Skeleton Claw Fortress
Abandoned prison replacement.
Screenshots 6 screenshots
About this mod Machine translation
Abandoned prison replacement.
Now this should work fine on SSE when I switch from Oldrim full time, I made some adjustments to the lighting so that should reduce the problem. I made this mod with Socko's Guild Starter in mind, even though this isn't an option on SSE it would still be suitable for AFT, I originally planned to add followers to this mod but won't make it a core component as any NPCs I make don't make sense due to facegen issues.
Oldrim (no longer updated):
I haven't developed a mod in about 2 years, and I'm not entirely sure I'll be able to fully get back to that level, but I'll at least get this one done. It's still in "beta" as it's not polished enough to be considered anything else, and I haven't encountered any stability issues so far, but I'm sure some lighting bugs are unavoidable, and if you use Alternate Start or have visited an Abandoned prison before, you're likely to find ghosts/wrecks inside if you don't make a clean save first.
Beta version 1.4
**I can't add a bookshelf. I tried doing this using v1.2 but it didn't work. **
What this mod does
Remove most of the rubble from the abandoned prison.
Added storage, a forge station with all amenities, an alchemy station, a staff enchanter and enchanting table, and two mannequins.
Changed the name of the Abandoned Prison to Skamp's Claw Keep and made the map marker immediately visible. It will also change the map marker to Castle Karstaags.
Added a copy of the Greathall from the Dragonborn DLC. (Note: I can't change the name of the unit, I've tried but it won't change for me).
Plans for this MOD.
bookshelf
Unique weapons and armor (status changes to generic armor, nothing fancy).
More rugs and decor
Supplementary notes
The bones shouldn't be there, and there shouldn't be dripping effects or low fog. If any of these are present, try changing the load order.
This is 100% compatible with "Alternative Beginning - Another Life".
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This should work flawlessly on SSE now as I've switched over from Oldrim full-time, I've adjusted the lighting a bit so there should be fewer issues. I made this mod with Socko's Guild Starter in mind, while that's not an option on SSE it's still suitable for AFT, I originally planned to add followers to this mod but won't be making that a core component since any NPC's I make have illogical facegen issues.
Oldrim (no longer updated):
I haven't worked on mods in about 2 years and I'm not entirely certain if I'm going to be able to get back to it entirely but I'd like to at least finish this one. It's still in "beta" because it's not nearly polished enough to be considered anything else, so far I haven't encountered any stability issues but I'm sure some lighting bugs are unavoidable and if you use Alternate Start or have previously accessed the Abandoned Prison you'll likely find ghosts/remains inside if you aren't starting with a clean save.
Beta Release Version 1.4
**I cannot add Bookshelves. I attempted to do so with v1.2 and it did not work.**
Things this mod does
Removes most rubble from the Abandoned Prison.
Adds storage, smithing station with all amenities, alchemy station,staff enchanter, and enchanting table, and two Mannequins.
Changes the name of the Abandoned Prison to Skamp's Claw Keep and makes the map marker immediately visible. It also changes the map marker to Castle Karstaags.
Adds Duplicate of Greathall from the Dragonborn DLC. (Note: I cannot Change the name of the cell, I've attempted it and it doesn't change for me).
Plans for this mod.
Bookshelves
Unique Weapons & Armor (Stat altered generic armor sets, nothing fancy).
More rugs & Decor
Additional Notes
The skeletons aren't supposed to be there, there also should be no drip effects or low-mist. If any of these are present try changing the load order.
This is 100% compatible with Alternate Start - Live Another Life.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.