Karthwasten has been a city of trade for centuries. In recent years conquered by the Nords, the past three decades have seen an uneasy peace in the city. Whilst this peace has seen Rolic Gilded-Shield and his war-veteran caravaneers prosper, the common folk of the city and the Guilds within it have not fared nearly so well.The Fighters Guild is run by a wastrel and a knight, both of whom are the same person. The Thieves Guild is in hiding, forced underground for aiding the Hold's enemies. Hadnar White-Wind, the Guard Captain of Karthwasten, hunts recidivists and criminals with an iron fist... and a generous purse to anyone who aids him.Beyond Karthwasten's walls, the Reach is as dangerous as ever. Travellers face bandits, Reachmen ambush, kidnap and ferocious beasts on a daily basis. The bones of their victims lie pale and stark, ready to give up their secrets to the keen-eyed. The crumbling stones of antiquity, the long-abandoned fortresses of both the Clan Direnni and the First Era Nords, hold even more secrets -- and keen explorers capable of overcoming their varied inhabitants will find unique treasures indeed...The Skyrim: Home of the Nords Team are proud to present another release in our efforts at bringing the province of Skyrim to the world of TESIII: Morrowind. It represents the work of many talented modders over the past years and includes the following features:- 40 quests, including new regional storylines for well-known Imperial Guilds, bounty hunting, and miscellaneous quests.- 200+ exterior cells of landscape- 150+ interior cells, including the massive city of Karthwasten, an explorer’s paradise, as well as dozens of locations for you to loot in classic TES fashion.- Specially-modelled exterior and interior assets to flesh out the settlements of the Reach, including Reachmen camps and Direnni ruins.- New books, armor, clothing, weapons, and more.----------------------------i. Installing the Mod:----------------------------- Copy all contained folders and their files into your Data Files folder.- Make sure to have at least Tamriel_Data Version 7.1 installed and enabled.- Enable Sky_Main.esm in your launcher.- If you use MGE and you wish to use MGE-animated grass, do not enable the Sky_Main_Grass.esp in the launcher. Only use it when generating distant lands. We do not recommend using this esp with OpenMW since it does not optimize grass in the way MGE XE does or animate the grass.----------------------------ii. Updating Save Games (if using existing save with a previous version of SHotN):----------------------------If you are updating SHotN, and intend on resuming play using an existing save-game, you must first run the file patcher contained in Tamriel_Data download and then undertake the additional steps outlined here (http://wiki.theassimilationlab.com/mmw/Wrye_Mash#Using_an_Updated_Version_of_a_Mod) to resolve any potential errors when using an old save-game on a newer version of SHotN. Please note, you will need to download and install the Wyre Mash utility to clean and repair your savegame using the method above as well as a Java Runtime Engine to use the file patcher.----------------------------iii. Playing the Mod:----------------------------Speak with Jurid Fast-Travel on the Ebonheart docks to travel to the Karthwasten docks, or speak with Bronding Wind-Catcher to travel back to Ebonheart.----------------------------iv. Known issues:----------------------------- Two hidden doors have collision issues in OpenMW. OpenMW users will need to find another way past them or "tcl" through them.- The ingame map will not follow the player to the new landmass in vanilla Morrowind. It only works with OpenMW.- NPCs, creatures, and the player vibrate in vanilla Morrowind due to loss of floating point precision. OpenMW significantly mitigates this issue.----------------------------v. Future Updates:----------------------------The cities of Dragonstar and Markarth are all but completed exterior- and interior-wise and Dragonstar has been NPC'd. Quest development has begun for the Dragonstar release, which will at least double the number of quests in SHotN, including the beginning of the Reach's main quest. Significant exterior work has been completed in the regions north and east of the Reach.----------------------------vi. About SHotN:----------------------------We have been working on bringing the lands of Skyrim to TES:III for ten years. The Skyrim we aim to make is our own interpretation, rather than a copy of Bethesda’s work in TES:V. Based on lore from the Pocket Guides to the Empire and other additional sources, we’ve based our creations on what you might expect from having played Morrowind rather than later games in the series. A comprehensive and sustained effort from model-makers, landscape designers, interior-fiddlers and quest-wranglers has allowed for this latest release.If you would like to join us in the effort to bring Skyrim to life, please find us at our forums Alternatively, come hang out in the Project Tamriel Discord , the best place to chat with our team and catch up on our latest progress.