I have finally found the time and means to duplicate the mod in SSE, so for those of you who use it or plan to do so, you can find it there under the same name
Edit: It also might be worth mentioning that as this mod relies on all the DLCs, I will now mainly working on the SSE version, as it should be available for anyone who was able to play this this mod here.
For anyone who has fps issues try the animation fix that was released recently. You can find it here: https://www.nexusmods.com/skyrimspecialedition/mods/31146?tab=description
Make sure you disable the AnimationLoadSignedCrash in the SSE engine fixes file as it will clash with the animation fix. I got a huge increase in fps by using the animation fix pointing out that the likely fps drops were indeed caused by the NPC animations.
Not too surprising the skyrim animation engine also has its limitations that until now most people were not aware of.
For those having issue with terrain clipping with buildings near the entrance, this issue was caused by Immersive Citizens in my case, I just had to load the SE esp after the IC one. Or you can check the cell yourself on TES5Edit to see if nothing is overwriting the landscape, under Solitude Expansion.esp -> Worldspace -> 3C (Tamriel) -> Block -1,0 -> Sub-Block -3,2 -> 92BE (aaaSolitudeEntrance) -> Temporary -> A2BE (Landscape). The last column on the right panel should be Solitude Expansion.esp.
Also about navmeshes, if you have any issue, you can use the same method to detect any conflict. Navmeshes are under the Temporary tab of Sub-Blocks, you just have to know which cell you're looking for, which might be a bit tedious if you're not used to it. Just know that interiors cells are under the Cell tab and exterior cells under the Worldspace tab.
Hi, it does but loosely - the city guards will still function but will continue to wear their pre-stormcloak gear. As for the imperial garrison and the soldiers, as these do not respawn and are imperials rather than city guards, they should be all killable and thus possible to remove from the city.
As for the invasion itself, the assault is a little wonky but should work.
Hi, the description should be pre - SE (but still with DLCs); however to answer your question; yes it is pretty much dead (as I only have the SE installed due to storage being an omnipresent issue, also as reverting from SE to Oldrim is not a thing and I am not a fan of doing the same change twice on updates :P ).
Having said that; this version still should be fully playable :)
Okay thanks for the response, solitude reborn plus this mod make solitude into an entire new place its mostly compatible except for stairways toward the main gate, plus the buildings are overlapping. The Npcs get stuck halfway up the stairs and cant continue, Other than that everything else works perfect and the dock district is amazing. Love this mod
I'm having the same issue. Solitude Reborn and Solitude Expansion have been the only two full scale Solitude mods that edit inside and outside the gate that run beautifully and don't crash my game or destroy my FPS, however even with the 2.03 patch and the older version of Solitude Reborn running I still get houses and terrain overlapping at the gate. Has there been any headway on a patch for the latest Solitude Reborn perhaps?
Wh-what? A mod fro the Solitude docks that don't make my game crash? With many interiors and sensible, varied parts? Sir, I salute you, this is truely incredible. This mod will never leave my load order. I absolutely LOVE it!
I'm using the Pirates of Skyrim mod and I wanted to know if we should still install the patch that is in Oldfiles with the latest version 2.1 of your mod?
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Edit: It also might be worth mentioning that as this mod relies on all the DLCs, I will now mainly working on the SSE version, as it should be available for anyone who was able to play this this mod here.
Make sure you disable the AnimationLoadSignedCrash in the SSE engine fixes file as it will clash with the animation fix. I got a huge increase in fps by using the animation fix pointing out that the likely fps drops were indeed caused by the NPC animations.
Not too surprising the skyrim animation engine also has its limitations that until now most people were not aware of.
Or you can check the cell yourself on TES5Edit to see if nothing is overwriting the landscape, under Solitude Expansion.esp -> Worldspace -> 3C (Tamriel) -> Block -1,0 -> Sub-Block -3,2 -> 92BE (aaaSolitudeEntrance) -> Temporary -> A2BE (Landscape). The last column on the right panel should be Solitude Expansion.esp.
Also about navmeshes, if you have any issue, you can use the same method to detect any conflict. Navmeshes are under the Temporary tab of Sub-Blocks, you just have to know which cell you're looking for, which might be a bit tedious if you're not used to it. Just know that interiors cells are under the Cell tab and exterior cells under the Worldspace tab.
By the way, this mod is amazing, great work !
As for the invasion itself, the assault is a little wonky but should work.
Hope this answers your question.
Having said that; this version still should be fully playable :)
Congrats on the work.
Thanks
Edit: after enb boost installed its fine..thanks and endorse.
I'm using the Pirates of Skyrim mod and I wanted to know if we should still install the patch that is in Oldfiles with the latest version 2.1 of your mod?
Thank you.