The Abecean Lighthouse 1.1 modification.
Name: The Abecean Lighthouse
Location: Anvil Bay
Author: Intrepidacious (marcuscl at bellsouth.net)
Winner of the Oblivion Real Estate's Underwater Homes Contest!
Fast travel: Enabled -- see mapmarker in the middle of Anvil Bay
See mirrors for new German Translation of Abecean Lighthouse v1.1 by Nyo!
CREDIT to Nyo for German translation!
Once upon a time -- a book in the mod tells the full story -- there was a lighthouse on an island in Anvil Bay, but it was built too large and too heavy and the island sank, year after year, so that it's mostly submerged. But not quite submerged! So it was largely abandoned and a new, somewhat smaller lighthouse now stands at Anvil. But you can adopt the old lighthouse if you like...
Fast travel places you on top of the lighthouse by the fire. Your horse fast-travels with you safely right onto the lighthouse and may stroll on its own around the perimeter.
Seawalk -- just above sea level, a landscaped circular walkway was added to the lighthouse to increase the landmark’s visual appeal to visitors.
A small boat brings you from the lighthouse to Anvil’s Harborside district.
Ladder from lower seawalk to upper lighthouse deck (torch area)
Benches around torch to sit and enjoy the view over the railing in all directions.
Trap door into upper tower interior
Park benches were placed (back when the lighthouse was built) at ground level around the lighthouse. Feel free to sit on them but please wear a waterbreathing item!
1. Main floor -- the area of the house attached to the tower
The Abecean Lighthouse book – 10 pages, describes the history and features of the lighthouse and hints at the underground cavern workers found.
Table with alchemy equipment
Spellmaking and enchanting stations
One door to lower tower, one door to basement, and three airlocks to take you outside to the sea floor
There are three airlocks on the exterior doors by the sea floor, intended to keep the lighthouse interiors dry. You’ll find a switch on the wall in the airlock to either flood the airlock with water to go out to sea, or remove the water to permit entry into the lighthouse.
3. Basement – a lower-level area adjoining the living room
Door to main floor and trap door to sump room
4. Lower tower -- the lower half of the tower staircase
Storeroom with an empty bookshelf, chests, a crate and a barrel
Scale model of lighthouse with fire that can be activated/deactivated, which remotely activates/deactivates the main lighthouse fire.
Door leading to main floor and door leading to upper tower
5. Upper tower -- the upper half of the tower staircase leading to the outside
Ladder to exterior Abecean Sea worldspace on top of lighthouse
Door to lower tower
6. Sump room
A large sump room with a foot or so of water – a drainage system keeps the upper floors of the lighthouse dry, and four pumps keep pumping the water out to sea again and also provide for operating the airlocks.
Scroll of Maintenance Instructions, tools and supplies for pump maintenance
Ladder leading to basement and trap door leading to underground cave
7. Underground cave
Discovered while excavating the ground within the foundation to create the sump room
No catacombs or getting lost down there -- simply a large cavern, under water since it’s far below the sump room. But there's something down there that might eat you! This cell was just to add a little twist – possibly a challenging battle and a worthwhile amount of gold in one of the chests.
Ladder leading to sump room
Please feel free to distribute this mod in its original unmodified form with the readme attached. Feel free to contact me regarding this mod. Thanks for looking!
Newly added basement -- a slightly lower level which has a door to the adjoining living room. This basement is below the upper-level diningroom/bedroom. The basement adds a bit more storage and a spare bedroom.
The trap door that leads down to the sump room has been moved to the new basement.
Revisions in the sump room include adding pipes at the ceiling which travel the length of the hallway, and moving the entry ladder to a more central location in the sump room, which seems more appropriate since the linked trap door was relocated to the new basement.
No one knows why a few Welkynd clusters have started appearing in the new basement and in the sump room. But they look nice.