Hello everyone! Just a quick announcement: Permissions for the mod are now fully open. I had been waiting to make my own update/SSE port before opening them up, but it looks like life won't allow me to finish the mod the way I wanted to. I'm not leaving modding or anything, just acknowledging that I don't have the time to work on this like I'd hoped I'd have. Check the permissions tab or section in the description for details.
If you want to make a continuation of this mod and upload it, I just ask that you name it something else so that there won't be any confusion if I make an official port of it one day. Something as simple as "Historic Markarth Reborn" etc. is fine. And of course, credit me in the description and permissions tab. Thank you to everyone who's liked this mod so far!
This is just an update for users waiting for an SSE port! I am currently working on update 1.1. This update will add cliffside ruins, add in some of the missing interiors, and hopefully improve compatibility with other mods that add stuff to Markarth. When I have completed this update, I will port it to SSE. My deadline for this is next week.
In the meantime, please comment on this post with mods you would like compatibility for and features you would like to see in future updates! If it's possible, I will put it on my to-do list.
Having now looked over nearly every mod for Skyrim Special Edition that involves Markarth and taking the previous mod's compatibilities into consideration, I personally would like to see some sort of compatibility for the following mods:
First off, thank you so much for taking the time to look into mods for compatibility! Some of these I know are compatible already, so I'll list them for you:
1. I had a nice talk with a user on Reddit that sugested ICAIO is compatible, however, I do need testers. I think it will be compatible out of the box (especially with the new update that removes some of the obstructing stuff in the streets and moves them more out of the way), but I need testers! So I will be very interested to hear your experience using both mods together.
2. I use this mod myself and have had no problems with it!
3. Also use this in my own load order, and it is compatible.
4. I will look into this one. I couldn't find a screenshot of where the entrance is located, unfortunately, so I won't know until downloading it if it's compatible or not. Let me know what your own experience is!
5. I believe this already compatible, since I use this mod myself. But I will have to double-check.
6. There's an RLO patch in the optional section! However, if you only use RLO Interiors and not RLO Exteriors, then it's already compatible.
7. I love Shortcuts. Current version is compatible, but the update may not be. It will, however, include built-in shortcuts to the interior/exterior of the city.
8. Skyrim Sewers support is slated for a future update, and is definitely happening, either as a patch or being incorporated into the mod as part of it.
9. Vlindrel Hall TNF should be compatible already, since I had it active in my load order while testing this mod.
Right now I think the only one that MIGHT require a patch is Markarth Scholar's Abode. Shortcuts should be okay, but since it's already soft incompatible with Skyrim Sewers, and I'm focusing on Skyrim Sewers compatibility, it will have some duplicated functions.
Edit: Okay took a look, and Scholar's Abode is indeed already compatible! So I think the whole list should be, with an asterisk for Shortcuts and Sewers that their features are either duplicated by my mod or have support coming in the future.
Usually I just write off an unfinished mod if the update date was years ago, but this is a late response of activity by the mod author.
Is this mod still in motion(but slowly)? If so, mnikjom is a mod author who does a lot of converting to SE and does a bit of fixing and sprucing up if necessary. Could try talking to him for help.
In terms of compatibility, how is Sky City-Markarth Rising? (mostly just adds to higher areas to add depth of a city, doesn't touch the city proper so much)
I hope it helps, but I have been using this rendition for Markarth's interiors since I found it by happenstance some months back. It's one of my favorites for aesthetics and it's compatible with the mods I have run with it. Markarth Scholar's Abode does appear compatible, as well as Fortune's Tradehouse. This mod looks great with Deadly Shadows over Markarth -- it blends together surprisingly well. Likewise for Anna's Vlindrel Hall.
If an official port for SSE does come out, I'd be glad to help test it out if you need volunteers. ^.^ The only other mod I can think that would also be neat to see if it worked together is Second Era Markarth, if they were able to play nice.
This is just an update for users waiting for an SSE port! I am currently working on update 1.1. This update will add cliffside ruins, add in some of the missing interiors, and hopefully improve compatibility with other mods that add stuff to Markarth. When I have completed this update, I will port it to SSE. My deadline for this is next week.
In the meantime, please comment on this post with mods you would like compatibility for and features you would like to see in future updates! If it's possible, I will put it on my to-do list.
Edit: First version of the new update is finished, but there are some bugs that need to be worked out. The release has therefore been pushed forward a few weeks.
I'm not familiar with how to make patches for Open Cities, but anyone who would like to make a patch is welcome to if they would like.
It's not going to mess up your game if you use it with Open Cities, but there also won't be a point, as the Open Cities Markarth will replace this one entirely.
Hello there! I haven't abandoned the mod, a lot of IRL stuff has just gotten in the way of completion. I am working on it, but very slowly. Thank you all for being so, so patient with me.
For a SE edition, I'm not sure what my plan is. The SSE CK is very hard to work with on its own (updating is easy), but maintaining two versions of the mod at once is a bit difficult for me. If I make a SE edition this mod will either have to be complete for Classic, or I will only update the SE version. So let me know which of those you all prefer!
Personally, I would be fine with you switching development of the mod over to Special Edition, though some might disagree. Also, you should check out nickorasu's daedric resource pack he has some excellent Forsworn/Reachmen themed altars.
62 comments
If you want to make a continuation of this mod and upload it, I just ask that you name it something else so that there won't be any confusion if I make an official port of it one day. Something as simple as "Historic Markarth Reborn" etc. is fine. And of course, credit me in the description and permissions tab. Thank you to everyone who's liked this mod so far!
Having now looked over nearly every mod for Skyrim Special Edition that involves Markarth and taking the previous mod's compatibilities into consideration, I personally would like to see some sort of compatibility for the following mods:
1. I had a nice talk with a user on Reddit that sugested ICAIO is compatible, however, I do need testers. I think it will be compatible out of the box (especially with the new update that removes some of the obstructing stuff in the streets and moves them more out of the way), but I need testers! So I will be very interested to hear your experience using both mods together.
2. I use this mod myself and have had no problems with it!
3. Also use this in my own load order, and it is compatible.
4. I will look into this one. I couldn't find a screenshot of where the entrance is located, unfortunately, so I won't know until downloading it if it's compatible or not. Let me know what your own experience is!
5. I believe this already compatible, since I use this mod myself. But I will have to double-check.
6. There's an RLO patch in the optional section! However, if you only use RLO Interiors and not RLO Exteriors, then it's already compatible.
7. I love Shortcuts. Current version is compatible, but the update may not be. It will, however, include built-in shortcuts to the interior/exterior of the city.
8. Skyrim Sewers support is slated for a future update, and is definitely happening, either as a patch or being incorporated into the mod as part of it.
9. Vlindrel Hall TNF should be compatible already, since I had it active in my load order while testing this mod.
Right now I think the only one that MIGHT require a patch is Markarth Scholar's Abode. Shortcuts should be okay, but since it's already soft incompatible with Skyrim Sewers, and I'm focusing on Skyrim Sewers compatibility, it will have some duplicated functions.
Edit: Okay took a look, and Scholar's Abode is indeed already compatible! So I think the whole list should be, with an asterisk for Shortcuts and Sewers that their features are either duplicated by my mod or have support coming in the future.
Is this mod still in motion(but slowly)? If so, mnikjom is a mod author who does a lot of converting to SE and does a bit of fixing and sprucing up if necessary. Could try talking to him for help.
In terms of compatibility, how is Sky City-Markarth Rising? (mostly just adds to higher areas to add depth of a city, doesn't touch the city proper so much)
Permissions are all open on this mod, so anyone who wants to port it and upload it is free to do so!
Sky City works perfectly fine. I wanted these two to be able to work together well.
If an official port for SSE does come out, I'd be glad to help test it out if you need volunteers. ^.^ The only other mod I can think that would also be neat to see if it worked together is Second Era Markarth, if they were able to play nice.
In the meantime, please comment on this post with mods you would like compatibility for and features you would like to see in future updates! If it's possible, I will put it on my to-do list.
Edit: First version of the new update is finished, but there are some bugs that need to be worked out. The release has therefore been pushed forward a few weeks.
It's not going to mess up your game if you use it with Open Cities, but there also won't be a point, as the Open Cities Markarth will replace this one entirely.
Was really looking forward to The College of The Voice.
For a SE edition, I'm not sure what my plan is. The SSE CK is very hard to work with on its own (updating is easy), but maintaining two versions of the mod at once is a bit difficult for me. If I make a SE edition this mod will either have to be complete for Classic, or I will only update the SE version. So let me know which of those you all prefer!