[RELz] Karthwasten

Post » Wed May 11, 2016 7:51 pm

Karthwasten



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

http://afkmods.iguanadons.net/index.php?/files/file/1768-karthwasten/
http://steamcommunity.com/sharedfiles/filedetails/?id=677627644
http://www.nexusmods.com/skyrim/mods/75397/
http://www.darkcreations.org/files/file/1123-karthwasten/
http://www.theassimilationlab.com/forums/files/file/1273-karthwasten/

Installation Requirements

Official Skyrim patch 1.9.32.0.8 or greater.

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 - Steam Workshop

Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install.
Make sure it's active in the Data Files menu.

Installation - Nexus Mod Manager

Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there.
Then simply make sure NMM has the mod activated.

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 from your Data folder. Then reload your game as usual.

Load Order

http://loot.github.io/ should be used for optimal placement.

Compatibility

Fully compatible with Bring Out Your Dead.

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

User avatar
Blackdrak
 
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Post » Wed May 11, 2016 10:46 am

Downloading, will install asap, and will endorse when allowed. I LOVE your town expansions!

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Andy durkan
 
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Post » Wed May 11, 2016 10:35 am

Ditto... love'um... ( be Wednesday for me... work..ick )

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FITTAS
 
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Post » Wed May 11, 2016 9:55 am

The most neglected town finally got a proper expansion treatment.

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Minako
 
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Post » Wed May 11, 2016 5:14 pm

See screenshot: http://imgur.com/4BmsjZ3



I'm assuming this is a mod conflict of some sort. The only mod I have other than this one (and your other town mods) that changes anything in the nature of towns is JK's Skyrim - which doesn't do Karthwasten....

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xemmybx
 
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Joined: Thu Jun 22, 2006 2:01 pm

Post » Wed May 11, 2016 10:54 pm

Those look like Distant LOD trees, so something's up with those.

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lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Wed May 11, 2016 8:37 pm

Thank you for another understated yet immaculate village mod.



Would you consider working your magic on Solstheim?



Ideas:-



Rebuild a couple of the ruined houses, and improve the interior of the abandoned house in Ravens Rock after the mine reopens.


Thirsk. The (original) owners are supposed to be an offshoot of the Skaal, but they look like generic bandits. Anything you can do about that?


Skaal village. Nowhere for the player to sleep. Also, where do the Skaal netch hunters live? How about building a Skaal house or two below the village by the water for thehunters. It could be the main Skaal horker hunting base.

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Nienna garcia
 
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Joined: Wed Apr 25, 2007 3:23 am

Post » Wed May 11, 2016 6:07 pm


I'm not using anything that would tweak LOD of any kind. I suppose eventually I'll start a game using no mods at all, and add them back a few at a time, to see what's happening. Not tonight though! Thanks for the info, MadCat!

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Anthony Diaz
 
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Post » Wed May 11, 2016 11:21 am

Version 1.0.1

Fixed floating LOD trees.

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Monika
 
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Post » Wed May 11, 2016 8:32 pm

Thanks Arth!

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Kahli St Dennis
 
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Joined: Tue Jun 13, 2006 1:57 am


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