Skyrim Special Edition

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A collection of patches for The Great Town of Karthwasten

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Continuing with my series of "I want to run with unique architecture everywhere, but that requires SO MANY compatibility patches" series....Karthwasten! soldierofwar put together an overhaul of Karthwasten in his The Great Town of Karthwasten, and I've put together a series of compatibility patches for things in
my load order which needed it. This one is rather small - not that many things which needed to be patched, and I've avoided reinventing the wheel for any patches that exist elsewhere. All patches are ESP flagged as ESL, unless otherwise noted. Please note that I've been sitting on these patches for a bit, because soldierofwar is planning on revisiting this town at some point, so if The Great Town of Karthwasten moves past revision 1.1, they may no longer be accurate.

Included Patch Descriptions

3DNPC/Interesting NPCs - Forwards Persistent tag on NPC ref to match new location. Last checked against version 4.4

AI Overhaul SSE - Shifts markers to match new interior/exterior, forwards persistency as the case may be. Last checked against version 1.6.6

Atlas Map Markers - NOTE: Based off MCM version. Adds map marker for added inn and store. MCM toggles supported. AMM patches are being released for other patch collections, and will require end-user CR between patches in order for MCM toggling to work for everything. Last checked against version 2.0

Cheesemod for EVERYONE - Shifts a few added cheeses to match the new interior. Last checked against version 1.01

Embers XD - Shifts the placement of fires to better utilize the new look of Embers XD, includes some ashes spread around, and in a few places substitutes
fire types to better match aesthetics. Last checked against version 2.1.1. FOMOD is based off uncompacted Embers XD.esp. Direct download of XD compacted ESL is available on the optional files section, but will not be receiving updates.

Enhanced Lights and FX - Only one patch this time around, due to there being a new building and wanting to keep consistency in lighting mood across all of
them. Forwards any conflicts having Great Town of Karthwasten win, shifted door lights, etc, where appropriate. Last checked against version 3.06. Please note that these buildings will be much brighter than typical ELFX buildings.

Immersive Wenches - Shifts a couple interior/exterior wench markers to match new layout. Last checked against version 1.60.SE

Landscape and Water Fixes - Conflict resolution forwarding ownership changes to chicken nests. Last checked against version 5.3

Lanterns of Skyrim II - Shifts lanterns and lights to match new exteriors. Forwards a light intensity change to its new location, and removes a peg it was hanging on. Last checked against version 4.0

Redguard Elite Armaments - CC patch, shifts an NPC spawn and sit marker to match new exterior

Snazzy Furniture and Clutter Overhaul - Shifts two placed paintings to match new interior. Last checked against version 2.0

Thieves Guild Requirement - Shifts a marker for version 5.0+

Unofficial Skyrim Special Edition Patch - Forwards cell changes, NPC changes. Shifts a marker to match new interior. Removes some plants that are clipping in their new location. Last checked against version 4.2.3.

Verdant Patch - DOES NOT REQUIRE VERDANT AS MASTER. Verdant adds grass to a couple texture types which makes a few paths seem more overgrown than they should have. This patch re-paints those stretches to be types which don't have grass, for Verdant. It may assist with other grass mods that do the same, as well, so master is not set.

Other patches I'm aware of: Immersive Laundry, Medieval Lanterns of Skyrim

Use a mod manager/organizer to install, or drop the loose files into you Skyrim data folder. Patches should have their appropriate masters set, and should be loaded after any mods which they are patching. Some of the fixes in question are on persistent objects, and may require a new save.

I don't believe this should introduce any incompatibilities beyond anything which may be present between base mods. All moved objects should have been moved to locations which are non-overlapping. Let me know if you hit anything

Bethesda for Skyrim Special Edition and the Creation Kit
ElminsterAU for SSEEdit
soldierofwar for The Great Town of Karthwasten
mnikjom and SpiderAkiraC for AI Overhaul
Kronixx and kryptopyr for Atlas Map Markers
aviform, EpicCrab, DoubtSuspended, PhysicsFish, and Daniel Hodge for Cheesemod for EVERYONE
mindflux for Embers XD
anamorfus for Enhanced Lights and FX
lordkoz for Immersive Wenches
wizkid34 for Landscape and Water Fixes and Lanterns of Skyrim II and Tamriel Master Lights
gutmaw for Snazzy Furniture and Clutter Overhaul
kryptoptyr and DrMonos for Thieves Guild Requirement
Arthmoor and the Unofficial Patch Team for Unofficial Skyrim Special Edition Project
Preeum for Verdant and for advice on making patches on his page :)