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>
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.
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
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.
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.
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.
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.
215 comments
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>
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.
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.
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.