SKYRIM
alternative city access __sewers__ by d0p4m1n
Skyrim » Gameplay effects and changes
Added: 08/02/2012 - 09:03PM
Updated: 17/05/2012 - 05:02AM

42 Endorsements

1.2 Latest version

1,586 Unique D/Ls

2,452 Total D/Ls

12,758 Total Views

Uploaded by mandalor

Description

Last updated at 5:02, 17 May 2012 Uploaded at 21:03, 8 Feb 2012

alternativeCityAccess
=================

I made this for my own game-play, cause it always felt strange, when I sneaked the guards at the main-gates. Now, sharing it with you may make one, or another happy ;)

this mod makes the sewers of the cities access-able ...well it does that for Winterrun, Riften & Markarth, since Windhelm & Solitude are lacking of a visible sewer-"entrance". However, I leaved Solidude as it is, because the "Dock Entrance" pretty much does the job in my eyes. In Windhelm I decided to make some kind of an own-access just to have one there too. I realise, there are some other ways to get hidden access, as the player makes progress in the quests, but I wanted this to fit some cliché (you know like crouching through the sewers silently & so on;)

How to use:
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look at the images! the bigger entrances are automated(like caves, just walk to the iron rods - one of them must be detachable!!! =P). The smaller ones work just as doors, by clicking.

Compatibility:
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-this mod is NOT compatible with the open-cities-mod
-may be not compatible with any mod, that alters the cities in the zones, the exits are

Issues:
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followers path-finding in Whiterun is still not satisfying, but as there are some bugs in the CK, fixing this has to wait

Install:
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as usual, just copy the alternativeCityAccess_1.0.esp into your data folder & make sure the plugin is checked in your preferred mod-manager, or default-launcher (the dl & install should work with NMM too, let me know, if I'm wrong on this).

Uninstall:
=========

off with that .esp!! :)

Change-log:
=========

v1.2 fixed companion issue (I'm sorry:NOT fixed yet)
v1.1 new exit in Markarth
v1.0 initial release


v1.2 -fixed the companion-issue. Now, they will follow you though the sewers.
-changed the spawn-point for Whiterun-entrance from upper to lower town. This is because the companions have problems to exit the streambed in upper part of town. they still will follow you through upper exit
-added some navmeshes to give companion better possibility to reach the roads in Whiterun
-the file-name still contains the version-number, my fault & I'm sorry. But that doesn't change anything for you at all. (Just sorters like BOSS etc. may not recognize it, don't know yet)

THE CK-NAVMESH-BUG IS STILL MAKING IT WORK NOT PROPERLY & I DON'T WANT TO CHANGE IT INTO A MASTER, AS IT HAS TO BE LOADED AFTER OTHER MODS, THAT ALTERS THE CITY (IN MOST CASES & I KNOW TOO LITTLE ABOUT IT YET), THEREFORE IT'S STILL NOT RECOMMENDED BO BE USED WITH FOLLOWERS!!! I APOLOGIZE

if you should face some problems, please let me know. I've tested it with Lydia in all 4 cities.


Notes:
=====

you can do with it, what you want, as long as i get the credits, for what I've done (if you let's say implement & release it).

This is my first release & English is not my native language so be kind with me ;)

have fun with it!

d0p4m1n