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RedBag

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RedBag

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74 comments

  1. MeadWarrior
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    This mod is really well done! I'd appreciate if some residential houses were replaced with craftsmen shops though.
  2. RedBag
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    Version 1.4 is out!
  3. waferlake
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    I'm not entirely sure what's causing the bad clipped mountains. I tried disabling Bards Reborn (no conflict) and Majestic Mountains (didn't fix the issue with bits of mountain missing). I'll leave some links to images.
    Broken mountains:
    https://imgur.com/2WrDQCX
    Broken mountains blocked an entrance:
    https://imgur.com/HdT5ZH6
    https://imgur.com/NwS41ft
    https://imgur.com/8NfWkhG
    https://imgur.com/u5AX3Vd
    Broken mountains at Bard's college balcony:
    https://imgur.com/weQ73bX
    https://imgur.com/PKBpanj
    https://imgur.com/IhM5wVq
    Broken LOTD museum:
    https://imgur.com/lC4sdxy
    https://imgur.com/GQ7ZVZv
    The broken mountains may just be all LOTD fault, I haven't tested this out yet because I thought the culprit was two other mods. It wasn't majestic mountains or Bards Reborn. I'm also not certain if this mod covers up any of the sewer entrances from Skyrim Sewers 4 mod. I tried exploring the whole thing, and it didn't seem to affect it in that way. The only broken thing I noticed was that a sewer entrance wasn't letting me re-enter it after coming out of it. But that might be intended behavior. I will have to check with that mod's author. Turns out that some of the sewer entrances being inaccessible is a feature of that sewers mod. And none of the entrances are being obstructed from my experience exploring the entire thing (well the places that didn't require a key anyways).
    1. RedBag
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      Looks like incompatibility with some other mod. Have you tried, disabling other mods and run just mine? You can easily do so if you use a mod manager that allows making a new profile, such as MO2. Also, are you sure you are posting this issue on the right version? This is an Oldrim version, and Nexus says you didn't download this file yet.
    2. waferlake
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      yeah, you're right. Sry, I posted this on the oldrim when meaning to post it on the SE version. I was a sort of in a rush trying to track down the mod responsible for the terrain glitches. It's probably LOTD. Even after downloading some patches for this mod and LOTD, I still get the terrain glitches. So it might be a load order thing or something. But I haven't found the solution yet. I will repost this on the SE version for posterity, because even the solution provided by one user on the SE version's posts page didn't seem to help me.
  4. Sairith
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    It's about time somebody made a really stellar Solitude mod. I'd go so far as to say that this is almost perfect. It gives off the vibe of the crowded city and somehow manages to make the city feel bigger without actually changing how much space the city takes up. I feel like every time I walk into the city, I find a new passageway between buildings, or find some nook or cranny with people hanging out. It's truly phenomenal.

    The mod does have a handful of problems, but I imagine that the majority of these are easy fixes, and some are probably just nitpicking on my part.
    -Some of the doors don't quite line up with the ground. This is more noticeable down by the docks.
    -There are empty arches that looks like they were meant to have doors in them scattered throughout the mod. The first one that comes to mind is in the eastern part of the city where there's a sort of patio where NPCs hang out.
    -Some places feel very empty in comparison to others. The area behind Proudspire feels particularly devoid of clutter.
    -(This one's probably a nitpick) There could stand to be more foliage in the city. There doesn't necessarily need to be trees everywhere, but a shrubbery or bush here or there could work nicely, especially around the edges of the cliffs.
    1. RedBag
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      Thanks for commenting!

      Good eye, i'll fix the doors in the upcoming version.

      As for other remarks; i personally don't find vanilla level of clutter and shrubbery to be the problem. That's why i put moderate amount of it to the new parts of town (and some crates and rubble on the Castle Dour walls), and focused primarily on architecture and NPCs.
    2. OddballFett
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      BRING ME...   A SHRUBBERY!!!
  5. travelmedic
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    I've seen this mentioned or asked a lot on here, about compatibility with Legacy of the Dragonborn.  After just a very short test today on a new game while testing out some new mods, I'll say:  "sort of."

    With LotD loading after Redbag's Solitude, there seemed to be some navmesh conflicts, especially by the graveyard.  NPCs tended to bunch up and get stuck there, although sometimes they could find their way through.  Other times, if I tried to take followers through there, they would stop and have to run back around the long way past the Bards College and Vittoria Vicci's house instead of just following me through.

    Putting LotD before RB Solitude in my load order seemed to solve this problem and NPCs could walk around more normally.  No problem getting them to follow me up the stairs into the museum either.

    Overall I think this mod looks great.  One suggestion I'd like to see is more market stalls in that tiny courtyard you added between the execution spot and the existing market area, or at least have a Thieves Guild fence who hangs out there to buy stuff as an extra merchant.

    My other comment/wishlist item is about the merchant house added near the marketplace that sort of splits the city up.  The house is made to look like it's not currently being lived in, with boxes and clutter just everywhere, and a couple of beds.  That would make a great spot to add a quest for a player home as well as a merchant area where the player can hire a merchant to sell all their loot.  The player would have to build up or buy stuff for the home and shop, and hire a shopkeeper.  (Breezehome Fully Upgradable (I think) has an optional add-on that lets you buy a market stall across the street from the house (and other stalls in Solitude and Riften) and hire someone , so it is possible)
    1. RedBag
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      Thanks for your comment!

      Good to know about the LotD compatibility, thanks for reporting that. As far as your suggestions, i unfortunately wont' be updating this mod with content, just bug fixes and adjustments.
  6. RedBag
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    Version 1.3 uploaded! SE version now available.
  7. leifrazer
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    this compatible with legacy of the Dragonborn?
  8. Mnbrba
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    Very good job on this mod, as it makes Solitude look more city-like in general.

    But, as other users have already stated, there is a big hit on FPS on certain angles and places, and it's very annoying. When the camera moves onto that new building, placed right before the market area, the fps goes down to 22-25, and then suddenly goes up to above 45, changing the camera angle towards the market place. In the Blue Palace Courtyard, the same FPS drop occurs, if the camera is directed towards the rest of the city. And then FPS goes up to more acceptable 30-35 fps, once the character return to the city streets.

    I used the first version of the mod, and also noticed the LOD texture problems, now fixed, according to RedBag.

    Those performance problems will probably go away in the SSE edition of the mod. Perhaps the Old Skyrim simply isn't able to handle well all the details of this mod.

    If I may give Redbag an advice, would be that he should keep working on city mods. I liked this mod, even though I had to uninstall it. I will probably give the mod another try in the SSE edition.
    1. RedBag
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      I just ported this to SSE, and it is indeed a lot smoother. Will probably need another day to polish some things for SE release.

      Thanks for commenting!
    2. evegrey21
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      Can't wait till its posted at special edition nexus
    3. kcaz25
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      Where is the sse release?
    4. RedBag
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      I didn't release the port yet. I'm currently working on a new version, and when that is finished, i'll port it to SSE. It will take a few more days.
    5. kcaz25
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      Hows it going now? There is an arch down below the city that is down by the docks that kinda goes over the east empire trading company. I saw lots of npcs getting stuck there it seems like a navmesh problem. Have you seen anything like this?
    6. RedBag
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      I've been learning 3D modelling past few weeks, and i've already started on a Falkreath mod. As for this mod, i'm still working on some incremental mesh improvements.

      You mean the vanilla arch in the docks? I didn't have any problems, but i'll check the navmeshes again.
    7. kcaz25
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      Thanks alot!
    8. Mnbrba
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      I've decided to give this mod another chance, after having learnt some CK technical stuff, and not being happy with Solitude Reborn. And I suspect that the performance drops that occurs with Rebag's Solitude is an unavoidable consequence of the new layout of the city, plus, the engine limitations of Skyrim 32 bit - so, there's not much RedBag can do to fix the performance drops, as it's always the case with town and city overhauls in Skyrim 32 bit.

      Thus, I think I will replace Solitude Reborn with Redbag's Solitude on my load order and not remove it again. Despite that Solitude Reborn is a little lighter performance wise, and makes the city larger, Solitude Reborn stuffs too many buildings together and then, some areas look too cramped and ugly. Redbag's Solitude makes the city larger as well, but the buildings are much better arranged, with no areas looking like a slum - unlike Solitude Reborn. The gorgeous landscape and mountain views that can be seen from the city now are a BIG plus in favor of Redbag's Solitude, and also, the navmeshing seem better done as well. For the reasons I just explained, I consider it now the best Solitude city overhaul on Nexus.
    9. kcaz25
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      come on Please port
    10. RedBag
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      Sorry kcaz25 for being like this, i honestly tried porting, and it did work, but there were some weird issues, so i got frustrated and put it off. It's still on my mind though, AND IT WILL COME. I also thought that i would switch to SE, but that didn't happen, so the time i spent on the mod since the last update was mostly to polish and optimize the oldrim version.

      If you want to follow what i do, i made this yt channel, i got 2 vids so far (the solitude mod and updates will also be featured on it): https://www.youtube.com/channel/UCUiduKlXdfHRCCH_2CMu2CA/videos
    11. kcaz25
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      Hey man I took a look at the videos. I like your voice. Hey but really your mod and the Open Cities patch are needed in my life.
    12. kcaz25
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      Do it and send me your PayPal.
    13. kcaz25
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      https://www.nexusmods.com/skyrimspecialedition/mods/17990

      Should help
    14. RedBag
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      @kcaz25 thx for the link, i'm going to wrap up with Morthal first (two weeks), then make SSE for Solitude before making any new town overhauls.
    15. kcaz25
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      How about now?
    16. kcaz25
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      As evidenced by my monthly follow up I really wish this would happen.
    17. kcaz25
      kcaz25
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      Please
    18. kcaz25
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      Please
  9. DrBathroom
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    Absolutely incredible, so many alleys and new areas, its unbelievable. That being said, the only issue I have is the house dead center in the middle of the market area
    1. RedBag
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      Thanks, glad you liked it! That house is important because it splits the big area between the entrance and the arch into many smaller areas... but thanks for letting me know anyway.
    2. DrBathroom
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      Its such as small thing that I can change if I want anyway, but really, I hope you do more overhauls like this. The docks are to die for, and best yet they aren't murder on my frame rate. Not many mods overhaul riften, and I bet your style could compliment it well.
  10. rockbiter68
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    I don't know how I've never seen or heard about your mods before, but this mod--along with your other city overhauls for Morthal and for the Imperial City in Oblivion--look incredible. I'm definitely going to be adding them to my Load Order for both games. Really cool work.
    1. RedBag
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      A few more mods and i will dominate the world, just you wait.