Super love the design! *edit: for those porting to SE with CAO, you need to select Full Optimization, not just Necessary. Or you'll get missing objects and textures. thanks to a reddit post.
This mod looks great! Not too overwhelmig, but changes are definitely noticeable. Also love that you made roofs accessible. That's a must-have in my opinion, especially for Riften. But for some reason I get missing textures on one of the added objects near Bee and Barb and NPCs from this mod have grey faces. As of right now I don't have a lot of mods installed, I'm at the stage of picking, choosing and testing what I want in my game. For now I only have a bunch of NPC overhauls merged together, Alternate start, unofficial patch, race menu and some beautification mods for characters, no enviromental or city textures. So it shouldn't be a compatibility issue.
Thanks! and thanks for letting me know about your issues. Will investigate your problems.
If you are using SSE and if you've ported my mod yourself, this might be a cause for at least the missing textures, Be sure to check out the comment I sticky marked, for a possible solution.
Grey-face can be a tricky thing to deal with, I'll double check things on my end to see if there is something I can do (or if I forgot to do something). But you might have to look around yourself to fix your particular case of grey-face :)
*Edit - Turns out it was all my fault in the end. Should all be sorted out now, be sure to let me know if the problems persist (or new ones appear).
first of all : great mod, just what Riften needed.... but : Madesi is out of place, together with his jewelry floating in front of him he is standing between two stands.. Any fix ? Grtz from Ninove, Belgium
after reloading the game Madesi stands now behind his stand, very odd...but the jewelry is still floating between two stands... no fix? this is conflicting with ragged flagon easy access and makes the game ctd no matter wich entrance i take to go to the ragged flagon....
If you are using any other mods that change, add, or in any way alter Riften there will be compatibility issues, my mod was not designed to be used with any other mods that affect Riften. At this time I will not be making any compatibility patches, I'm sorry. You might have to try to make your own edits to either my mod or to any other mods you want to use along side mine.
Madesi being out of place, along with his jewelry, is strange but not a problem I remember encountering while testing, I don't know if other people have experienced something similar but it might be some other compatibility issue, Either way don't expect a fix any time soon... Sorry.
It is strange however that you'd CTD while trying to enter a cell, I've made no edits to any doors, or cells. At least that I can remember. Maybe my mod and this other mod has used the same name for something causing the CTD, but I don't know.
I wish you the best of luck in trying to resolve these problems.
after checking the esp's the problem with Madesi came from the unofficial skyrim city patch, once the patch was removed madesi was in place, but the ctd when trying to enter the ragged flagon -and the cistern- is for the moment a mysterie, even with the easy flagon access mod and the city patch disabled still ctd... will investigate further..... After reading posts from other riften mods the issue with the ragged flagon crash seems to be the same as with JK's Riften mod... Maybe it's something script related ?
I love this mod it's my favorite Riften overhaul. if I might make a small suggestion I think the lever for the castle portcullis should be moved around the corner. In it's current location it looks like anyone from the invading side can reach through the bars and pull it up again if it goes down.
*edit: (versions later than 1.3) SE users remove the 'actors' folders from meshes and textures before full optimization. unticking process headparts is not enough. put folders back in after optimizing. If optimize NPC parts will experience CTD. Clean with xEdit, latest version shows 1 ITM (worldspace).
separate issue: *solved: there are 2 permanent torches next to door to Riften docks, the wooden beam on the right side covers the torch but the torch flame still clips through. *permanent torches are added by RLO.
I really love your mod, you kept it simple but did so much really giving Riften alot of character. I love JK's Riften but it's slowly getting to that point where I need to move on to other mods and this fills the void nicely.
I can't wait to see what you'll do with Solitude, I love how it feels like this Medieval city and something with your touch would make it feel even more Medievaly!
Thank you very much! Due to real life stuff I've been taking a break, but hopefully the Solitude update will be released eventually, It ended up being bigger and more work then I thought it would be however...
Oh wow, Solitude is actually next? I can't wait for the day when you've done all the major cities and have it all under one plugin. For now, take care of yourself and take it easy!
I just looked at your uploaded images and saw what you had for Solitude, and I'm excited! I use JK's Solitude and there are specific things I loved most like how the market was done, I noticed with your Riften you did a few things JK's Riften did but still do your own things and then more, so I'm eager to see similar. I do have a few questions though! I noticed that your adding buildings based on screenshots, not just decorating it like Riften here. I love the mod "Books of Skyrim" will you be adding a bookstore to your Solitude? As a side note, I did always want to see a Bakery and a Jewelers added to Solitude.
The Solitude Overhaul is currently in the annoying stage where I've been working on it for so long that I've started to change my mind on things previously thought to be done.
Right now there is 11 Interior cell that have been created (some almost finished, most barely started), with more to possibly come. And yes, A bookstore and a Jewelers are ideas that I've been playing around with (more now that you've suggested it).
My notes tell me that I need to add more interest to the market as well, so hopefully I can make something interesting out of the area.
If you ever need it, I'd be happy to help you test things out, like go over with what you got, give my feedback and what not and tinker around there.
But wow, this sounds like a huge project, 11 interiors? Part of me feels as if that's too much but I'm just imagining 11 individual homes, not considering a build that might have more interiors in it. I've always felt less is more, sure it is fun to add alot, but using mods like Solitude Enhanced and what not, that's I mod I feel tries to add SO MUCH that it starts to feel unnatural like the identical rows of houses with little to no variation, but it's understandable that there's only so much you can do without the need to make unique models.
When it comes to the market, my personal suggestion is to not move those vanilla market stalls if you can help it because unless if you start a new file, there's going to be junk all over. I always loved all those spare market stalls and carts along the base of those stairs JK's Solitude added, but I also liked the extra new market stalls Dawn of Solitude as well. Not saying to copy what they did of course! Just saying, maybe you can look there to take notes to see what worked and what not.
It certainly turned out bigger than I thought it would originally, but releasing this mod (Riften Revitalized) has given me more reason and motivation to actually finish and release the Solitude one as well, so I try to stay aware of my own limitations. I've already put certain ideas on hold at least until I've released a version 1 of the mod. (Mainly adding actually sewers that you can explore that would connect up with the manholes on the surface. This is currently too much work)
11 Interior cells sound more extreme than it is (I hope!). That 11 includes things like basements, and top floors accessible from ladders, things like that, things that could be compressed into one cell but has been split due to the layout of the interior. Most of the interiors are being decorated in a very "vanilla"/basegame Skyrim style, it makes them fairly easy to decorate but it's certainly not exciting work.
I appreciate the offer to help out and will make use of it if I ever need it! However I've been considering releasing some more screenshots but not wanting to clutter up the nexus image page with CK progress screenshots I might make a basic Discord server to dump images in, which in turn would be a decent place to give me ideas or critiques, but we'll see.
Hey big projects with huge hurdles to test your skills is a good way to learn! As far as I'm concerned, you got yourself a strong supporter here! I can tell you have alot promise and I feel "Lazarus' Skyrim" is just the start for you! And I really mean that, I haven't seen a good city mod since JK's Skyrim but the issue with JK's Skyrim is that it's crashy....
But yeah that 11 interior cells doesn't sound so bad now, and it's fine if basements and attics are their own cells. I was just worried you were adding 11 new buildings, as big as Solitude may be, it's not /THAT/ big lol
But man I'd be happy to help and support you, if you do make a discord server I'd totally join that I love looking at WIP screenshots!
I really like the mod from a cursory tour through the town. I've always enjoyed a bit of verticality, so those ramps on the rooftops are nice. There's a few things like texture glitches and some missing objects, but I'll assume that's because I manually ported over to SSE. This is only one of the two city mods I've seen affect Riften, so I'll likely keep this in my load order for a time.
However, I never thought I'd say I'd get blueballed by a city mod, but there's a first time for everything. I liked that portcullis in front of Mistveil Keep from a distance, and when I got close and saw the lever I got... unreasonably excited. I was so disappointed when it didn't do anything. That's just doing "practical defenses" nerds like me dirty.
Hahaha! Since this mod was originally just made for myself I didn't really mind the lever not doing anything, but I was contemplating removing it for the release, I might make the lever actually work to pull down the portcullis, but that's a big might (Also depends on if I can make it look good). Right now you'll just have to roleplay that the lever is broken or something! :)
I really don't know what or how SSE changes things, but I haven't encountered any textures glitches nor any missing objects so it being a fault of SSE is a good assumption.
(Speaking of verticality in an earlier version I had 3 new buildings on top of existing buildings, that you would climb to, it ended up being a bit extreme though.)
Nope! All the custom meshes use the original texture folder paths, so you should be able to use any textures and see them show up!! There is only 1 "custom" texture included and it's for a silly tiny misc item you can find.
Basically the custom folder only includes the meshes, the base game provides the textures, and if you change the textures the change happens to the new meshes as well!
44 comments
But for some reason I get missing textures on one of the added objects near Bee and Barb and NPCs from this mod have grey faces.
As of right now I don't have a lot of mods installed, I'm at the stage of picking, choosing and testing what I want in my game. For now I only have a bunch of NPC overhauls merged together, Alternate start, unofficial patch, race menu and some beautification mods for characters, no enviromental or city textures. So it shouldn't be a compatibility issue.
Here are some screenshots:
https://imgur.com/9UDz47K
https://imgur.com/vUhSyoQ
https://imgur.com/hFdz0q7
https://imgur.com/ErafzqH
If you are using SSE and if you've ported my mod yourself, this might be a cause for at least the missing textures, Be sure to check out the comment I sticky marked, for a possible solution.
Grey-face can be a tricky thing to deal with, I'll double check things on my end to see if there is something I can do (or if I forgot to do something). But you might have to look around yourself to fix your particular case of grey-face :)
*Edit - Turns out it was all my fault in the end. Should all be sorted out now, be sure to let me know if the problems persist (or new ones appear).
but : Madesi is out of place, together with his jewelry floating in front of him he is standing between two stands..
Any fix ?
Grtz from Ninove, Belgium
after reloading the game Madesi stands now behind his stand, very odd...but the jewelry is still floating between two stands... no fix?
this is conflicting with ragged flagon easy access and makes the game ctd no matter wich entrance i take to go to the ragged flagon....
If you are using any other mods that change, add, or in any way alter Riften there will be compatibility issues, my mod was not designed to be used with any other mods that affect Riften. At this time I will not be making any compatibility patches, I'm sorry. You might have to try to make your own edits to either my mod or to any other mods you want to use along side mine.
Madesi being out of place, along with his jewelry, is strange but not a problem I remember encountering while testing, I don't know if other people have experienced something similar but it might be some other compatibility issue, Either way don't expect a fix any time soon... Sorry.
It is strange however that you'd CTD while trying to enter a cell, I've made no edits to any doors, or cells. At least that I can remember. Maybe my mod and this other mod has used the same name for something causing the CTD, but I don't know.
I wish you the best of luck in trying to resolve these problems.
will give it a try with TESVedit..
will investigate further.....
After reading posts from other riften mods the issue with the ragged flagon crash seems to be the same as with JK's Riften mod...
Maybe it's something script related ?
if I might make a small suggestion I think the lever for the castle portcullis should be moved around the corner. In it's current location it looks like anyone from the invading side can reach through the bars and pull it up again if it goes down.
I'm glad you liked the mod!
separate issue: *solved: there are 2 permanent torches next to door to Riften docks, the wooden beam on the right side covers the torch but the torch flame still clips through. *permanent torches are added by RLO.
*edit: I think I know what's wrong. Fix coming soon.
I can't wait to see what you'll do with Solitude, I love how it feels like this Medieval city and something with your touch would make it feel even more Medievaly!
For now, take care of yourself and take it easy!
I use JK's Solitude and there are specific things I loved most like how the market was done, I noticed with your Riften you did a few things JK's Riften did but still do your own things and then more, so I'm eager to see similar.
I do have a few questions though! I noticed that your adding buildings based on screenshots, not just decorating it like Riften here. I love the mod "Books of Skyrim" will you be adding a bookstore to your Solitude? As a side note, I did always want to see a Bakery and a Jewelers added to Solitude.
Right now there is 11 Interior cell that have been created (some almost finished, most barely started), with more to possibly come.
And yes, A bookstore and a Jewelers are ideas that I've been playing around with (more now that you've suggested it).
My notes tell me that I need to add more interest to the market as well, so hopefully I can make something interesting out of the area.
But wow, this sounds like a huge project, 11 interiors? Part of me feels as if that's too much but I'm just imagining 11 individual homes, not considering a build that might have more interiors in it. I've always felt less is more, sure it is fun to add alot, but using mods like Solitude Enhanced and what not, that's I mod I feel tries to add SO MUCH that it starts to feel unnatural like the identical rows of houses with little to no variation, but it's understandable that there's only so much you can do without the need to make unique models.
When it comes to the market, my personal suggestion is to not move those vanilla market stalls if you can help it because unless if you start a new file, there's going to be junk all over. I always loved all those spare market stalls and carts along the base of those stairs JK's Solitude added, but I also liked the extra new market stalls Dawn of Solitude as well. Not saying to copy what they did of course! Just saying, maybe you can look there to take notes to see what worked and what not.
(Mainly adding actually sewers that you can explore that would connect up with the manholes on the surface. This is currently too much work)
11 Interior cells sound more extreme than it is (I hope!). That 11 includes things like basements, and top floors accessible from ladders, things like that, things that could be compressed into one cell but has been split due to the layout of the interior. Most of the interiors are being decorated in a very "vanilla"/basegame Skyrim style, it makes them fairly easy to decorate but it's certainly not exciting work.
I appreciate the offer to help out and will make use of it if I ever need it! However I've been considering releasing some more screenshots but not wanting to clutter up the nexus image page with CK progress screenshots I might make a basic Discord server to dump images in, which in turn would be a decent place to give me ideas or critiques, but we'll see.
But yeah that 11 interior cells doesn't sound so bad now, and it's fine if basements and attics are their own cells. I was just worried you were adding 11 new buildings, as big as Solitude may be, it's not /THAT/ big lol
But man I'd be happy to help and support you, if you do make a discord server I'd totally join that I love looking at WIP screenshots!
However, I never thought I'd say I'd get blueballed by a city mod, but there's a first time for everything. I liked that portcullis in front of Mistveil Keep from a distance, and when I got close and saw the lever I got... unreasonably excited. I was so disappointed when it didn't do anything. That's just doing "practical defenses" nerds like me dirty.
I really don't know what or how SSE changes things, but I haven't encountered any textures glitches nor any missing objects so it being a fault of SSE is a good assumption.
(Speaking of verticality in an earlier version I had 3 new buildings on top of existing buildings, that you would climb to, it ended up being a bit extreme though.)
Basically the custom folder only includes the meshes, the base game provides the textures, and if you change the textures the change happens to the new meshes as well!