ImpeREAL Empire - Unique Forts.esp
10 Dynamic Map.esp [Version 2.1.1]
11 Unofficial Oblivion Patch.esp [Version 2.2.0]
12 DLCFrostcrag.esp
13 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.8]
14 DLCBattlehornCastle.esp
15 DLCHorseArmor.esp
16 DLCOrrery.esp
17 DLCThievesDen.esp
18 DLCVileLair.esp
19 Knights.esp
1A TopalsDeep.esp
1B DLCShiveringIsles.esp
1C Unofficial Shivering Isles Patch.esp [Version 1.5.2]
++ USIPS Additional Changes.esp
1D AFK_Weye.esp [Version 2.32.Non-COBL]
1E CM Partners.esp
1F Akatosh Mount By Saiden Storm.esp
20 Portable Campsite - Quickstart.esp
21 Reznod_Mannequin.esp
22 FormID Finder4.esp
23 KDCirclets.esp
24 XSPipeMod.esp [Version 01]
25 AncientTowers.esp
26 Vaernlor Manor.esp
27 allinonebasement.esp
28 Imperial Furniture Renovated.esp
29 Better Dark Brotherhood Sanctuary.esp [Version 01]
2A BlackMarshHall.esp
2B Council of Mages Reconvened.esp
2C DJZ Archmage's Study.esp
2D DocksideCoffeeHouse.esp
2E DragonHouse.esp
2F exhSIPalacelodge.esp
30 Highcross House.esp [Version 01]
31 Kvatch Rebuilt.esp
32 MadMagesTower.esp
33 Miners n Pickaxes.esp
34 NewSheothManor.esp
35 za_bankmod.esp
36 BattlehornCastleEnhanced.esp
37 BrumaMGRestored.esp
38 BrumaMGRestored-Frostcrag.esp
39 MannimarcoRevisited.esp
3A MannimarcoWardrobeChest.esp
3B Arch_Mages_Robe_Enchanted_--_Master_Level-2205.esp
++ Book Placement v2.esp [Version 2.0]
3C Bag of Alchemy.esp
3D Bonds Big Portable Tent.esp
3E ImprovedSoulgems.esp [Version 01]
3F Shadowcrans Bag&Keychain merger.esp
40 Toggleable Quantity Prompt.esp [Version 01]
41 Wrye Shivering.esp [Version 01]
42 Advanced Mark & Recall.esp
43 hunters_performance.esp
44 MidasSpells.esp
45 ZBoneGrinder.esp
46 Multiple Enchantments.esp
47 actors_in_charge.esp
48 All Spells Avalible for Enchanting and Spell Making.esp
49 IBOC1.5BETA.esp
4A IBOC-currencyhandler.esp
4B CLS-SailboatsEx.esp
4C DB_NightMotherMoney4k.esp
4D Simsarmys Scholar Dialogue Patch.esp [Version 01]
4E Cheydinhal House Altered.esp
4F Houseboat.esp [Version 01]
50 Teleportation Spell.esp
++ 1M Gold.esp
++ HereticRobe.esp
51 Bashed Patch, 0.esp
----> Delinquent MASTER: Morrowind_ob - Chargen and Transport Mod.esp
52 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.8]
53 DLCOrrery - Unofficial Patch.esp [Version 1.0.5]
54 DLCVileLair - Unofficial Patch.esp [Version 1.0.9]
55 DLCThievesDen - Unofficial Patch.esp [Version 1.0.11]
56 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.8]
57 coffeeshop.esp
58 All normal clothes buyable.esp
59 300_Brocade_Outfits.esp
5A DLCSpellTomes.esp
5B Morrowind_ob.esp
5C Tamriel.esp
5D AK- Morroblivion in Tamriel Map.esp
5E Lera's Clothes for Men.esp
5F 1em_Vilja.esp [Version 4.04]
60 [Calsar] BetterWhiteStallionLodge.esp
61 TelValus1pt1c.esp
62 Steve - Thieves Guils HQ.esp
63 DBL Poison.esp
64 Hot Coffee and Tea-Base.esp
65 AK- Morroblivion in Tamriel.esp
66 Ak- Mournhold in Tamriel.esp
67 Solstheim Castle.esp
68 Solstheim Castle - Map.esp
69 Morrowind_ob - UCWUS.esp [Version 1.1]
6A Morrowind_ob - Conversation.esp
6B Morrowind_ob - MorroblivionTreeReplacer.esp
6C Morrowind_ob - Chargen and Transport Mod.esp [Version 11]
6D DaguthUr Armor.esp
6E Castle_Seaview.esp
6F PlayableSheogorathMod.esp
70 VileLair-TopalsDeep Patch.esp [Version y]
[/xml][/spoiler]
Edit your post and Place Listing in a TXT Document easier to Read, running to many map Files in your Load Order check .txt doc.
There was a an Updated Version of Boss Master List Sorter Released Earlier this Year. plus an Updated Master List Released this Week on Tesnexus Grab them and Run over your Load Order.
Boss Download Link is on the Same Page as the Master List on nexus.
http://www.nexusmods.com/oblivion/mods/45765/?
I'll grab those and check this out, thank you!
OH, ps; Daguth UR Armor Mod is one that I made to use his Armor after he dies. Ive never posted it though.
New Daguth UR doesnt Die Just Disappear after you Destroy the Heart.
Check out Boss.
AWWww..i feel kinda hurt. I don't mind him turning to dust or whatever, but taking his armor with him is just plain inconsiderate (not like he will need it) and besides, it looks cool on a mannequin :)
Thank you for the help, I didn't realize my BOSS was out of date, so BOSSd BASHd and deleted. some performance improvement but still cannot enter any space that would be inside castle walls (except interiors like the stables).
I feel like something in my install/ load is blocking the meshes, so the courtyard area is just not there. Also, when i approach front gate or exit stables I get the MorrOB world x-fer screen like when you swim from Vardenfel to mainland, as if the castle is on the edge of the Morroblivion boarder..
Disable the Morroblivion in Tamriel mod then - it's teleporting you out if Morroblivion worldspace, where the castle is located.
HEEEEEyyyy! did not think of that :) thanks, I will give that a try !
Thank you! that did it. so between your advice and Roxon's help I am up and running again. thank you very much guys :)
if either of you know, is it normal to have to start a new character with the update (from v62 to v64) I can use my old one but had to load him w/o MorrOB esm and esp. New characters seem to run great and the old one went (back)through the morrowind start just fine.
I just wasn't sure if I am chasing my tail with the old character TS.
Thanks, again, this is GREAT! (solstheim castle is one of my favorite Morrowind mods).
phillips
No need to start a new game when updating, you can just overwrite the esm and continue.
However, if you made a save without the esm active, then all of Morroblivion data was wiped out from this save and installing it again would be like installing it for the first time.
qwertyasdfgh, thanks for the note about the starting new game/ character.
I was flying a little blind, but that let me know there was just a bit of an issue with my initial install. went back, tweaked wryebash a bit, and I am happy as a kite now!
Your help has been very welcome, thanks again!
phillips
ps: I know its been said before, but I really appreciate the work you guys have done. It is nothing short of awesome!
I know, no one has looked at this mod in over 5 years....
but a reason for the problem in post #20 was given in post #24 indicating that the conflict was due between Solstheim Castle-Map.esp and AK- Morroblivion in Tamriel Map.esp. And it was also stated that Solstheim Castle-Map.esp would also conflict with all the AK- ESPs from here: https://morroblivion.com/forums/morroblivion/mods/1861
....But then post #28 says that you need to disable the Morroblivion in Tamriel mod.
So does that mean that this mod in it's entirely (Solstheim Castle.esp) is incompatible with all the AK-ESPs from https://morroblivion.com/forums/morroblivion/mods/1861 and I need to uninstall all the AK-ESPs before using this mod or is it ONLY the Solstheim Castle-Map.esp addon that I can't use with AK-ESPs.
Also, will this Castle mod (which looks amazing btw) need to be updated for v065.... what about the AK world space mods....
I'm going to update this mod and any other if they require some sort of update on the release of v65. Currently it doesn't look like it's going to need one though.
Regarding the worldspace mod: I don't use those mods and don't even know if it would be possible to make them compatible. This is because how that mod works: Even any other mod conversion placing something outside of the bounds defined by the travel mod will be incompatible. You're probably going to have to choose.
Hmmm Ok thanks, so it sounds like the worldspace mod will be incompatible with several mods and potential future mods, ok I better uninstall worldspace then. Atleast I still got the teleport spell to travel between Cyrodiil and Vvardenfell, I hope the teleport spell will still work in v065.
Hi so I uninstalled all the worldspace plugins and the "Under the sign of the dragon - Tamriel Heightmaps" (Tamriel.esp) that the worldspace plugins required but I was forced to reinstall just the AK-Morroblivion in Tamriel Map.esp only because without it I lose the beautiful map of Morrowind shown here: https://imgur.com/a/b6rEzPv
Is there a console coc or other command I can use to go to the castle so I can test to see whether it works Ok with the AK-Morroblivion in Tamriel Map.esp only installed.
"AK-Morroblivion in Tamriel Map.esp" is just a regular Worldspace Map replacer mod. All it does is replace the worldspace map. It is completely compatible with Morroblivion v064.
However, I think the "Morrowind_ob - Morroblivion Maps.esp" mod, which is part of the Morroblivion v64 Resources File, is just as beautiful and has better graphical fidelity (the rocks on the eastern coast look like specks of black pepper in "AK-Morroblivion in Tamriel Map.esp").
Hi,
So I have had a little play around with the Solstheim mod, I am very impressed. I can see it would of taken a lot of work.
I hate to be nitpicky, but for the sake of perfection, I did spot a couple of very minor issues :
(1) Davie's Locker and Hinkel's General Goods are both missing their roofs (https://imgur.com/a/yvjAN8R).
(2) Davie's Locker's Stage needs to be lowered to below the NPC's feet (also at https://imgur.com/a/yvjAN8R).
Regarding my previous concern about the compatibility of this mod with the "Morroblivion in Tamriel" mod, I can confirm that this mod is indeed INcompatible with AK- Morroblivion in Tamriel.esp. This is due to the design and purpose of the AK-in Tamriel mod itself, that if you swim further enough from Vvardenfell towards Cyrodiil you will be automatically transported from the Morroblivion worldspace to the Tamriel worldspace. Solstheim Castle's location is a little too far away from vvardenfell, so the Ak-in Tamriel mod is triggered to auto transport player back to Tamriel worldspace as can be seen in this little video clip (https://imgur.com/a/59WZpQY).
I can confirm that Solstheim Castle mod is compatible with Tamriel heightmap (Tamriel.esp) because it is in a different worldspace, as long as AK world space ESPS are not active. I can also confirm that the Solstheim Castle-MAP.esp addon also functions and is compatible with Tamriel.esp.
If anyone wants to test this mod go to the Morroblivion worldspace and [coe -34 54].
As a side-note I still have to use the AK-Morroblivion in Tamriel Map.esp map replacer, because having Morrwind_ob-Morroblivion Maps.esp and the defaultmap_fix installed still gives me this : https://imgur.com/a/b6rEzPv for some reason. Not too bothered by it, could be because of my load order or a conflicting mod somewhere....
Update: So I used FormID Finder to identify the meshes for Davies locker (Meshes\morro\x\ExUcolonyUSOPO2U2.nif) and Hinkel's General Goods (Meshes\morro\x\ExUcolonyUhouse03.nif) and then used NifSkope to identify the roof texture used for both (textures\architecture\bruma\thatchsnowy.dds) and determined that the problem is not with the mod, but some texture replacer that I must of forgot installing. Removing it and going back to vanilla texture fixed the problem :)
Texture and mesh conflicts shouldn't be an issue.... The game will only ever load one set of textures & meshes that over-ride another set. Have you successfully installed this Solstheim Castle mod with v065, and visited Solstheim Castle in game to confirm successful installation with v065. If there is a problem with the textures & meshes you will see it when visiting Solstheim Castle. Missing meshes will come up as big yellow "wtf" signs and missing textures will just cover the objects in a purple colour.
Hello,
I want to make this mod compatible with v066 but to that end I need the old Morrowind_ob.esm v064. Where can I get it, please? I don't need anything else, I don't intend to run it. Just to see what those missing form IDs were in v064 and convert them to the equivalent ones from v066.
One of the problems I'm seeing is that the silt strider travel service is broken because the topic or info record is overwritten with something. Plenty of errors if you check in xEdit, due to changed form IDs. Unsafe to use with v066.
Thanks.
The internet archive has an old version with v064.
Do you have a link, please?
A google search for Internet Archive and Morroblivion brings you right there... https://archive.org/details/Morroblivion
Thanks very much! I'll admit I never used Internet Archive before, wasn't even sure what you were talking about... thought it was an archive on this site.
I made an updated version for Morroblivion v66. It's just the ESP, you still need to get the original resources BSA from the link in the first post.
Download update here.