Skyrim Special Edition

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Socalista and JobiWan

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Socalista

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About this mod

Remakes Soljund's Sinkhole into a quaint Reach hamlet, with new architecture, NPCs, and misc quests. Fully navmeshed, voiced, and ESP Light flagged.

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The Quaint Hamlet of Soljund's Sinkhole

Overhauls Soljund's Sinkhole into a vibrant little hamlet by giving it two new buildings (including a smithy), four new NPCs, three miscellaneous quests, new architecture, and a landscaping glow-up. This mod is fully voiced and renavmeshed, and is flagged as a Light ESP.




As you can see, the architectural style matches The Great Village of Old Hroldan and The Great Town of Karthwasten, both excellent mods that I strongly recommend using alongside this one. Thanks to Archinatic for the superb new house assets and the permission to use them. Soljund's Sinkhole is a Reachman/Breton town through and through (with five Breton and one Orc npc).

Soljund's Sinkhole remains a quite small location - even though there are now three houses instead of one, the overall footprint of the location remains the same. I've added a well (with Sunhelm support), a small farm, some farm animals, smithing stations / tanning rack, and so on - but only things that would make sense in such a location - you won't find a master enchanting trainer or secret vampire dungeon home here. However, there is a spare bed in the smithy that theoretically would go to the second guard supposed to be posted here. Silverblood corruption being what it is, Soljund's Sinkhole never got staffed to its listed level (though you can be sure the Silverblood family still charges for posting two guards). In the event you choose to marry Perth (or his sister Prynn, a new NPC), their house has been updated with a few clearly labeled safe storage containers.



New NPCS



Perth and Tuthul - the two vanilla Skyrim miners that inhabit Soljund's Sinkhole remain mostly as they were originally, though have been given visual updates to bring them to modern gaming standards. Perth still waits by the mine entrance for you to swing by, and the two of them will still loaf about until you solve the Draugr issue in the mine, at which point they'll get back to mining. As in vanilla Skyrim, Perth is a marriage candidate.

Prynn is Perth's sister and tends the small farm adjoined to their house. If you overhear her talk about needing to make a delivery, she'll give you a small miscellaneous quest. She is also a marriage candidate like her brother.

Midelle is Tuthul's wife, and helps Prynn with the farm duties around the hamlet.

Larza is the local blacksmith. She tends the smelter in the morning and works inside in the afternoon. She offers services on the usual 8am to 8pm schedule. She also offers a miscellaneous quest once you overhear her grumbling about tools.

Billiamme, pronounced... ah nevermind how its pronounced... is Larza's husband and technically the local village head (inherited from his father) though spending a little bit of time near him makes it obvious that pretty much everyone else does all the work. After you clear out the mine, he'll have a small miscellaneous quest for you. Billiamme has been fully voiced by the very talented JobiWan and is worth spending some time near to hear what he's been up to.


Compatibilities/Patches

The Great Village of Old Hroldan - Compatible. Patch in Optional Files
Lux - Compatible. Patch in Optional Files
Lux Orbis - Compatible. Patch in Optional Files
Lux Via - Compatible. No Patch Needed
Northern Roads - Compatible. No Patch Needed
Sunhelm - Compatible. Patch in Optional Files
Lanterns of Skyrim II - Compatible. Patch in Optional Files
Medieval Lanterns of Skyrim - Compatible. Patch in Optional Files
eFPS - Exterior FPS Boost - Compatible. Patch in Optional Files
SFCO3 - Snazzy Furniture and Clutter Overhaul - Compatible. Patch in Optional Files provided by ChickenMike
Cheesemod for EVERYONE - Compatible. Patch in Optional Files provided by ChickenMike
AI Overhaul - Compatible. No Patch Needed
Unofficial Patch - Compatible. No Patch Needed (Unofficial Patch just adds a dead body script for Perth... but not Tuthul? ... and it sends Perth to a Markarth coffin if he dies? No need to patch / merge in this change).
Enhanced Lights and FX - Compatible. Patch in Optional Files disables ELFX changes to Perth's House. Needs a Full Patch to add ELFX lighting, shadows, and effects to all three houses.

Arthmoor's Soljund's Sinkhole - Incompatible
Settlements Expanded Soljund's Sinkhole - Incompatible

JK's Skyrim - Compatible. No Patch Needed
Dawn of Skyrim - Compatible. No Patch Needed
Cities of the North (all of them) - Compatible. No Patch Needed
The Great Cities/Towns/Villages (other than Old Hroldan, see above) - Compatible. No Patch Needed
Expanded Towns and Cities - Compatible. No Patch Needed
Spaghetti's Cities/Towns - Compatible. No Patch Needed

Support For:

Mihail's Chicks and Chickens - Patch in Optional Files. Cluck cluck!
Mihail's Crows and Ravens - Patch in Optional Files. Caw caw!
Watertowers of Skyrim - Patch in Optional Files
Wheelbarrows of Skyrim - Patch in Optional Files

Vanilla Hair Remake or Vanilla Hair Replacer - Use the "Vanilla Hair" patch in Optional Files, then open up Construction Kit with the Vanilla Hair patch and the mesh remake/replacer of your choice active to correctly regenerate the facegen files (CTL-F4) of the six npcs.

Any mod that edits Perth/Tuthul - Compatible with proper load order / merged/bashed/EasyNPC patch. If you want them to look how they do from another mod, load that after this one. If you want my new packages (and you do), forward them to the bashed/merged/EasyNPC patch.


All screenshots were taken running this mod alongside Cathedral Weathers, Rudy ENB for Cathedral Weathers, and Lux/Lux Orbis. The NPC looks in my screenshots are as they will appear in your game - though they will use whatever bodies and textures you have set up.

This mod was created with the 1.640 version of the Creation Kit so is compatible with all SE/AE versions of Skyrim. It is flagged as a Light ESP and as such will need special attention for any patches made for it that touch the two new INTERIOR cells. Patching for these interior cells will need to be done using the Partial Form Flag on the cell record (Unknown 14 flag in older Xedit) combined with attaching changes like Lighting Template, Image Space, etc to the ROOMBOUND not the cell record. Patches that only touch the exterior, or the pre-existing cell (Perth's House) need no special care.

I tried very hard to match up the door locations and floor z-level to vanilla, but due to the way permanent records work the door inside Perth's house might be sunk beneath the floor if you don't start a new game.
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