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[RELz] Keld-Nar


Arthmoor

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keld-nar-logo.jpg

This doesn't translate to Feldscar at all. It translates to Keld-Nar, a long abandoned village deep inside Skyrim to the north. Keld-Nar lies in between an ancient Nordic tomb, and a large black rock who's origins Keldon and I were never able to determine. - Raminus Polus, circa 3E 433.

An age ago, during the Oblivion Crisis, a Nord village found itself on the brink of disaster at the hands of a pair of Dunmer mages. They were on a quest, no, a mission to find what they thought would lead them to salvation against the onslaught of the Daedra. Instead, they found Feldscar and eventually their plans were torn asunder by the Champion of Cyrodiil. But what of the village that Raminus Polus told the Champion about? Keld-Nar, the site of the actual prize the Dunmer sought? Raminus Polus and Keldon Swiftrunner had been there before, but what became of it since then?

30 years ago, refugees of the Great War set forth out of northern Cyrodiil in a desperate gamble that would answer this question once and for all. Where once ruins lay, a thriving village has sprung up in their place. Come in traveler, stay awhile, rest your weary legs and listen to an old man's tale.

Keld-Nar is a village in Eastmarch, near the Dwemer ruin of Mzulft. It boasts an inn, a blacksmith, stables to park your horse at, and a decent sized local garrison of troops. Unlike many other populated areas, Keld-Nar welcomes Khajiit, owing to the history the ancestors of the current residents had with them in Feldscar those many decades ago.

The village starts off held by Stormcloak Rebels and openly worships Talos, but will change hands to Imperial control if they win the Civil War. Where possible, Keld-Nar should also be included in any town based radiant quests and will be subject to dragon attacks. It may also be subject to random vampire strikes if you have Dawnguard.

Download Locations

AFK Mods

Installation Requirements

Official Skyrim patch 1.9.32.0.8 or greater.
Official Dragonborn DLC.

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 Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.

Installation - Manual

Drop the Keld-Nar.esp and Keld-Nar.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 Keld-Nar.esp and Keld-Nar.bsa from your Data folder. Then reload your game as usual.

Load Order

LOOT should be used for optimal placement.

Compatibility

Arons Mecha Dragons places two mechanical dragons at Mzulft which are too close to the village and end up attacking it. Papyrus has been used to disable these two dragons without requiring a patch.

Credits

Hanaisse - Sign for The Horny Horker, road sign and shop sign assets, the Keld-Nar book, children's clothing textures, and the unique Dwemer child assets for Nedri.
DanielCoffey - Better Book Mesh (https://www.nexusmods.com/skyrim/mods/37113) Used for the Keld-Nar book.

Disclaimer

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

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Heh, thanks. It's not as elaborate as I had originally planned but hey. It was also about as last minute as these things get considering tomorrow I'm shutting down all the LE mods :P

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1 hour ago, alt3rn1ty said:

The legendary Keld Nar at last hits the streets, congratulations Arthmoor, looking forward to playing this.

Seconded that! :cool:

Well done Arthmoor.   I got to play it someday in the near future. :)

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  • 3 weeks later...

Version 1.0.1

Nermis Dren was set to the wrong voice type.
Ezeleen was set to the wrong voice type.
The ceiling light in the guard barracks basement has been raised so Dovahkiin won't hit his head on it anymore.

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Version 1.0.2

Assets for 3 of the paintings in Keld-Nar were completely missing from the archives, and have been since the initial 2017 release of the mod. I blame goblins. It's always goblins.

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