Overlook Tower (player home)

Main

r3

WARNING: READ THE INSTRUCTIONS BEFORE DOWNLOADING AND USING.

* This mod is compatible with anything which does NOT alter the the area of Whiterun in front of Breezehome, or directly behind Drelas' Cottage. * (leave a comment if you've found otherwise)

* This mod is engineered for 'effortless upgrading.' * (once you've 'moved' all your stuff in, you'll NEVER have to do it again!!)

[REQUIRED] Overlook Tower - BASEv1.esm ...installed and enabled Overlook Tower - MAINv1.5beta.esp ...installed and enabled as wel - BOTH of the above need to be installed and enabled for this mod to work. - In the FUTURE, NEVER TOUCH your ..BASEv1.esm - it will ALWAYS be needed; if this file changes or is removed, your items in storage may be lost forever. - If upgrading to a new version: ONLY change the ..MAINvXXX.esp file - disabling the previous version! NEVER disable, replace, or rename the ..BASEv1.esm!!!

[INSTALLING FROM A preCK VERSION] - if you were using the v1.0 I released around Christmas, you must go to the Tower; remove everything from storage, exit the Tower and fast-travel somewhere. Save to a NEW saveGame; restart and load that saveGame with the new version's files enabled and ALL the old ones disabled. Play as you like, as now you have no worries of ever losing your stored items again.

[INSTALLATION] - copy this mod's DATA folder to your game's installation folder - be sure to have a copy of "Overlook Tower BASEv1" properly installed in your game's DATA folder (ESM file, Meshes & Textures folders) - run the game; and in the Skyrim Launcher, click "Data Files" - make sure the box next to this mod is CHECKED - make sure the box next to "Overlook Tower BASEv1.esm" is CHECKED (uncheck any version of ESM DIFFERENT than this one) - click "OK" then click "Play"

[HOW TO PLAY or WHERE TO FIND IT] - FAST TRAVEL there, this version's mapMarker is pre-discovered - navigate Player to Drelas' Cottage, head up the mountainside immediately behind it to the right - <cheat method> ~ coc aaSLuckOTBasement (capital letters do NOT matter)

[FEATURES] - Player Faction-Owned Storage; so items placed in containers will stay there permanently. (Night Stands, Bulk Salt barrels, and Auto-Incinerator are exceptions) - All the Doom Stones - All the Nine Divine Shrines - All the 'Amenities' (smithing, cooking, alchemy, enchanting, etc) - Player-Owned Bed, for that well-rested bonus. - War Room with a UNIQUE teleporter map of Skyrim!

[BUGS, GLITCHES, or QUIRKS] - LOD is not working properly, so I disabled the 'view from afar' until I find out why

[TROUBLE SHOOTING & FAQ] "Can't find it" "Not working" "How do I..." - place "Overlook Tower - BASEv1.esm" in the folder "DATA/" - place "Overlook Tower - MAINv1.5beta.esp" in the folder "DATA/" - in the Skyrim Launcher, click "Data Files" then check-mark the boxes next to the above files - click "OK" then click "Play" - check your worldMap for a mapMarker (seeing THIS indicates the Tower mod is running) - make sure the file "skyrim3dmap.nif" is placed in the folder "DATA/Meshes/SLuckyD/OverlookTower/" - make sure the files "skyrimLOD16.dds" and "skyrimLOD16_n.dds" are both placed in the folder "DATA/Textures/SLuckyD/" - place "drsc_wardrobe_close_02.wav" in the folder "DATA/Sound/FX/DRSC/Wardrobe/Close/" - place "drsc_wardrobe_open_03.wav" in the folder "DATA/Sound/FX/DRSC/Wardrobe/Open/"

FOLLOWING are examples of areas that are NOT buggy or glitched - they haven't been MADE yet. Do NOT panic if you see strange things, such as:

Front Door: is just floating there... I didn't know how I wanted to do the main facade, so I left it blank expecting to make several changes to it anyway... in upcoming versions.

Strategic Operations Center (War Room) - only has the big map and an invisible floor. Player can walk right up to all the storage and other things... you will NOT fall. (even if you do, you won't die, you'll be teleported back to the door; this is true for ALL my interiors) Activate the little banner posts to travel instantly across all of Skyrim! (currently only Whiterun)! The next release will have 'doors' to all major cities and towns... all return-linked through the little Ysgramor Garden Gnomes (currently only one in front of Breezehome... see screenshots).

- There will also be a Torture area attached to the War Room, as well as barracks for any troops you may want to garrison against (or for) impending invasion. A dedicated Training area will also be added; the details of which shall be forthcoming as it gets closer to completion. Probably NOT the next release.

Shroom Cave - nothing but the doors and an invisible floor. Again, you won't die if you fall off by accident. I placed the doors and created the cell to have them part of the permanent BASEv1. This is true with nearly EVERYTHING in the Tower right now... mere place holders which Player may use as PERMANENT storage (without having to move it for each new update). This cell is currently blank because everything in it will be respawnable, and there would have been unnecessary data in the base ESM. In the future, this will have all kinds of fungi, and a fish pond with every fish. A quick walkthrough harvests everything - or eventually have one of the servants go and harvest everything...

Trophy Room - there is an invisible floor over the ball-pit... go ahead and walk out on it. Also, I am going to block off the stairwells behind the exit doors... things like that give me motion sickness so I'd rather just click a door at the top and magically appear at the other end of the stairs or whatever. Eventually the walls will be covered with mounted heads and trophies (most of which will be scripted to Player's stats, such as number of kills, and for different animals).

Mead Hall/Kitchen - this is the basic layout of it. There won't be a roof or ceiling, as this is completely underground; I will place rock above where the hole is. A waterfall will come down from a crack, right in the center of the room... where the creek at the bottom already splits. For now, there is a huge invisible floor over the entire room... you cannot fall through. Eventually, I want to have a 'secret exit' under water (in the crevice) tied into a quest or just take player out to the countryside... or to the stables.. I dunno - I'm taking requests though!)

The 'dining area' will be placed on a balcony which skirts the outside of the hall at the second floor's level. I think there's a single arch I placed to illustrate that... it's actually more than an arch if you console-tfc up there.

Bedroom, etc - I am going to put in 'door frames' so they aren't floating... again, this was an esthetic that is better left in the ESP file (as I expect these things to change frequently) rather than the permanent base ESM.

Rooftop garden - currently just a patch of dirt... but on MY computer it is already a lush garden with every respawnable flora. This will be available in the next release... though you better HOPE I don't get the garden's guardian installed before then.

MANNEQUINS - I will eventually release an ADDON for these. Releasing it too early may cause future problems with lost items or having to 'move' stuff from mannequin version to the next.

WEAPON RACKS & PLAQUES, DISPLAYS - These will also be in a separate ADDON release... for the same reason as mannequins. This will be its own addon to isolate future changes and their drama from altering mannequins and storage.

NPCs - There will be a 'housecarl-cat' but it currently attacks its owner mercilessly... naughty kitty... naughty!! It had to be 'put down' for the v1.5b release. I believe using console to "aaSLuckOTnpcMyrrlyn.enable" might do the trick... but you better believe it when I say it's a mistake! BAD KITTY! (console-disable if you survive that long... heheheh.. thing goes right for the THROAT it does...)

- There will also be humanoid NPCs as well. Starting with the main person of the Tower... kinda like the caretaker or such thing. I've already voiced-over a basic rapport to explain the Towers amenities, I just need to convert the files, generate the lip-synchs, and hook it up in the dialog editor. In other words, probably not in the next version, but hopefully soon!

- There will be basic servants throughout the place - which Player may order 'away' should their presence offend (assign them to always stay in their rooms or something..). These people may also be given tasks like harvesting the garden, cooking, potions, merchants or trainers, etc..

- I will probably place a couple things at the entrance to keep Player honest in obtaining this deluxe home... maybe a couple giants. It should be in the next version though... you shouldn't own it just by walking through the door!!

[POTENTIAL CONFLICTS]

- Any other mod which alters the navMeshes for the cell containing the front entrance to Breezehome. - Any other mod which alters the cells directly behind Drelas' Cottage - Any other mod which uses any FormIDs between 01555000 and 01558000 - Anything other mod, setting, or software which alters the game of Skyrim

(I will be testing the above to find out for sure. I'll post the results here if I find anything new and/or definitive.)

(for specific conflicts and how to resolve them, see the discussion areas; I may post common solutions to things here eventually, but these types of conflicts require special PATCH releases for BOTH mods - rectifying the FormIDs and CK-generated data such as navMeshes)

[VERSION HISTORY]

v1.5b - CURRENT version (uses Overlook Tower - BASEv1.esm) - Mod was completely remade from scratch, using the Skyrim Creation Kit, and tweaked using TESvSnip v4.2 - Player Storage is FULLY functional and will NOT be affected by future updates or changes

v1.0 - initial preCK release (used OverlookTower v1.0 by SLuckyD.esm) Should be replaced with the newest version; USING THE PROCEDURE DESCRIBED to prevent loss of items in the old version's storage

Facts

Date created
Feb 15, 2012