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Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 9 posts ] 
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 Post subject: Proudspire Manor Improvements
PostPosted: Mon Dec 26, 2011 9:33 pm 
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Grand Master
Grand Master
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Joined: Wed Oct 24, 2007 10:18 pm
Posts: 1746
Location: Seattle, WA
ES Games: Skyrim, Oblivion
Platform: PC
UESPoints: 6
Once the creation kit comes out, I plan to make a mod that improves Proudspire Manor a bit. When you're spending that much coin on a house and improvements, you'd think it would at least have more practical storage...

Anyway, here's the feature list I am thinking of so far. Suggestions and critiques would be most welcome! Also, I am assuming that things won't be 100x more difficult to accomplish than they were in Oblivion mods, so all of this is of course dependent on my ability to figure out Skyrim modding :D

Guest room improvement:
- change the wording in the decorating guide
- add a dialog option for buying guest room improvements to Falk Firebeard
- disable the old cobwebs/storage/sleeping roll and add:
    - a nicer bed (single)
    - a whole bunch of storage
    - a bookshelf
    - a weapon rack
    - decorative elements such as a fur rug, table with food and drink, candles, etc.

Elisif the Fair improvements: (only applicable while she isn't the active follower)
- make her sleep at night
- make her train on the dummies if they exist -- maybe I will add other dummies to the enchanting altar upgrade so she can always train
- make her read a book once in a while, because she must be so terribly bored

Other home changes:
- Add more storage on the main level for practicality
- Change the colors of the bedspreads, because it is ridiculous that all of the nice beds in the game are green
- Place a fancy unique new outfit in a dresser upstairs so that you can play the part of nobility
- See if I can't fix the issues I've had with the existing weapon racks

_________________
The Good-Natured Tomboy of Team Awesome

My Skyrim mods:
Saturalia * Babette's Feast * Additional Amulets * Noble Female Clothes

My Oblivion mods:
Full listing is here


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 Post subject: Re: Proudspire Manor Improvements
PostPosted: Sun Jan 01, 2012 3:55 pm 
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Apprentice
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Joined: Tue Apr 08, 2008 8:34 pm
Posts: 117
Location: In the land of hicks......
ES Games: Oblivion Skyrim
Platform: PC
Status: Feelin' Fine
UESPoints: 0
may I recomend a secret basement lair? or just a general house expansion would be nice.


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 Post subject: Re: Proudspire Manor Improvements
PostPosted: Mon Jan 02, 2012 10:56 pm 
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Novice
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Joined: Fri Dec 23, 2011 4:43 am
Posts: 76
ES Games: Morrowind, Oblivion, Skyrim
Platform: PC
UESPoints: 0
I'd really like to see a proper armory, instead of just a few racks. A few more armor stands, some of the pretty weapon/shield wall decorations, and maybe a few hanging furs.


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 Post subject: Re: Proudspire Manor Improvements
PostPosted: Wed Jan 04, 2012 11:45 pm 
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Grand Master
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Joined: Wed Oct 24, 2007 10:18 pm
Posts: 1746
Location: Seattle, WA
ES Games: Skyrim, Oblivion
Platform: PC
UESPoints: 6
So clearly I should make a basement armory...

Since this is supposed to be my 1st mod just to test out the modding tools, I would prefer keeping it simple, but if the rest of the mod is easy to do, I think I'll also add the following:

- A trap door in the guest room floor that initially leads to a cave-like root cellar area
- Add an upgrade "Finished Basement" to what you can purchase
- Buying this upgrade converts it to a basement armory, with practice dummies, weapon racks & plaques, armor stands, weapon display cases like in the Windhelm home, and a work bench for improving weapons and armor
- Have a wardrobe in the basement with a false back that leads to a tunnel that lets you exit the city by the docks, maybe populated with a skeever or two and some spiderwebs
- Decorate the finished basement with furs, trophy heads and horn candles

If I did this, then I would make the guest room be all about storage and the bedroom aspect, no weapon racks or anything there. Also, I would probably do a mod with all of the room features 1st and only then worry about improving Elisif's AI (because in my experience that sort of thing can be tricky and annoying).

_________________
The Good-Natured Tomboy of Team Awesome

My Skyrim mods:
Saturalia * Babette's Feast * Additional Amulets * Noble Female Clothes

My Oblivion mods:
Full listing is here


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 Post subject: Re: Proudspire Manor Improvements
PostPosted: Fri Jan 13, 2012 12:52 am 
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Layman
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Joined: Fri Jan 13, 2012 12:48 am
Posts: 2
ES Games: Oblivion, Skyrim
Platform: PC
UESPoints: 0
Bug #1031 in the unofficial bug list:

Quote:
I checked and found that all the changes are actually there, but there’s an unused enable parent, so it looks like like a Guest Bedroom option was omitted in dialog with Falk Firebeard or just getting it for free on becoming Thane.

To get the upgrade put in the console:
PRID E25D4
enable


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 Post subject: Re: Proudspire Manor Improvements
PostPosted: Fri Jan 13, 2012 1:40 am 
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Grand Master
Grand Master
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Joined: Wed Oct 24, 2007 10:18 pm
Posts: 1746
Location: Seattle, WA
ES Games: Skyrim, Oblivion
Platform: PC
UESPoints: 6
Thanks for the tip! I will definitely still make some improvements for the house, but this sounds like it'll save me a significant amount of work.

_________________
The Good-Natured Tomboy of Team Awesome

My Skyrim mods:
Saturalia * Babette's Feast * Additional Amulets * Noble Female Clothes

My Oblivion mods:
Full listing is here


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 Post subject: Re: Proudspire Manor Improvements
PostPosted: Sat Jan 14, 2012 1:40 pm 
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Layman
Layman

Joined: Fri Jan 13, 2012 12:48 am
Posts: 2
ES Games: Oblivion, Skyrim
Platform: PC
UESPoints: 0
Deandra wrote:
Thanks for the tip! I will definitely still make some improvements for the house, but this sounds like it'll save me a significant amount of work.


I noticed that when I run that command, most of the boxes fade away and all the stuff fades into place, which makes me think that perhaps all the stuff was in the boxes all along. Story-wise, I'd think that it would make the most sense for you to get all that stuff for free when Jordis moves in. Actually, the new bed is marked as off-limits to the player anyway.

What I'd really want is a library room with loads of bookshelves (like you'd see in Mages Guild buildings in Oblivion) because I tend to collect lots of books. :-)


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 Post subject: Re: Proudspire Manor Improvements
PostPosted: Thu Feb 02, 2012 7:23 pm 
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Apprentice
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Joined: Thu Jan 12, 2012 6:41 pm
Posts: 105
Location: Burlington, ON
Platform: XBOX, PC
UESPoints: 0
You know what I would be really happy with? How about a satchel next to the alchemy station so I don't have to run down the hall to the closest storage space which is currently a barrel. $25,000 for the house + $11,000 for upgrades and you can't toss me a satchel bro?

...dude

In the realm of spectacular: how about a rooftop smithing set up?


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 Post subject: Re: Proudspire Manor Improvements
PostPosted: Thu Feb 02, 2012 7:38 pm 
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Grand Master
Grand Master
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Joined: Wed Oct 24, 2007 10:18 pm
Posts: 1746
Location: Seattle, WA
ES Games: Skyrim, Oblivion
Platform: PC
UESPoints: 6
Hmm, is there any flat space on the roof? I wonder if it would be possible to add a basement passage to a kind of cliff-side smithing area behind the house...

/me can't wait for the CK to be released so she can actually work on this mod without experiencing the extreme pain of using tools not made for the job

_________________
The Good-Natured Tomboy of Team Awesome

My Skyrim mods:
Saturalia * Babette's Feast * Additional Amulets * Noble Female Clothes

My Oblivion mods:
Full listing is here


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