Skyrim Special Edition

About this mod

This is a small, lore-friendly, and immersive expansion to Karthwasten. It adds a blacksmith and inn combo. It is compatible with Karthwasten, Karthwasten - Let The Silver Flow, and Spaghetti's Towns. This mod is a light plugin (ESPFE/esl flagged).

Requirements
Permissions and credits
Changelogs
DESCRIPTION

This mod adds a blacksmith/inn combo run by a husband and wife couple to Karthwasten. Karthwasten is the only town in the Reach. Much like the rest of the Reach, it is very forgettable and not worth visiting. Having services would greatly improve its appeal. The one service that Karthwasten really need is a blacksmith. The most similar town to Karthwasten is Shor's Stone. Shor's Stone has one iron mine, three buildings, three miners, and a total of four residents. Karthwasten has two silver mines, three buildings, four miners, and a total of six residents. Why does Shor's Stone have a blacksmith and Karthwasten doesn't? This mod adds a blacksmith to Karthwasten and adds an inn as a bonus. This mod was first created when the only available Skyrim SE mods for Karthwasten were Karthwasten by Arthmoor and Karthwasten - Let The Silver Flow. This mod was cleverly designed to work with both mods without the need for any patches. This mod will greatly complement either of those mods. It can also be use on its own or with any other compatible Karthwasten mod. The new NPC's have immersive AI packages which will greatly improve immersion and make Karthwasten livelier. They will both spend time inside and outside the inn. The blacksmith will work the forge and sell goods outside while the wife will cook and sell food items inside. The wife will also sell potions that are very useful to travellers. Both will act as innkeepers and take turns watching the inn while the other sleeps. There are two beds that can be rented. Both can be rented at the same time. Each innkeeper will only rent one of the beds. If you want to rent two beds, one for yourself and one for your companion, you will have to go ask the other innkeeper for the other bed. This is a small inn. Because Kartwasten is a small mining town and a bit away from the main road, it is not likely to get a lot of customers. It is likely that the reason for turning the house into an inn was to have something to do and to earn a little extra income. Even if no one visits the inn, the couple can survive on the blacksmith income. While they do own the Silver Anvil and its respective businesses, they are also employed by Ainethach to handle the smithing needs of the mine and to tend the crops behind his house. They are both of the Nord race because Karthwasten is suppose to be a town with a mixture of Nords and Reachmen (Bretons). In the vanilla game, there are four Bretons and only one Nord. If you get grass clipping issues when using grass mods, you can use No Grassias with this mod. Version two of this mod is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. Version two also adds crops, a bathing room, and a much needed town well. A travelling general merchant is available as an add-on.


FEATURES

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  • One new building
  • A travelling general merchant (KarthwastenTheSilverAnvil-Peddler)
  • Three new unique NPCs including a blacksmith, a food vendor, and a dog
  • Two beds for rent (each innkeeper will rent a different bed)
  • NPCs have immersive AI packages
  • NPCs are quest aware (two of the new NPCs will be at the Karthwasten intro)
  • Random NPCs will visit the inn (adventurers, couriers, Dawnguards, hunters, and Vigilants)
  • Custom forge (no need for a blacksmith water fix)
  • A bathing room
  • Interior lighting is design to blend in with lighting overhauls
  • Optional Chopping block (activate the head of the woodcutter's ax on the crates by the tanning rack to toggle on or off)
  • Optional exterior chimney (activate the candle on the right at the fireplace to toggle)
  • Optional garden (activate the head of the hoe by the tanning rack to toggle crops and the apiary on or off, activate the blade of the shovel to toggle the rocks in the garden area, activate the end of the handle of the shovel to toggle the clutter)
  • Optional town well (activate the bucket by the tanning rack to toggle on or off)
  • Lore-friendly and lightweight
  • esl flagged (won't require an extra slot)
  • Clean, customizable, compatible, optimized, and stable



REQUIREMENTS

Holidays is required for KarthwastenTSA-Holidays
Farmhouse Chimneys is required for KarthwastenTSA-FC
Karthwasten - Let The Silver Flow is a soft requirement for KarthwastenTSA-BSG-KLTSF
Karthwasten by Arthmoor is a soft requirement for KarthwastenTSA-BSGKA
Karthwasten Burial Site Graveyard is required for KarthwastenTSA-BSG, KarthwastenTSA-BSGKA, and KarthwastenTSA-BSG-KLTSF
Sounds of Skyrim Complete SE is required for KarthwastenTSA-SOS


INSTALLATION AND USAGE

Add the contents of archive to the Data directory manually or with a mod manager. Make a clean save before enabling the mod if you are adding the mod midplaythrough. Sort your load order. Enable the mod and play. Click the spoiler tag below for more detailed instructions for each plugin.

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KarthwastenTSAGrassPatch

This optional plugin is a standalone patch that will remove the grass in front of the inn. It should load after most Karthwasten mods. This will only remove the vanilla grass and is not a grass fix for grass mods. You will need use No Grassias AND this if you get overgrown grass when using grass mods. Neither Landscape Fixes For Grass Mods nor No Grass In Objects will fix overgrown grass issues around the inn. No Grass In Objects may still be needed for grass clipping issues. The patch can also be use with NoGrassias Lite to fix grass issues with the tent from Barely Used Vanilla Actors Recycle Project. The patch is not need if using NoGrassias Extended or Ultimate with Barely Used Vanilla Actors Recycle Project. This is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. It can be added or removed at anytime.

KarthwastenTSA-BSG
This patch will fix compatibility issues between Karthwasten The Silver Anvil and Karthwasten Burial Site Graveyard. Load this after Karthwasten Burial Site Graveyard. It already includes the grass patch so KarthwastenTSAGrassPatch plugin should not be use in this case. It also uses NavCut to fix NavMesh issues if you are not using the Karthwasten Burial Site Navmesh Addon. This patch only requires Karthwasten Burial Site Graveyard and can be use to improve compatibility with other mods as well. This is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. It can be added or removed at anytime.

KarthwastenTSA-BSGKA
This patch will fix compatibility issues between Karthwasten The Silver Anvil, Karthwasten by Arthmoor, and Burial Site Graveyard. Load this after those mods and in that order. It already includes the grass patch so KarthwastenTSAGrassPatch plugin should not be use in this case. It also uses NavCut to fix NavMesh issues if you are not using the Karthwasten Burial Site Navmesh Addon. This patch only requires Karthwasten Burial Site Graveyard and can be use to improve compatibility with other mods as well. This is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. It can be added or removed at anytime.

KarthwastenTSA-BSG-KLTSF
This patch will fix compatibility issues between Karthwasten - Let The Silver Flow, Karthwasten The Silver Anvil, and Karthwasten Burial Site Graveyard. Load this after those mods and in that order. It already includes the grass patch so KarthwastenTSAGrassPatch plugin should not be use in this case. It also uses NavCut to fix NavMesh issues if you are not using the Karthwasten Burial Site Navmesh Addon. This patch only requires Karthwasten Burial Site Graveyard and can be use to improve compatibility with other mods as well. This is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. It can be added or removed at anytime.

KarthwastenTSA-FC
This optional patch will give The Silver Anvil a chimney from Farmhouse Chimneys and disable the TSA chimney. This is done to give The Silver Anvil a more consistent appearance if you are using Farmhouse Chimneys. This patch requires both mods and must load after them. This is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. It can be added or removed at anytime.

KarthwastenTSA-Holidays
Adds holiday decorations from the Holidays mod to The Silver Anvil. Requires and should load after Holidays and The Silver Anvil. ESPFE/esl flagged)

KarthwastenTSA-NBR (No Bed Rental)
This optional patch will remove bed rentals and the keyword LocTypeInn from The Silver Anvil. This will prevent world encounter NPCs from going into the Silver Anvil and allow them to go into another inn instead. This is meant for those using mods such as Inns And Taverns.  This is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. It can be added or removed at anytime.

KarthwastenTSA-NIL (No Inn Location)
This optional patch will remove just the keyword LocTypeInn from The Silver Anvil. This will prevent world encounter NPCs from going into the Silver Anvil and allow them to go into another inn instead. You can still rent beds with this option. This is meant for those using mods such as Inns And Taverns.  This is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. It can be added or removed at anytime.

KarthwastenTSA-Peddler
This add-on adds a random travelling merchant to the inn. The peddler will appear a few times a week just like the Khajit caravans. The peddler will spend time inside and outside the inn and sleep in the northern bed at night. The northern bed will no longer be available for rent. Both innkeepers will now rent the southern bed. Only rent from one innkeeper to avoid double-booking. It requires the main mod and must load after it. This is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. It can be added or removed at anytime.

KarthwastenTSA-SOS

This add-on adds sound markers from Sounds Of Skyrim to The Silver Anvil. Requires Karthwasten The Silver Anvil and Sounds Of Skyrim and should load after them. This is a light plugin (ESPFE/esl flagged) and will not take up any of the 254 esm/esp slots. It can be added or removed at anytime.



UPDATING

Method One:
General updating procedure for mods with minor updates (reference additions, but no reference changes). Make a clean save. Note the load order position of the old mod. Uninstall the old mod. Install the updated mod. Place the updated mod at the same load order position as the old mod. Enable the mod and play.

Method Two:
General updating procedure for mods with major updates (reference changes, switching to esl/ESPFE or compacted mods). Remove all personal items that are in containers from the mod. Remove all personal items that are in the new areas from the mod. Remove any unique item from the mod from your inventory if possible. Make a clean save. Exit the game. Note the load order position of the old mod. Uninstall the old mod. Start the game without the new mod and make another save. Exit the game. Install the updated mod. Place the updated mod at the same load order position as the old mod. Enable the mod and play.

If you are updating to v2.26, use method two to avoid some moving statics.


UNINSTALLING

Remove any personal items that are in containers added by the mod. Remove any personal items that are in new areas added by the mod. Remove any unique item added by the mod from your inventory if possible. Make a clean save. Remove the contents that were in the archive manually or with a mod manager.


COMPATIBILITY

The following are compatible unless otherwise stated. Click the spoiler tag below for list.

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  • AI Overhaul
  • All lighting mods (no patches needed)
  • Bathing in Skyrim Special Edition - Unofficial Conversion
  • Bring Out Your Dead
  • BUVARP SE 1 - Barely Used Vanilla Actors Recycle Project for SE (disable chopping block)
  • BUVARP SE RE - Barely Used Vanilla Actors Recycle Project Special Edition Revamped
  • Dirt and Blood - Dynamic Visual Effects
  • Encounter mods (random NPCs will visit the inn)
  • Farm Animals and Co. SE, Farm Animals and Co. Extended Version SE
  • Farmhouse Chimneys (use and load KarthwastenTSA-FC patch after Karthwasten The Silver Anvil)
  • Immersive Citizens - AI Overhaul
  • Immersive Laundry
  • Immersive World Encounters SE
  • Inns and Taverns SE (just think of the Silver Anvil as the blacksmith's house or another Drunken Huntsman and don't rent a room from it) (use the optional KarthwastenTSA-NBR or KarthwastenTSA-NIL patch to have world encounter NPCs go to The Pick & Shovel instead of The Silver Anvil)
  • Interesting NPCs
  • JKs Skyrim (JKs Skyrim does not affect Karthwasten)
  • Karthwasten
  • Karthwasten Burial Site Graveyard (load before or after Karthwasten The Silver Anvil and load KarthwastenTSA-BSG after both)
  • Karthwasten - Let The Silver Flow (load before Karthwasten The Silver Anvil)
  • Karthwasten overhauls that don't modifies the same area (Karthwasten Overhauls that already have a store or inn are usually not compatible)
  • Keep it Clean - A Bathing Mod
  • KSHair for The Silver Anvil
  • Lanterns of Skyrim SE, Lanterns Of Skyrim II
  • Lux (patch available in Lux installer thanks to GGUNIT)
  • Not compatible with Karthwasten overhauls that edit the area where the Silver Anvil is located
  • Showers in Inns SSE
  • Skyrim AE, Skyrim SE
  • Spaghetti's Towns - AIO, Spaghetti's Towns - Karthwasten
  • The People Of Skyrim 2 (not compatible with The People Of Skyrim Complete)
  • THE PEOPLE OF SKYRIM V10 AE
  • Unofficial Skyrim Special Edition Patch (all relevant cell data have been checked with USSEP)



NOTES


Click the spoiler tag and read what's below if you're having issues or just want to be smarter. Most of your questions related to the mod are probably already answered here.

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Note that because the plugin has been compacted and flagged as an esl in version two, patches designed for version one will NOT work with version two. If you are using KSHair for The Silver Anvil for version one, you can simply unpack KSHairForTSA.bsa and rename the Nif files. Rename 00060ce2.nif to 00000808.nif and 00060ce3.nif to 00000809.nif. Version two of KSHair for The Silver Anvil will work with both versions one and two of Karthwasten The Silver Anvil. The KarthwastenTSAGrassPatch.esp plugin is independent and can be use with any version. Patches that are dependent on The Silver Anvil will be for version two only.

There are some concerns about flagging mods with new cells as esl. This mod has been tested multiple times with all available patches including the Lux patch without any issue. If you do come across the cell loading issue, post a report in the Bugs tab with the list of the patches that affect the interior of The Silver Anvil and include the load order of those patches. One bit of very good advice is to never reload a save. You should always exit the game, restart the game, and "clean load". Most mod users are not aware that reloading can corrupt your save. Scripted mods and light plugins are more susceptible to corruption caused by reloading.

The two new NPCs have AI packages that will blend in with AI mods. Visitors to the inn will be mostly hunters, but adventurers, members of the Dawnguard, members of the Vigil of Stendarr, or couriers can also appear.

The inn was based on The Stumbling Sabrecat, and the memorial at the inn is to acknowledge what happened in Karthwasten.

The bathing room was designed to match the bathing rooms from Keep It Clean and Showers in Inns. If you need soap for bathing, you can buy the ingredients for plain soap from the innkeeper and craft your own.

You can rent both of the beds at the inn (one for you and one for a follower).

The reason why The Silver Anvil did not originally have a general merchant is because it wouldn't make any sense. A settlement as small as Karthwasten wouldn't be able to support a general store. A store can survive in a small settlement if the settlement is by a busy road or if there is an attraction in the settlement. A mining town doesn't offer any attractions, and Karthwasten isn't on a main road. It is on a side road that is attached to a main road. This main road doesn't get a lot of traffic when compared to other main roads. It's hard to justify having a general store in Karthwasten unless the town is expanded to a sufficient size. While a general store wouldn't make sense in Karthwasten, a travelling merchant that delivers supplies to Karthwasten every so often does make sense. This is the basis for the peddler add-on.

Service AI packages can be buggy at times. That's why some stores remain lock even during service hours. If the blacksmith isn't buying and selling, a cell change sometimes fixes the issue. Otherwise, you need to save the game, exit the game, restart the game, and load your save.

The blacksmith will only buy and sell when he is outside in the blacksmith area. However, he will rent a bed at anytime. If you ask him to rent a bed while he is outside, he will take you inside to show you to your room. He will also sell silver ores.

In version 2.26, the chopping block, chimney, well, crops, the rocks in the crop area can be toggle to provide compatibility or aesthetics. To disable the chimney, activate the candle on the right at the fireplace. To disable the chopping block, activate the head of the woodcutter's ax on the crates by the tanning rack. Activate the head of the hoe to toggle the crops and apiary. Activate the head of the shovel to toggle the rocky terrain in the crop area. Activate the end of the handle of the shovel to toggle the clutter in the crop area. Activate the bucket to toggle the well.

Save your game after toggling anything, as Skyrim can occasionally crash after something is disabled. This is a Skyrim issue and not a mod issue. If it does crash, it will occur within the first few seconds the player is in range of the cell where the objects were disabled. If it doesn't crash within that time, it will not crash later. This type of crash will not be passed on to your save, so there's no need to worry that your game will crash upon loading the save.

This mod does not contain the exterior NavMesh data to avoid compatibility issues. It only needs the correct Navigation Mesh Info Map for NPC navigation. This is a clever way of making small mods that do not cause NavMesh compatibility issues. This method require more time and effort and not every mod can be made this way. Loading this mod in the creation kit will remove the current Navigation Mesh Info Map and you will have to create a new one by finalizing the exterior NavMesh. The reason for removing the NavMesh data is to avoid the need for compatibility patches. If you use mods A, B, and C, you may need a patch for A-B, B-C, A-C, or A-B-C. By making mod A this way, you will only need a patch for B-C regardless of the mod combination.

If you are traveling with a companion and your companion continually opens the door to the inn, it is because you are in or were in an area that has no NavMesh or is difficult to navigate, and your companion doesn't know how to get to you. When this happens, your companion will simply try to open the nearest door to get to you. This of course won't work, so the AI will get stuck repeating a loop. To remedy this, you can try drawing your weapon. This will cause the AI to change and maybe snap out of the loop. A simpler remedy is to change cell by going  into the inn. The cell change method will usually have greater success. To avoid this issue, don't sprint wildly around Karthwasten like your doing parkour. The NavMesh in Karthwasten is already difficult for NPCs to navigate. You can run or walk, but don't sprint or hop over stuff when traveling with a follower.

If you are using a grass mod that causes overgrown grass everywhere, use:

    TSA grass patch + NoGrassias + NoGrassias Lite or
    TSA grass patch + NoGrassias Extended or
    TSA grass patch + NoGrassias Ultimate

There are a lot of confusion about esl and mod limits, so here is a brief summary.
There are a total of 256 slots in the game. This is the case with Morrowind and Oblivion as well. Of the 256 slots, one is reserved for the ess file. This leaves 255 slots for esm/esp files. 255 is the esm/esp limit, not the mod limit. Some mods do not take up any slots. The five official masters are part of the game and shouldn't be consider mods. Therefore, the esm/esp mod limit is actually 250. It has often been stated that esl and esl flagged esp files do not take up a slot. That is incorrect. Using one or more esl or esl flagged esp file will reduce the 255 esm/esp slot limit to 254.



CHANGE LOG

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v2.50
Added rainy days AI packages to some NPCs. Tweaked some AI packages. Tweaked static bucket. Added water height to cell. Changed water in bath to work better with water mods.

v2.26
Added clutter near crop area to better match Kartwasten overhauls. Added ownership to exterior clutter to match USSEP.

v2.25
Changed innkeeper's voice to female nord. Added a shrine of Arkay to bath. Other minor tweaks and improvements.

v2.220404
Changed all visitors to travellers to fix respawning issue. Added fix to prevent static bucket from moving. Added a bathing room to the inn. Added troll fat to merchant's chest for soap recipes. Improved food vendor's menu. Other minor tweaks and improvements.

v2.211020
Windows now have proper emittance. Other minor tweaks and improvements. Unless new issues are found, this will be the final version.

v2.211008
Increased blacksmith's selling radius. Added drinking idle to the well. Added soups to the inn's menu. Removed NavMesh that was left behind in v2.210924. Tweaked AI combat behavior. Other minor tweaks and improvements.

v2.210924
Added couriers to the visitors. Tweaked AI packages and idles. Visitors will now spend some time outside the inn. Other minor tweaks and improvements.

v2.210918
Added apiary, crops, custom idles, town well, and visitors. Tweaked AI packages and NavMesh. Improved the traffic in the inn. Other minor tweaks and improvements.

v2.210514
Reworked lighting and NavMesh. Tweaked AI packages. Added a dog to give more life to the area. Added options to toggle chopping block and chimney. Compacted FormIDs and enabled esl flag. Other minor tweaks and improvements.

v1.190814
Initial release



RELATED MODS

KSHair for The Silver Anvil (Thanks to Herowynne)


CREDITS AND THANKS

Linthar for More Informative Console
LOOT Team for LOOT
MO2 Team for Mod Organizer 2
Nukem for SSE CreationKit Fixes
SKSE Team for Skyrim Script Extender
Wrye Bash Team for Wrye Bash
xEdit team for SSEEdit

Bethesda for the game and Creation Kit


MY MODS

Animated Mounted Casting (allows you to cast one-handed spells while on horseback and to dismiss your horse)
Breezehome Oarrvaskr Fish Aquarium (Adds 2K-4K CC Fishing fish tanks and plaques to Breezehome and Jorrvaskr)
Ebony Armor Male Neck Fix SE (fix for neck gap and neck clipping in the male ebony armor)
Jorrvaskr Holidays (allows you to decorate Jorrvaskr for the holidays)
Jorrvaskr Tavern And Companions NPCs (turns Jorrvaskr into a lively tavern and adds new NPCs to Jorrvaskr)
Jorrvaskr Trapdoor (adds trap doors between the main hall and living quarters)
Jorrvaskr Wuuthrad Display (allows weapons and shields to be mounted on the display)
Karthwasten The Silver Anvil (adds a blacksmith/inn)
Kolskeggr Miner's Hall (adds a blacksmith and more miners)
Kolskeggr Mining Hamlet (a great Kolskeggr settlement overhaul with services)
Morthal Where's Wares (adds a much needed general store)
Morthal Quartermaster (adds a blacksmith to the Guardhouse)
No Grassias (a universal grass mod fix that works well with Landscape Fixes and No Grass In Objects)
SICKM - Skyrim Interface Controller Keyboard Mouse
Skyforge Complete (adds missing blacksmith stations and a blacksmith sign)
SMIM Upper Furniture Fix (2K-4K texture fix for SMIM's mismatched upper furnitures)
This Is Jorrvaskr (a great and customizable Jorrvaskr overhaul, turns Jorrvaskr into an awesome player home)
Whiterun Watchtowers (minor improvements to Western Watchtower and Whitewatch Tower)


PERMISSION

Patches and translations have open permission.