Cellar Question

Post » Sat Nov 17, 2012 4:37 am

I have noticed down in the cellar that there is a slight indention in the wall (right beside the ladder to go upstairs) that looks as if you could add an additional room to the cellar. As far as I know there are no options to expand the cellar.

Does anyone have any idea what this does? I don't understand why it was put into the cellar if you cannot add another room. It looks out of place and makes me wonder if I'm missing something?

I just don't get why they would take the time to add it in and not just keep al the walls the same?

Any insight?
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Rowena
 
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Post » Fri Nov 16, 2012 7:12 pm

If you're a vampire, you can build a coffin there.

If you're not a vampire, it's a strange dent in the wall. Chalk it up to drinking too much mead during construction.
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Soph
 
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Post » Sat Nov 17, 2012 1:33 am

If you're a vampire, you can build a coffin there.

If you're not a vampire, it's a strange dent in the wall. Chalk it up to drinking too much mead during construction.
Ok thanks for the information. I don't particularly like vampires so I would not have not reached that conclusion. Well I';m glad it does have a purpose... although it would have been better if the dent didn't show unless you built the coffin.

And that is kind of a stupid place for a coffin... the whole set up of the cellar is a bit lame actually.
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Benjamin Holz
 
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Post » Sat Nov 17, 2012 5:50 am

They should let you put a mannequin in the alcove, if it is deep enough, or perhaps a display rack.

Or, do like my basemant, lean some mops, brooms and shovels in that area. Note, this is my real world house.
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jessica sonny
 
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Post » Fri Nov 16, 2012 6:28 pm

If you're a vampire, you can build a coffin there.

If you're not a vampire, it's a strange dent in the wall. Chalk it up to drinking too much mead during construction.


Ah, what a letdown. I had ascribed it a much more grand "to be continued" purpose...
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Gemma Archer
 
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Post » Sat Nov 17, 2012 4:06 am

If you're a vampire, you can build a coffin there.

Then they should let you put a scratching post if you're a werewolf.
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Eric Hayes
 
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Post » Sat Nov 17, 2012 3:49 am

Then they should let you put a scratching post if you're a werewolf.

Or a fire hydrant...
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hannah sillery
 
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Post » Sat Nov 17, 2012 4:39 am

I thought it was going to be a secret room...
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Jeneene Hunte
 
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Post » Sat Nov 17, 2012 4:44 am

Then they should let you put a scratching post if you're a werewolf.

Not a bad idea - claws need sharpening when you're not off whacking something.

Or a fire hydrant...

:lmao:
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Horse gal smithe
 
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Post » Fri Nov 16, 2012 2:45 pm

I thought so, Now i know it's a coffin area



~BGN
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hannaH
 
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Post » Fri Nov 16, 2012 6:19 pm

Then they should let you put a scratching post if you're a werewolf.

That's what those skeevers are for!
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Allison C
 
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Post » Fri Nov 16, 2012 11:11 pm

It would have been very interesting if you could turn that into a jail cell or something. Lock up bandits, skeever, werewolves, etc :P
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Alex Vincent
 
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Post » Fri Nov 16, 2012 10:20 pm

I had no idea you couldn't put a coffin there if you weren't a vampire. Ive never played a non vampire since mw.
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FoReVeR_Me_N
 
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Post » Sat Nov 17, 2012 3:49 am

Ah, yes...the coffin nook. I was more worried about the forge and smelter melting my foundations, causing the house to collapse upon itself. :teehee:
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Rhiannon Jones
 
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Post » Sat Nov 17, 2012 5:52 am

Then they should let you put a scratching post if you're a werewolf.
Yeah they were kind of biased in favor of vampires! I don't understand why that spot can only be used for vampires. Not everyone is a vampire, and not everyone is a werewolf. You should have been given a few options for that spot and it should show up that the possibility is there. And then say if you're not a vampire you cannot build it but it tells you as part of the ingredients list that it is a requirement to become a vampire in order to build a coffin. Same for werewolf. Then the regular player could have a secret room with one of those shweet false panel storage pieces.

Actually I think it should have been a secret area to start with.

False Panel Door (Which leads to a decent sized room)
Option to build:
Vampire Stuff (coffin, blood chalice, all those nasty vampire things like in volkihar castle)
Werewolf Stuff (Totems, silverhand holding cell, etc)
Regular Stuff (Safes, Displays, Daedric Artifact Trophey Displays)

I think the safes in the smelting area should be moved the secret room, and the big mound of smelting rock removed, and then the safes could be replaced with displays or bookshelves. I also honestly cannot believe that there is only one bookshelf available for books in the entire home (minus the library).

Just some thoughts... I think the layout of the house is kind of silly and then the cellar is just down right stupid. A mead area right beside the practice dummy my child practices on. A Mannequin RIGHT in the way of the shrines as well as the pole holding the ceiling. It is just now layed out where things would actually be in a good spot for use.
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Lauren Denman
 
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Post » Sat Nov 17, 2012 4:02 am

It would have been good to have another door there leading to outside, like a secret entrance exit like in dawnstar sanctuary
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Bethany Watkin
 
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Post » Fri Nov 16, 2012 5:30 pm

Regular Stuff (Safes, Displays, Daedric Artifact Trophey Displays)

Specific setups for the Daedric Artifacts? Ooo nice.
Maybe with mini statues in front of each setup.


Of course, I'd just stand around checking out Azura's stars.
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Khamaji Taylor
 
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Post » Fri Nov 16, 2012 9:32 pm

its an invisible door you enter in your imagination,for me its where millions upon millions of bears all in the same room.....with oil on the floor
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Jessica Colville
 
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