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PaladinArchivan

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PaladinArchivan

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20 comments

  1. PaladinArchivan
    PaladinArchivan
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    Sticky
    I've had a few comments mentioning some incompatibility with Maskars overhaul. I've uploaded a version for MOO users for both the skingrad and bravil mod that moves objects out of the way of the billboards from that mod. I dont personally use MOO so if theres something else I've missed do leave a comment and I'll try to get it fixed
  2. chicagoasylum
    chicagoasylum
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    Anvil outskirts next? Oposite of the dock those areas are as barren as Bethesda's quality control gets! :D
    1. maczopikczo
      maczopikczo
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      I'd focus on all cities within walls first, though. Awesome job, Archivan - at least by the look of it. I'm going to try your mods as an affordable alternative to the resource hungry BC.
    2. songlife
      songlife
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      That could be problematic with Better Cites Anvil or Anvil Docks Extended, as well as Sewers For Every City & Dungeons of Tamriel and Lena's linking mod for those. I've had plenty of problems getting those to work together. Adding an Anvil version of this mod in to that mix could be disastrous unless the author installs those mods before attempting it. The 1st 2 I listed don't work together; one or the other has to be chosen.
  3. Funposter
    Funposter
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    I like this and your Bravil mod conceptually, but in practice, I've found that there's a little bit too much grass all over the place and that the amount of props on screen messes with Oblivion Reloaded E3's light point shadows. You also mention the 2020 Retexture pack (which I also use!), but I found some snow from that pack sitting in one of the vintner backyards. The trees in the middle of pathways also seem un-needed.
  4. d181sp1
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    Both of these are soooo needed. 
  5. bodiddley
    bodiddley
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    Hi Paladinarchivan,

    This looks good. I'm keen to try it out. I'll give it a spot in the load order along with  Unique Cities - Skingrad Retexture.  It's a Russian site - but these retextures are used in the Bevilex Guide here on Nexus. They really enhance the appearance of the city imho. 

    For those who like the look of well-tended plots in cemeteries, Honor Thy Dead by Guinefort1 adds flowers and shrines to the graveyards of Cyrodiil. Add in Street Vendors of Cyrodiil and there's an excellent alternative to BC for some immersive, lively, lived-in cities. 
  6. Dispensation
    Dispensation
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    Both of your mods conflict with the Maskar's Oblivion Overhaul noticeboards.
    1. maczopikczo
      maczopikczo
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      Oops, that's a biggie. I hope patches for this essential overhaul will come.
    2. Rikiaz
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      I believe MOO's ini actually lets you edit the coordinates to relocate them if there are any conflicts.
    3. PaladinArchivan
      PaladinArchivan
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      MOO version uploaded for both mods (based on the conflicts I am aware of, if theres something I've missed do let me know)
  7. GeorgeCorbul
    GeorgeCorbul
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    This is pretty nice, but you've gone a bit overboard with the grass in some areas (graveyard, for example - you'd think that people would actually cut the tall grass, because they care for their deceased's graves; or the smithing area - again, a place that most likely gets enough transit, so it's unlikely to have tall grass). I'd also suggest replacing all those wild bushes with some nicer "garden" bushes, after all, as you yourself have said "People live here", so they'd most likely trim the greenery.
    1. PaladinArchivan
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      I see where you're coming from, although I will add the chapel half of skingrad is supposed to be a bit of a run down slum. They don't really take care of the architecture or streets very well so the overgrown grave yard makes sense in that regard. The blacksmith part is definitely something to consider though as well as the bushes.
  8. OswaldMrOswald
    OswaldMrOswald
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    Hello again, are you looking to revamp all of the cities? The work you have done with Bravil is really good.
  9. karmicwheel2
    karmicwheel2
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    Your mod reminds me of Morrowind's "More_Detailed_Places". I hope you adding all the other cities in the future. Better Cities makes my game very buggy, so I only use Unique Landscape. But for two cities I can use your mod now. Cool.
  10. abom7
    abom7
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    Excatly what I like, enchanced with vanilla stuff but no overdone. Thank you very much! Hope there will be other cities too :)
  11. anithinks
    anithinks
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    Can someone confirm that the pathgrids are modified to not have NPCs run into trees and other new features added by the mod? Looks great so want to ensure no issues like that are present.
    1. PaladinArchivan
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      That is something I tried to make sure to keep an eye on during this. The only issue I found was NPCs would sometimes get stuck in the stone wall rings around the trees at the corners of the roads, which was fixed by just making the walls low enough that they could just step over it if they really insisted on walking into them. Beyond that all props were placed closely against walls and generally out of the way so NPCs will just walk around them. They will also regularly use the benches I've placed around. The pit road hasn't given me any issues either, as NPCs will walk down it as normal. The only thing changed from the vanilla city is I removed or relocated a few rocks along the sides of the pit road which NPCs dont walk on anyway, everything else is just additional props/vegetation added on top of what is there in vanilla.
    2. anithinks
      anithinks
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      Thanks for your reply.

      I look forward to a combined mod with all your cities, once you are fully done. Esp slots are rare, so I'll wait when you eventually create a merged version (I hope).