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*Anything mentioned in this topic is subject to change. This is merely a mod request modeled to be read as a completed mod. If this mod should be created, features are ultimately to be made to the modder's ability, and therefor may be completely different.

 

Have you ever found yourself wishing you could build yourself a home in Skyrim, but felt the house-building feature included with the Hearthfire DLC was too limited? Do you not have the knowledge or experience to mod yourself a home? What if you wanted to build a small hamlet, or a large city? Whatever your preference, now you can! With the Town Builder mod, you can build literally anything anywhere! Want to build a large palace suitable for one of Dragonblood? Go right ahead! Maybe you'd just like a small shack to store your things in. Nobody's stopping you. Want to be the lord of a large settlement? Be my guest. You can even charge the local peasants mortgage for their property.

 

The Town Builder mod allows you build whatever you'd like, one quadrant at a time. The way it works is simple. By hitting 'B' you can launch a GUI of a blue print. The design shows your player's hands on the side of a large sheet of paper. From here, using your mouse, as well as a few hotkeys, you can move buildings around, place objects, and even set a waypoint for fast travel, plus many more fun things. Buildings may include peasant homes, the player home, stores, blacksmiths, tunnels, and more. Objects may include things such as market stalls, walls, decorations, etc. Placing a city door within city walls will force the city to be treated as a new location, as a regular city would (Example: Whiterun).

 

Settlements can take up as many quadrants as desired. There is a hotkey to work on a new settlement, as well as one to edit an existing settlement. New settlements cannot be built within 2 quadrants of an already existing settlement. Anything built within 2 quadrants of an existing settlement will be added to the aforementioned settlement's blueprint. (Thus allowing players to build outside of a walled city's walls)

 

Your cities and villages will not just be ghost towns. Once you've built peasant houses, people can move in to your settlements. You can wait for generated NPCs to move in, or you can invite NPCs from existing locations to live in your houses. Some people may be hard to convince to move. A higher speech skill, and maybe some incentives will make people more encouraged to live in your settlement. (People important to the main quest line or any faction quest lines may not be available to move, as this could potentially cause problems.) As you build nicer settlements, and as word gets around that the place even exists, your city status will go up. This means people will be easier to convince to move to your settlement. You can spread the word by telling people about your city, or by waiting for more people to move in. With a high enough city status, people may ask you to let them move in to your settlement. At this point people may be willing to give you extra things to move in. Don't push it though. This may make people less inclined to move in.

 

Once people have moved in, they will need jobs. Some people will be able to do any job (guard, farmer, merchant, etc.), though some people may have specializations, meaning they can only do certain jobs. For instance, if Alvor were to move in to your city, he can only be a blacksmith. Though, if Derp Herpston were to move in, as a new immigrant from Cyrodil with no particular skills, he can do what ever you ask of him.

 

It's only right that you, as the owner of your settlement, you are appointed a steward. Somebody's gotta do all the fun stuff while you're off killing dragons or whatever it is you do for a living. Stewards can be asked to take over any of your jobs. They can automatically appoint new citizens a job, they can collect taxes, anything. Well, not really anything. Any changes to the landscape, as well as some major decisions will have to be handled by you. At these moments, a courier will deliver a message to you. It can be anything from you need to expand to make room for new citizens too Herp McDerpington killed a cow and 3 young children and they need your input to decide his punishment. That's a serious thing too. It'll happen.

 

As esteemed lord of Herpsville, you've the right to change local laws. To do this, simply go to your town, and address the people. Just don't make the wrong decision. People can revolt. If you choose to make your town a nudist settlement, some people may disagree. (I'm just kidding. Or am I?) There's no garenteed outcome though. A higher speech skill will give you a greater chance of having your new laws accepted.

 

By now, you may have thought to yourself, "What about the jarls?" You can speak with the jarls about many different things pertaining to your settlements in their holds. Of course the jarls aren't going to enjoy some of the decisions you make without them (so, all of them, right?), so you can discuss things with them. Maybe even throw in a little incentive if you know what I mean. (It's gold!) This will make them more leniant to your actions, and might even make them more accepting of you outside your city. As you probably expected, a higher speech skill will make these 'meetings' easier for you.

 

 

 

 

 

 

What, were you expecting more from me?

 

Well, with this, I bid you farewell. Have a nice day!

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