This mod adds a new player home with a small custom dungeon. In addition upgrades can be made to include four new potential followers and two new merchants as well as a teleport system throughout skyrim.
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Author notes
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File credits
-Modder's Resource Pack The Witcher Addon by Oaristys and CD PROJEKT -Paintings and Frames by Artisanix -Alchemy Clutter by Blary -Ingredients Wall Art by Blary -EEKs Resource Repository by EvilEyedKyo -Anna's Resource Pack by Anduniel -Stroti Resource Pack for Skyrim by Tamira -Stroti Resource Pack II for Skyrim by Tamira -Strotis Outdoor Toilet Resource for Skyrim by Tamira -Christmas/Holiday resources from Absinthenexus , OrinLinwe -For the Autosort scripting, all thanks to Sjogga https://www.nexusmods.com/skyrim/mods/24678 (mod page) https://www.nexusmods.com/skyrim/users/3924910 (profile page)
BIG thanks to Febrith Darkstar and SkyrimPlus on youtube for the videos and walkthrough!!! Thanks to KrobusTyphoon, SleepyBear64, Ringmaster308, durza 121212, arspoetical and runjimmyrun1 for help getting my bugs in line.
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Changelogs
Version 1.9.0
Added 8 armor displays in armory for named Armors
Zephyr Bow is now mounted above the fireplace to the right as you enter the armory.
Relious Amulets are now mounted on the noble backboard to your left as you enter the player room (it is now red)
New option for scenery (Bone Dragon)
reworked the lighting again and removed some extras to reduce flickering also darkened the ambience.
A few more decorations here and there
Version 1.8.5
Put Exterior skull lights on the right marker >.< for purchase upgrade dialogue
Reworked dungeon entrance so player lands on steps rather than in water(better for casting candlelight). - changed tunnel to actual tunnel pieces makes it easyier to find and seemed more appropriate.
Added a sorting container up in the port hub, just outside the inner hub door.
Removed the closets and containers in the smithing room. Added named containers in a sort of display manner.
Version 1.7.5
Removed 2 references for a script that is no longer in use by the archive but was still searching for it. This caused two errors to be shown by SSEEdit. Thanks to arspoetical for catching this.
changed center rug in Armory to blend the color together a bit with the new weapon displays from last update.
Adjusted position of the two weapon displays in the armory
Set slight angle to weapon racks and plaques. Some 2 hand weapons would mount upside down
Added hide and seek markers to interior
Navmeshed undercave and continued with some decorations
Center tree in main hall has three options now 1) Normal setup 2) Dwemer scenery 3) Christmas tree and decor 4) 4th button is set the table. It works independent of the others, so you can use it or not (!) The 3 scenario options each have to be turned on or off or you will have a jumbled up mess.
Version 1.7.0
Plucked the stubborn nirnroot out for good
Replaced the Black book displays with displays for special weapons aquired throughout skyrim
My creation kit is not working as of last night. No idea why yet but it means Im on hold for the moment and can not currently open creation kit to make a "no purchase upgrade dialogue" version. I will do so asap
Version 1.6.5
Decorated Toby's house, made a sign that reads "Toby's Keep" for his doorway.
changed seating in both baths. The multiple activator seat would disallow player use while someone was using.
removed floating moss by planters in main hall.
increased ambience in the lighting template and removed individual bulbs so they don't conflict. Some still do if player is using a torch or lantern but it seems a lot better.
The buttons outside and their respective markers have been set to not respawn. Not sure wether this will fix having to reactivate buttons but seems a relevant thought.
Replaced the nirnroot in the mainhall so it can be picked now.
Version 1.6.0
Added rugs throughout the keep.
Improved lighting a lot, seems my approach was a bit off on worries of clipping.
Corrected navmesh around kids bed, decorated room.
Switched child chests to correct container.
Added two beds in barracks.
Replaced and moved outdoor cooking pot with spit.
Added pullchains to gates.
Reset lighting template in Solitude from eldergleam to Solitude interiors. This likely happened last update Apologies.
Version 1.5.0
lowered idle marker at kitchen table
reworked lighting
Undercave now accessable through the underkeep (not finished). There is a lever on the pillar walkway near the end, just before the final portculus. It will raise the big round floor trap below, revealing the hidden entrance. I ran out of time to finish because lighting work, but will continue.
fixed raised floor piece in hall on steps to armory
added firewood pieces non burning to fireplaces
set conditions within the upgrade dialogue so that when all options are purchased, the option does not show again.
two valves in main hall were not connected to markers causing them to appear in game before upgrade dialogue
remapped textures to meshes for kids toys.
moved Falkreath port stone just outside the east gate for compatability issues with.
added pet Toby out side with his dog house
add images for new area and child play markers
Version 1.4.0
-Adjusted lights in dungeon and exterior way down.
-Fixed snow texture issue on outside wall new area 4way
-Hearthfires compatable- Tested with bless home spell and worked fine. (I have no save to test the Idlemarkers (child laying down, and child on knees)so comments are appreciated)
Version 1.3.0
Added to outside wall, flat side of Keep for a little more symetry and who doesnt want a catapult? Ill be doing more with this later but for now it looks neat
Added Gates. They can be toggled on the porch with a button.
fixed a couple things on interior bath
added a gold stash in a hollow tree, on the grounds. Would rather weed out the no dialogue version by way of "hidden stash".
Version 1.2.0
Made new SEQ file hoping it'll help any dialogue issue,
Upgrade quest works now, was missing dialogueviews folder.
6 additional planters on the porch.
add telescope button and rain water catcher and bird houses to it. These are sitting random and until I decorate and set things to look good, I dont always want to see it. Toggle on and off at the right entrance to the port hub.
Version 1.1.1
fixed floating soil. removed auto close for many interior doors, Set the outside lantern lights on a button on the porch
Version 1.1.0
Put Main hall fountains on valves. Removed a lot of decor statics from the "merchant" and other upgrade dialogue xmarkers and placed them on seperate player controlled buttons (such as the dragon statues and skulls, the front porch decor and the merchant shacks decor)
Ysmir's Keep is a player home located west of Solitude, along the coast, near Northwatch keep.
After installing this mod you will be delivered a letter that has a little back story and instructions.
You will need to locate the "abandoned imperial tower" and enter the under keep. The player will fight through the typical ugly draugr and solve the puzzles and at the end will recieve the Key to the Keep.
Upon enterring Ysmir's Keep you will see it a mess and soon meet Luis, on the front porch, who will act as you're steward and provide upgrades for gold.
========= :: FEATURES :: - two new merchants - Luis the bar keep/ bring me lumber guy - four new potential followers - Most all crafting stations - 46 plantable soils - manniquins and display cases - Book shelves - All of the shrines native to Skyrim and DLCs (that I'm aware of) - quest item displays (interactive) and some that are static (activate on quest complete) - Out house for dumpy dumperoos - Teleport stones for 11 locations throughout skyrim - Both baths have auto strip for NPCs, not player - Enable fireplaces via bellows - running water - set the kitchen table (button in the corner by the tables) - Appearance changing mirror - Disable dragon statues and decorations outside if desired. The Button is on the porch (this was done to take dialogue drag off the upgrading but some may prefer it) - Now three options for center scenery in Main hall, selected by buttons on the wall in that area - Autosort chest
-Hearthfires compatable- Tested with bless home spell and worked fine. (I have no save to test the Idlemarkers (child laying down, and child on knees)so comments are appreciated. Look for the Voodoo doll on the wall, in the player room, it acts as a button to reveal or hide the entrance of the childrens bedroom, in case you dont adopt or want to see it.
- Fully navmeshed, your followers should have no issues.
Recommended mods: - Hearthfire multiple adoptions
BIG thanks to Febrith Darkstar and SkyrimPlus on youtube for the videos and walkthrough!!!
:: KNOWN ISSUES ::
Install: =================================================================== 1. Download the latest file. 2. Extract all files found in Data into your game's Data folder (or use a download manager). ===================================================================