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Gwevare

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Makes the Thalmor Embassy into a reasonably useful player home, with a few aesthetic touches.

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This has been on my mind for a while now, that the Thalmor Embassy clearly should always have been a claimable home.  So I finally got around to doing this.  It's nothing too fancy and I hope I didn't miss something, if I did I'll make an update and if there's a problem with it, let me know.

All containers should be safe storage and all the Thalmor should not respawn, as far as I can tell.  Not entirely confident in either, but all of the respawn tickboxes are blank.

The specifics of what is changed are as follows;

Various aesthetic changes throughout, rather minor, not going to bother listing them all.

There is a wood chopping block behind the stairs to the front door.

The Embassy building;  Now has a cooking pot in the kitchen and the planter in the second floor corridor has four Fertile Soil spots in it.  The door that could never be opened, can now be opened (with the key).  The storeroom has been cleaned and rearranged, the Thalmor disguise is now behind the divider so you have privacy while you change.  (Some doors that normally get locked behind you, no longer do.  This is because the scripts messed with the key setting and kept them locked afterward, so they had to be cleansed.  The quest runs normally otherwise, so long as you go through it properly.)

The Inner Courtyard planters have had their plants replaced with three Fertile Soil each.

Elenwen's Solar;  Planter on the stairs going to the second floor has four Fertile Soil.  The Embassy Key (Every door that says "Key Required" has been set to accept this key.) is in the bedroom with the double bed, on the wardrobe.  The double bed is player faction set, so you get that sweet, sweet restful sleep.

The Dungeon;  There is a new room which contains all of the remaining crafting furniture, except for the grindstone which is next to the torture rack.  The crafting room isn't anything too fancy, it's just for functionality.

The guards in the front courtyard and barracks will not be initially hostile after the quest, whether you decide to kill them or leave them is up to you.  Elenwen, Razelan and Brelas will still be in the main hall, if you wish to be rid of them, Elenwen and Razelan are no longer essential.  Illdi might still be around for a little while, but eventually returns to the Bards College as far as I know.

If you intend on dealing with Alduin before dealing with the Civil War, Elenwen is needed alive for Season Unending.  Otherwise, "With this character's death, the thread of prophecy is severed. Restore a saved game to restore the weave of fate, or persist in the doomed world you have created."  She is now set to Protected, so only the player can kill her.

In case you miss the key during the quest or install this after the quest, there is a backup key in the Thalmor tower in Solitude also on a wardrobe in a bedroom.

There may be complications from mods like Operation Thalmor and M'rissi's Tales of Troubles, which apparently involve the embassy.  If you use a mod that also involved the embassy, you may want to install this after those.
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