Skyrim

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reindeer51

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reindeer51

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215 comments

  1. thetrader
    thetrader
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    • 332 kudos
    This mod contains 20 ITMs and two wild edits that must be manually removed.

    How to clean:
    First follow the standard TES5Edit cleaning prodecure to remove the ITMs. Once that's done, navigate to the following two records and manually remove them:
    skycity3.esp \ Cell \ Block 2 \ Sub-Block 8 \ 00016DF2 <MarkarthUnderStoneKeep>
    skycity3.esp \ Cell \ Block 6 \ Sub-Block 8 \ 00013A66 <HelgenTorolfsMill>
    1. Kyuukei
      Kyuukei
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      • 19 kudos
      Thank you for bringing this to our attention :)
    2. TheJabberturtle57
      TheJabberturtle57
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      • 18 kudos
      Thank you for this :)
    3. Nowacky
      Nowacky
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      • 0 kudos
      Thanks
    4. nicedude01
      nicedude01
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      • 2 kudos
      + 1
  2. truesurvival22
    truesurvival22
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    • 1 kudos
    Such a shame this isn't cleaned and expanded properly. Beautiful concept layout.
    1. nicedude01
      nicedude01
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      • 2 kudos
      + 1
  3. HawkeChavanne
    HawkeChavanne
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    • 1 kudos
    The invisible walls were a deal breaker for me
  4. Wiseman05
    Wiseman05
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    • 11 kudos
    Endorsed.

    Beautiful concept, really and I rather like the idea. It's unique as well. instead of cramming new homes and stuff in every available nook and cranny, its instead built upwards into the mountains to give the city a much-needed facelift and make it feel that much bigger and more prominent.

    Currently using this with just JK Markarth Lite and Dawn of Markarth with Sky City and it already makes the city look a lot more lived in.

    In the future, if it ever gets expanded on and cleaned I'm certainly going to download it as soon as I get the notification.
  5. Thane411
    Thane411
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    • 1 kudos
    Can i ask, what is the lighting setup used in the first couple of screenshots? Very cool!
  6. polana94
    polana94
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    • 0 kudos
    Great mod! :)There are 2 doors which can't be opened but I honestly don't care.
  7. kazopert
    kazopert
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    • 327 kudos
    Ok, so I've received permission from reindeer, if anyone is looking for the SSE port for this mod you can find it here: https://www.nexusmods.com/skyrimspecialedition/mods/22482
  8. imrock101
    imrock101
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    • 0 kudos
    It would be so cool if this mod got ported to the Special Edition!
    1. AuroraofEos
      AuroraofEos
      • member
      • 1 kudos
      Ditto.
    2. SpookaXX
      SpookaXX
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      • 13 kudos
      Special Edition please!
    3. FireOogle
      FireOogle
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      • 61 kudos
      mod maker hasn't been on-line for over 12 months so just convert it yourself, takes like 5 minutes
    4. kcaz25
      kcaz25
      • supporter
      • 24 kudos
      He contacted me and said that i could work on it and release. Hold me to it.
    5. peter4real
      peter4real
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      • 13 kudos
      Are you making a simple port or are you updating and expanding the mod?

      Edit: i'm also using your "Whiterun Expansion Redone" in SSE, simply wonderful, i hope you can improve on this one also, especially if you could add the feature of the new buidings beeing seen from outside in tamriel worldspace.
    6. kcaz25
      kcaz25
      • supporter
      • 24 kudos
      Great! Thanks using my mod. Check out My DC Treva's Watch mod as well.
    7. kcaz25
      kcaz25
      • supporter
      • 24 kudos
      Updating port and fixing.
    8. Ocremix
      Ocremix
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      • 0 kudos
      Any updates?
    9. kcaz25
      kcaz25
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      • 24 kudos
      Somebody just released a port so I guess I wont
  9. kazopert
    kazopert
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    • 327 kudos
    So, seeing as the person who meant to port this mod never got back to us, I've taken it upon myself to do so. In addition to porting this mod to Special Edition, I've carried over Unofficial Patch edits, added working navmesh, fixed clipping issues, NPC fixes, and much more. All I'm waiting on is "hopefully" getting permission from the author to release this ported mod on the Nexus. Fingers crossed.
  10. Xen0nex
    Xen0nex
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    • 14 kudos
    Love any mod which expands the tiny SKyrim cities, thanks!  Just wanted to check whether these are known issues:
     
    All of the homes I entered seemed to be full of "free items," i.e., there was no ownership set for any of the silver goblets / amulets laying around inside to stop me from stealing them all, despite the NPCs having Disposition 0.
     
    While I assume it is intended that there are some "Doors" which don't do anything when opened, some of the doors which can in fact be be entered, have some kind of "invisible rocks" or something in front of them which just makes it awkward to walk up to the door.  You can still enter them and check out the NPCs / homes inside, it just seems like you have to climb over invisible rocks to get close to the door.
    1. SarHavelock
      SarHavelock
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      I found this to be the case as well. It kind of breaks immersion when I walk into an invisible wall, but there's an actual house with a trapped NPC on the other side--jumping is usually enough to enter them, but it'd be nice if this was fixed.