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Posted

falkreath-logo.jpg

A minor expansion for the city of Falkreath. Provides additional housing for 2 NPCs.

Like so many other towns in Skyrim, NPCs have been doubled up in housing or simply not given any at all and occupy space at the inn forever. Falkreath is already fairly large and space is limited, but there was enough available to provide homes for Kust and Valdr in a part of the city that wasn't occupied by anything other than trees.

Features

* Homes provided for Kust and Valdr.
* Both houses are radiant quest enabled.
* Both NPCs can be married and elect to share their home with you.
* LOD has been generated.

Download Locations

AFK Mods
Bethesda.net - PC + XB1

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 Falkreath.esp and Falkreath.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 Falkreath.esp and Falkreath.bsa files from your Data folder. Then reload your game as usual.

Load Order

LOOT should be used for optimal placement.

MUST load after Immersive Citizens to preserve navmesh integrity within the city.

Must also load after Clockwork, or the Clockwork.esp file cleaned of stray navmesh edits.

Disclaimer

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

Posted

So, another village/town mod is out of Arthmoor's workshop.  Thanks for sharing, mate. :horkercookie:

  • 2 weeks later...
Posted

Version 1.0.1

Fixed corrupt tree LOD.

  • 1 month later...
Posted

Version 1.0.2

Grounded some floating objects and moved one bush that was clipping with the funeral scene next to Kust's house.

  • 8 months later...
Posted

Anyone else having issues with Kust not coming out of his house? Seems all he does is sleep and keep his door locked.

  • 1 month later...
Posted

Hey @Arthmoor can you look at Kust? I'm running all your mods and nothing else that touches NPCs. For some reason he remains in his new house all day with his door locked.

  • 1 year later...
Posted

Version 1.0.3

Kust was stuck in his house due to his control alias having an incomplete AI stack.
Valdr should no longer attack any of the town's livestock once he comes home from Moss Mother Cavern.

Posted

Version 1.0.4

The previous method for stopping Valdr from attacking farm animals was not reliable. A more direct method that can't be bypassed has been implemented instead.

  • 6 months later...
Posted

Hello Arthmoor,

first of all thank you for all your mods.

I would like to point out some missing / wrong navmeshes in Kust's house, outside at the entrance, the left side of the door.

  • 2 months later...
Posted

Version 1.0.5

Moved Kust's house slightly to eliminate a conflict with the Alternative Armors - Daedric Plate DLC.

  • 1 year later...
Posted

Version 1.0.6

Updated USSEP synchronization.

Posted

Version 1.0.7

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)

  • 2 months later...
Posted (edited)

It appears this exacerbates some otherwise unnoticeable seams in the base game. Confirmed with no other mods influencing the area.

I've used this mod for some time and oddly never noticed them before. I think Bethesda's Update.esm has been slipping in changes/fixes here and there.

Low priority stuff, I patched them myself, but just making note here. This game is unhealthy for my OCD lol.

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Edited by Carbon14C

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