New version of Silorn Manor available

Just a couple of small tweaks – beds and chairs in the manor are now Persistent, which should help companions find them more easily. I’ve also shifted the curtains around, which should help those using the See You Sleep mod as well as widen the choice of companion beds from four to six. There are only two functional chairs in both dining areas.

In Progress: Sercen Manor – Ayleid Tree Village

It’s almost exactly three years since I mentioned that I was making a sequel to my Silorn Manor mod for Oblivion. I’ve started making it about three times, too. Yes, I have almost as many WIPs as I have completed mods, but I normally do get around to themĀ  eventually.

After reinstalling the game again and yet again losing any progress, I suddenly knew how to make the mod work. You can blame Korana for this, because I got the modding itch while poking round her excellent Millstone Farm mod. I got the idea for this one from my Oasis house mod for Fallout 3 – the way to make the player feel like they are high up in a tree, whilst still allowing a stable, functional village base. I also knew where to set it, after falling in love with the Sercen ruin during regular Oblivion gameplay.

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Books, Journals and Clippings in Silorn Manor

Here are some of the in-game writings from the Silorn Manor mod for Oblivion. First of all is the lengthy history of the town, which appears in ELSYNIA’S GUIDE TO SILORN. Secondly are the three journals: Antonius Lucius (the outsider who discovers the village and leads the player there); Berwen Silverleaf (a teenage villager); and Tandilwe (a servant in the manor). Finally, I have included a newspaper clipping that may be found in the house, which offers some insight into how the inhabitants of nearby Skingrad view their reclusive neighbours.


Auriel’s blessings be upon the village of Silorn and all who dwell there.


In the year 1E 243, Count Elanil Silverleaf fled the White Gold Tower with his new bride, Issmi, to Silorn. Issmi was a gold-skinned beauty from foreign shores, and with the political upheaval and uncertainty of the Slave Queen’s rebellion, Elanil was anxious to forge a quiet and settled life for himself and his household.

The caravan of the noble and his wife plus their wider relations and servants journeyed under cover of night to cross over the border to join their fellow refugees in Valenwood’s Camoran Dynasty.

Though structurally sound, the ancient catacombs of Silorn were hardly a welcoming home for the exhausted party, who had stopped there to rest on their journey. Terrified of offending the resident spirits in the tombs below, the band retreated and made a makeshift camp above the ruin that gave little protection from the elements.

All this time, news of the horrific events unfolding in the city-state was filtering through to the party. Elanil was reluctant to leave his homeland, and unsure of the warmth of welcome he would receive in Valenwood, especially as husband to an outlander with a mixed-blood baby due any day. Issmi’s condition was incompatible with travel, and the unsanitary conditions of the camp were weakening the Countess.

Fearing for his wife and child, Elanil consulted his crystal ball. He retreated from the rest of his party and stared at his gazing-ball day and night for three days without pausing to eat or sleep. When at last he returned to the group, his mind was set in resolve. He announced that he had seen the future for his clan, and then curled up in his place by the campfire and fell asleep for two days.

Upon waking, Elanil and the stronger members of the household began to dig down in the places he had foreseen. Sure enough, their shovels soon hit areas of hard stone and eventually exposed a hidden entrance to a separate section of Silorn that had hitherto lay undiscovered. The group labored for many hours until they could safely lower Issmi and the rest of the household into the concealed ruins. Once inside, Elanil and his party sealed themselves in the way they came so that they would not be seen by the approaching Alessian army. Before stopping to eat or rest, they made for themselves another exit that would lead out under the waterfall, where they may never be found.

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Silorn Manor

Silorn Manor is the manor of a living Ayleid Village, buried deep below Skingrad. The house itself is a six-bedroomed mansion with pool, servants’ quarters and many comforts and features. The village has services and fully-sheduled NPCs. There are 2 quests.

ORE competition winner

ORE competition winner

Note: You will need to ensure that your borders are switched off in order to use this mod (and many others). You can use a border removal mod like this or switch them off in the .ini file. Find bBorderRegionsEnabled in the .ini (in folder My Games) and change the value to 0.

  • Large Ayleid manor house with six individually-themed bedrooms, sleeping 12
  • Further servants’ quarters with recreation area and bathroom
  • Private lounge quarters with alchemy facilities, training area, library, breakfast room/display area, and study
  • Secret passage to evil necromancer’s lair and portals to the Shivering Isles gate and Skingrad with map-markers
  • Large dining hall and kitchen:
    – the food on the dining table respawns after 24 hours
    – ditto the top quality wine, and various food/drink items around the house
    – bake your own bread in the oven
  • Basement area with storage, food/drinks and interactive well
  • Large swimming pool with poolside bar
  • Alchemy garden with ‘welkynd dial’ with digital time display
  • Bathrooms with interactive baths
  • ‘Bins’ (respawning containers) in the bedrooms so that you can throw away any unwanted items. Trash is collected every three days
  • Well decorated throughout with low-mid value items that you can put in the containers provided and replace with your own, if you choose
  • Pets – a dog and a cat, for that feeling of ‘home’
  • A full complement of servants providing various services such as repair, trade and recharge
  • Visitors – two of the local residents will pop in to see you
  • Surrounding village with services and residents
  • Full ‘history of Silorn’ – books, notes, newspapers and journals
  • Scripted lighting for light days/dark nights
  • Two short fun quests

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