Skyrim

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Vaelka

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Vaelka

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291 comments

  1. BluePianoTwo
    BluePianoTwo
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    Please post comments and questions below and I or others will get back to you!
    If you have any bugs to report, please use the bugs tab. For patch or asset use inquiries, please send me a private message.
    I am currently away at college, so I may be slow to respond but I do read all your comments. Thank you for all your support!
  2. JerisEnigma
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    I know this is super old (and I searched the thread, but Nexus' search never works anyway), but is there a reason the Bard's College sign is static? One of my little joys is smacking those shop signs while walking thru Solitude... 

    Eventually I'll just "fix" my copy, but I'm surprised it didn't seem to come up here at all. 
    edit: it's not really a Bug per se, but why is there only a bug section for the Director's Cut compilation?
  3. aaronth07
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    Does this mod add the cart shown in this screenshot:

    https://i.imgur.com/tSX8zif.jpg

  4. SPWonder
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    I recently downloaded the mod but I noticed something strange... The original fish and fruit & veg merchants aren't going to their new stalls. I used the command "pcb" and the npc's to them stalls went to the new stall placements but the stuff that was on them stalls wont go to the new stalls. what do i do?
    1. xcal68
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      The pcb command will not fix this problem. Yes, it will put those NPCs in their stall, if the in-game time says that's where they're supposed to be when you execute the command. This is creating a false sense of it being fixed. If you wait there until they are supposed to leave or return again, you'll see the problem comes back.

      The problem is, there is no navmesh behind their stalls... they cannot walk to where they are supposed to be. It's an error in the mod itself and the navmesh needs to be repaired. Also, the stalls further in the back were placed on top of the original navmesh, so those NPCs will try and walk through their stall, until they 'snap' into position. There are also gaps in the navmesh from where the original stall placement was. Side note: The AIO SSE version has the same broken navmeshes in Solitude, too.

      For the items that go on top of their counters, when I was reviewing this in creation kit, that seemed fine. Maybe you have another mod that also alters that cell?

      Edit - That's odd. I swear I was responding to a thread that had the mod author on it, with a 2019 post... oh well, still relevant.
    2. gretab3
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      I´ve encountered the same problem
  5. Nightblade1337
    Nightblade1337
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    So, I've run into a problem that I cannot solve by any means discussed in this thread or the description thus far. I've tried everything. Hell, I even downloaded JK and the compatibility patches and that almost fixed it, but unfortunately, the vanilla marketplace stalls and models persist on remaining in the city and clipping into the DoS market stalls.

    https://i.imgur.com/K0FMMfj.jpg for reference.

    What do I do, how do I fix this?
    1. BluePianoTwo
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      This is answered in the mod description. You need to use the pcb command to move the vanilla objects. (Or start the mod on a new game rather than mid-playthrough)
  6. lolawolf1106
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    does this need a patch or does this work with Legacy of the Dragonborn? I love the city mod but I want to use the legacy mod, and can't seem to find anything about the two together
    thanks,
    Lola~
  7. IntegraHellsing66
    IntegraHellsing66
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    So I was having the "things floating in their vanilla place" issue, and decided to use de PCB command to make things work as they sould.... and it didn't have any results, the things kept floating and nothing was fixed. What a shame, such a beautiful mod
    1. BluePianoTwo
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      You have to use the pcb command while in a different cell. Check UESP for instructions.
  8. daltonsullivant01
    daltonsullivant01
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    I HATE TO BE A SNITCH BUT SOMEONE STOLE YOUR MOD it is included in a modpack called the journey https://yadi.sk/d/g33kyPH3rYxxL I only post this like for proof a ton of nexus mod were stolen in this pack uploaded to torrent
  9. ArmoMoose
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    I recently downloaded the mod but I noticed something strange... The original fish and fruit & veg merchants aren't going to their new stalls. I will try using PCB and see if it has anything to do with that, I'll share the results. (:

    EDIT:
    PCB seemed to fix it! Thank you for the great mod, alongside with Nernie's mod, Solitude finally feels complete!
    1. SPWonder
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      what is PCB?
      I'm have the same issues. PLZ HELP THANKS!!!
    2. ltherin
      ltherin
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      OP probably means the Purge Cell Buffer console command?

      From UESP, "This will free up used memory, often times increasing fps after any given amount of time in game. Best used while in interior cells. However, since it purges cached cells, any cells you visited in the recent past will have to be reloaded completely when reentered."

      Worth a try.
  10. Supermatt5546
    Supermatt5546
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    I think this mod is causing me to crash when I leave Proudspire Manor.
  11. pvpgirl
    pvpgirl
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    Could anyone tell me if this (and maybe the other Dawn of mods) is compatible with Adura's Merchant Mod? (https://steamcommunity.com/sharedfiles/filedetails/?id=116775764)