Jump to content

Recommended Posts

Posted

karthwasten-logo.jpg

A simple village expansion for Karthwasten.

Karthwasten is supposed to be a bustling mining town with two actively worked mines, yet only has a couple of buildings and too many NPCs to match. Plus it's a known lore town that's been here for at least 200 years. So this place needed a bit of an expansion to flesh it out and make it seem more like the "Karthwasten Hall" of old, in as much as Skyrim will allow for that. No more pitifully small center of mining for The Reach!

* Each NPC now has their own home.
* All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
* LOD has been generated for the area, including trees, that account for the changes.

Download Locations

AFK Mods
Bethesda.net - PC + XB1
Bethesda.net - PS4

Installation Requirements

Skyrim Special Edition 1.6.1130 or greater.
Unofficial Skyrim Special Edition Patch 4.3.2 or greater.

DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this.

Installation - Wrye Bash BAIN
 
Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.

Installation - Manual

Drop the Karthwasten.esp and Karthwasten.bsa files into your Data folder.
Activate the mod using whatever management tool suits you.

Uninstalling

Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.

To remove the mod: Delete the Karthwasten.esp and Karthwasten.bsa files from your Data folder. Then reload your game as usual.

Load Order

LOOT should be used for optimal placement.

MUST be loaded after Immersive Citizens to preserve navmesh integrity within the village.

Compatibility

Fully compatible with Bring Out Your Dead.

Will not be compatible with other mods that change the Karthwasten exteriors.

Disclaimer

This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.

  • 1 month later...
Posted

Version 2.0.1

Updated with correct LOD for SSE.

  • 10 months later...
Posted

Version 2.0.2

Ownership data on 3 barrels needed to be set. (Bug #23059)

  • 1 year later...
Posted

Version 2.0.3

Navmesh cleaning with new versions of xEdit.

  • 1 month later...
Posted

Version 2.0.4

Added some exterior lighting to the village.

  • 2 months later...
Posted

Version 2.0.5

Fixed some broken navmesh border connections.

Posted

Version 2.0.6

Fixed yet more navmesh discrepancies by rebuilding the entire town based on USSEP navmeshes. Maybe that will finally put an end to the problems.

  • 10 months later...
Posted

Version 2.0.7

Updated USSEP synchronization.

Posted

Version 2.0.8

The .esp and .bsa files have been changed to lowercase filenames. This is to help facilitate universal filename compatibility for Steam Deck and regular linux users whose file systems are case sensitive. Many of them make use of the in-game menu to download mods and Bethesda.net ALWAYS downloads in lowercase. For the benefit of people using linux or the Steam Deck, it would be greatly appreciated if any mods which currently use this mod as a file dependency change the case of that dependency in their master lists. (Bug #34096)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...