May I ask - does this mod alter the interior of the Blue Palace or in other words: would this mod be compatible with Blue Palace Overhaul? (https://www.nexusmods.com/skyrim/mods/101570)
I was thinking of giving this mod a whirl along with all the following atendees: My Own Solitude Outskirts, Dawn of Solitude, Public Bathhouse, and Docks District but i also use these: Birds of Skyrim, Skyrim Airborne Perching Birds, Birds & Flocks and Ruhadre Patches. As an experienced modder since Morrowind Its probably a stupid question but I doubt these are compatible right?
I havent visited Solitude in this game yet but im guessing the bird mods have placed birds into the city the same as other towns in Skyrim, so im also guessing that modw hich change Solitude will conflict. i have looked on all these mod posts including this one here but cant find any information about this.
Just wanted to say first off thanks for this ambitious mod! Always thought the cities in Skyrim were too tiny compared to Oblivion.
I thought I followed the suggested installation advice, and have no other city-altering mods for Solitude, but noticed a weird "disappearing textures/walls" issue when walking through the stone archway between Hloran's House and Proudspire Manor. As seen in these screenshots, when far away from Hloran's house, or very close to it, everything is normal, but while walking towards it things disappear from view. The same happens when walking through the archway in the other direction. Have I done something wrong when installing it? I even re-made my DynDOLOD after installing this. I don't believe I have any other mods that should affect Solitude, but here is my full modlist.
Additionally, just wanted to add my 2 cents that as a thief-stlye character, while I do appreciate all the new houses to rob, both the College of Whispers and the Treasury are kind of too extreme. Both of them have more valuables and Septims than I've seen in all the other rich houses / Hold Keeps put together, and with almost no locks / security / active guards. (The treasury has "guards", but they don't mind you being there or search for you, so kind of pointless). Additionally, a lot of items in both these locations are not even marked as being owned/stolen. Even ignoring the tens of thousands of Septims just sitting there waiting to be stolen for a thief character, warriors / mage characters could easily walk in and nab any of the end-game staves / spells / scrolls / weapons that are sitting out in unlocked display cases in these 2 locations.
I'd say if the valuables / gear were toned down to be maybe ~1/2 the value / strength / amount they are currently, with additionally much more locks / active guards, these 2 locations would be an absolute blast for a thief like me. However while I do love seeing more places to explore and rob, it kind of takes the fun out of it when 90% of all of Skyrim's wealth is apparently located in these 2 poorly guarded, easily burgled buildings, and on top of that they contain all the best end-game gear sitting out in the open too. Right now if I robbed these 2 buildings (which is actually much easier than robbing any random rich house in any of the cities), there would be no reason to ever rob another house again.
I had the exact same issue as the first one described here... so if anyone has it : the problem is solitude exterior.esp .... it should be placed before solitude reborn
I thought about how to best port this to SSE, and my idea would be to move the stuff from the area in front of the gates somewhere inside the city (alongside the walls if there is space for example). Making sure no changes are done to places outside of Solitude would even ensure compatibility with Solitude Expansion since that only changes the OUTSIDE of the city. Sadly, my first tries show me it's rather hard to make sure all stuff migrates properly, and I have no idea how to move the objects from one worldspace to another. In theory, I could cut/paste them over with xEdit, but even if that works, they would end up somewhere far away I guess. I hope I can find a solution to this problem.
Hey, are you still trying to make a port to special edition? Because, even though I am not the best at the creation kit right now, I think I may be able to help. Also I really want to see this on SSE too.
534 comments
Solitude Reborn Version 8.0
It is recommended that you install the mods "Books of Skyrim" and "Solitude Public Bathhouse" with Solitude Reborn.
If you are using the patch for using JK's Solitude and Dawn of Solitude together please make sure to use the correct load order:
-Solitude Reborn.esp
-Jk's Solitude.esp/JK's Skyrim.esp
-Dawn of Solitude.esp
Go to "Data\Meshes\architecture\sovengarde\sovngardeinterior" and just delete the "sovngardestepsfree02.nif" file to fix it.
If you don't have that file, find and delete "sovintstairsfree02.nif" instead.
Also if you use the Unofficial Skyrim Patch you may get tree's clipping through the ground, so please download the fix at:
http://www.nexusmods.com/skyrim/mods/71428/?
Thank you.
I havent visited Solitude in this game yet but im guessing the bird mods have placed birds into the city the same as other towns in Skyrim, so im also guessing that modw hich change Solitude will conflict. i have looked on all these mod posts including this one here but cant find any information about this.
What do folks think?
Just 1 question. Is this mod compatible with the Legacy of the Dragonborn?
I thought I followed the suggested installation advice, and have no other city-altering mods for Solitude, but noticed a weird "disappearing textures/walls" issue when walking through the stone archway between Hloran's House and Proudspire Manor. As seen in these screenshots, when far away from Hloran's house, or very close to it, everything is normal, but while walking towards it things disappear from view. The same happens when walking through the archway in the other direction. Have I done something wrong when installing it? I even re-made my DynDOLOD after installing this. I don't believe I have any other mods that should affect Solitude, but here is my full modlist.
Additionally, just wanted to add my 2 cents that as a thief-stlye character, while I do appreciate all the new houses to rob, both the College of Whispers and the Treasury are kind of too extreme. Both of them have more valuables and Septims than I've seen in all the other rich houses / Hold Keeps put together, and with almost no locks / security / active guards. (The treasury has "guards", but they don't mind you being there or search for you, so kind of pointless). Additionally, a lot of items in both these locations are not even marked as being owned/stolen. Even ignoring the tens of thousands of Septims just sitting there waiting to be stolen for a thief character, warriors / mage characters could easily walk in and nab any of the end-game staves / spells / scrolls / weapons that are sitting out in unlocked display cases in these 2 locations.
I'd say if the valuables / gear were toned down to be maybe ~1/2 the value / strength / amount they are currently, with additionally much more locks / active guards, these 2 locations would be an absolute blast for a thief like me. However while I do love seeing more places to explore and rob, it kind of takes the fun out of it when 90% of all of Skyrim's wealth is apparently located in these 2 poorly guarded, easily burgled buildings, and on top of that they contain all the best end-game gear sitting out in the open too. Right now if I robbed these 2 buildings (which is actually much easier than robbing any random rich house in any of the cities), there would be no reason to ever rob another house again.
Sadly, my first tries show me it's rather hard to make sure all stuff migrates properly, and I have no idea how to move the objects from one worldspace to another. In theory, I could cut/paste them over with xEdit, but even if that works, they would end up somewhere far away I guess. I hope I can find a solution to this problem.