Skyrim Special Edition

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AngryGlock

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angryglock

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About this mod

Adds carriage stops in the villages and a few other key locations throughout Skyrim. The vanilla carriage system is not altered in any way. These carriage stops are created from scratch as a system that works along side the vanilla carriage system. The stops are placed along or as near to vanilla roads as possible.

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Carriage Stops Of Skyrim adds places to catch carriage rides to and from secondary locations not covered by the vanilla carriage system. All the vanilla villages are given a carriage stop as well as places like the Hearthfire homes, Fort Dawnguard, Castle Volkihar, etc.

The goal of this mod is to provide more carriage locations in an immersive and low-impact manner. The vanilla carriage system is not altered in any way. These carriage stops are created from scratch as a system that works along side the vanilla carriage system. It uses vanilla meshes and requires just one script to work. The script runs only when the carriage stop is activated. 

Carriage rides cost between 20 and 40 gold depending on the destination and maybe the mood of the driver. This amount represents the fact that the player is simply waiting for a carriage to pass by and hops a ride with a driver on his way to a location. It made sense to me that the carriages would be empty a lot of the time as drivers deliver passengers and return to original locations and the driver would likely be glad to pick up a passenger on an otherwise profitless leg of the trip.

The system consists of a bench, a light creating brazier and a menu of destinations. You click the bench to activate the menu, choose your destination and the screen fades to black as you hear an approaching carriage. There are no actual carriages placed at the location. This should be a relief to anyone who has tried mods that add actual carriages to locations as they are a giant bugfest of broken dreams.

Logical places were chosen for stops. They are mainly along roads near the destination. There are icons on the map marking stop locations and labeled with the destination name. They are hidden until they are discovered like 99% of map markers.

Important: If a stop is near a vanilla carriage location (Whiterun, Solititude, etc.) then any location covered by the vanilla carriage is not reflected in the Carriage Stop menu. You will need to walk over to the vanilla carriage to travel to those destinations. The stop is there to get you to the places the vanilla carriage does not go.

Locations:

Cities
  • Markarth
  • Riften
  • Solitude
  • Whiterun
  • Windhelm

Villages/Settlements
  • Darkwater Crossing
  • Dawnstar
  • Dragon Bridge
  • Falkreath
  • Helgen
  • Ivarstead
  • Karthwasten
  • Kynesgrove
  • Morthal
  • Old Hroldan
  • Riverwood
  • Rorikstead
  • Shor's Stone
  • Stonehills
  • Winterhold

Hearthfire
  • Heljarchen Hall (labeled Heljarchen )
  • Lakeview Manor (labeled Lake Ilinalta)
  • Windstad Manor (Labeled Windstad) Only appears in the menu if you own Windstead Manor and you have purchased the Carriage Driver. This location has no nearby roads so there is no actual carriage stop here. It's just a destination. If you want to travel from this location you will need to  Carriage you purchase from the homestead steward. It's not ideal but I did not want Windstad players without a way home.

Other
  • Fort Dawnguard: The stop is usable only after key quest point. It's about 3 quests into the Dawnguard story. It is not really close to the Fort due to clipping with an ever-growing list of mods that add all kinds of stuff to the fort area.
  • Granite Hill: Between Whiterun and Rorikstead.
  • Haafingar: West of Solitude.
  • Hall of the Vigilant: East of the building on the road to Dawnstar.
  • Largashbur: Southwest of Riften.
  • Nightgate Inn: West of Windhelm.
  • Northwatch Keep: The stop is located at the Thalmor Fort which is near the boat that takes you to Castle Volkihar. Those self-entitled Thalmor prats demanded it. Bonus points for killing them while you wait for your carriage.
  • Sea Of Ghosts: North coast. 
  • Skyhaven Temple: Not far from Skyhaven Temple in The Reach.
  • The Pale: Between Winterhold and Windhelm.

Object Clipping
If you have mods that add plants/trees/rocks/whatever and those items clip into the carriage stops, learn to use the disable command to get rid of the plant/tree/rock/etc. I don't use any of the mods that add trees/plants (SFO, etc.) so I would have no reasonable way of accommodating them. I do use Simply bigger trees and have not had any clipping issues. I also use the mod that puts fences and stuff along roads and I don't have any clipping there either. Your results may vary. If grass clips through the models, welcome to Skyrim. Grass clips through lots of stuff. Learn to love it.

Navmeshes
NO navmeshes were altered in this mod. I put collision cubes around the stops set to NAVCUT which should keep NPCs from bumping into them. I also placed them off normal npc paths. Your results may vary.

Cleaned in xEdit. No vanilla forms altered.

There is just one script. The source is included if you want to see how it works. 

PORTING
This mod may be ported to Oldrim by anyone just post a link to the original mod and the resulting mod must be limited to Nexus.

PATCHING
Patch any part of the mod you want. There is no need to ask me for permission to patch. If you want me to consider a link to the patch, put the link in a comment to me once you publish. 

Install
Use a mod manager.

Load Order
Put it high in the load order. If you have any water, weather, outdoor lighting mods, put it above those. 

Uninstall
Use a mod manager.

Conflicts
No direct conflicts with any known mod. It does not alter vanilla settings, quests, scripts etc. so it should not have any conflicts. However it places items in the world so any mod that edits that same spot could result in clipping.

Xbox One: (may not be the exact same version)
https://bethesda.net/en/mods/skyrim/mod-detail/4180427

AngryGlock
My Fallout 4 Mods
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My Skyrim Mods
My Skyrim SE Mods