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Created by

angryglock

Uploaded by

rgk0076

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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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LE backport of mod Carriage Stops of Skyrim by angryglock

This was backported for my own use and decided to post if anyone wants to use it.
All the errors were fixed and cleaned in TES5Edit and works flawlessly.
There wont be any more updates.


Added two versions, one with map markers hidden and need to be discovered and another with map markers shown on map.For me visible map markers makes it easy to decide which stop to go to near my quest location.So I decided to post this aswell.
Choose only one file. DONOT USE BOTH FILES.

Below description was copied from the original mod page. Please show your appreciation
to the original author by endorsing his original work on his mod page. Thank you


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 40 and 80 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: 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. 

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.

FYI
As stated by the Original mod author in his mod page, this mod must not be posted to anywhere other than nexus.
Check the original mod page for author's permissions.