Skyrim

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Nazenn

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Nazenn

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  1. Nazenn
    Nazenn
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    Read this post before you comment...
    Please remember to read the entire description before commenting, because I won't reply to you if that's where the information you want is.

    Feel free to upload your own images to the page, I have that open so go ahead.
    The first fifteen images are all gifs, so wait for them to load before complaining they are only showcasing the vanilla cities.

    If you have any compatibility questions about if it works with other city mods, asking me won't get you far because if it's not in the description, I don't know. Try it out for yourself and report back. If you include pictures or a very comprehensive report, I'll add your info to the description with credit to you.

    If you would like me to re-add something I removed from the files, please state why in terms of how it would benefit the STYLE or VISUALS of the actual mod project as whole. I won't be adding things back in just because you like them because if I did that then eventually I would end up with everything the way it was in JKs Skyrim the original full version.

    Similarly, if you would like me to remove something, please state why in terms of STYLE or PERFORMANCE that it would be beneficial to remove over other options.

    If you'd like some more direct chatting with me or other users of my files, I've also opened a small discord channel specifically for my projects, this now included, where people can go if they want to have a more direct place to chat with me, or other users, and also to make contributions and suggestions etc. You don't have to use it, I still check the comments here at least twice a day and will ALWAYS do so, but it's there as an option for people who would prefer it. Just keep in mind I'm on Aussie time, so if I'm not on when you expect ... yeah... it's a pain, blame the bloody country I live in XD

    In regards to SSE...
    Yes this mod will be coming to SSE, and to consoles as well.
    PS4 users should expect the complete version of the cities, minus three NPCs. For the Towns, they will also be getting a version of them, but a bit stripped back to deal with some of the limitations.

    SSE porting is a priority for me, but first I need to go through and take new pictures of the towns, update the page etc, so its not something I want to do a half assed job of. It will be coming soon, but I am busy, so please try and have patience. If you want to use the cities in SSE in the mean time, you can easily run them through the new CK and convert them yourself, there shouldn't be any issues with that at all. As far as the Towns, I can't guarantee it will work without issues.
  2. Nazenn
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    A very rough outline of my plans for the towns can be found here


    The 1.3 file just released will be the last update for the Towns BETA. After a bit of time has passed for bug reports etc to come in, they will be released as a proper version, and be out of BETA, and this will be updated to a JKs Skyrim page, not just JKs Cities. All the towns are now included, with the exception of JKs Skaal Village which was recently released and I havent even had time to look at that in game yet because I've been so busy. That will be coming out in the next version as a full release along side the finalized towns.

    Once the towns are all finalized, patches will be provided for:
    - Leaf Rest in Riverwood
    - Arthmoor's Iverstead

    As always, questions, comments and feedback are welcome, along with your own observations and FPS tests. Hopefully you guys enjoy it.

    ------------------------------

    Please Note:

    The Towns BETA does NOT INCLUDE any extra compatibility with other town editing files, including ICAIO. People wishing to use this with ICAIO should be using the light version of ICAIO, not the full one. I have no way of ensuring compatibility with ICAIO at any time in the future due to being blocked by ICAIOS author from accessing the file. More information about that situation can be found in this mods description.

    If you do wish to use ICAIO's full version and JKs Lite Towns BETA together, which will not result in any gamebreaking bugs, make sure you load JKs Lite Towns Beta AFTER ICAIO or else the new shop interiors will break. More info here: https://www.reddit.com/r/skyrimmods/comments/4y2vno/reminder_any_mods_that_add_new_houses_or_similar/
  3. someguynamedjoe
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    I found a very, very minor compatibility issue with Carriage and Ferry Travel Overhaul with the Towns add-on in Dawnstar.

    The ferryman added by CFTO usually sits on a crate in the docks in Dawnstar. The docks added by the Towns add-on clips right through that crate (and his ferry), making it look like half of his body is missing. It's an easy fix with Jaxonz Positioner, but I just thought I'd let you know.
    1. WestonG
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      Did you not notice the Carriage being in the wall as well?
    2. James5677029520
      James5677029520
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      XD tu n'as qu'à marcher !
  4. sa547
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    For DIY conversion to SSE, you need the following:


    First, open the mod in that version of Creation Kit, then resave.

    Now you then open the mod in xEdit, with the waterflow script fix already installed; right-click on the plugin, select Apply Script, use the waterflow script to update the water types, then save and exit when done.
  5. Furansurui
    Furansurui
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    i really need this on SSE so bad ;_;
    1. theau
      theau
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      Hi! This mod don't need to be convert for SE or AE. It's already compatible without do anything and this save my performance and compatibility. Everybody can just intall it with mod manager or just drop the files into the data directory. Enjoy all!
  6. nicedude01
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    does this mod also script-free like original?
  7. trollberserker
    trollberserker
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    so I just simply installed it on SE because I REALLY needed this and guess what it works.
    1. hahahae40
      hahahae40
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      it just works
    2. gneech
      gneech
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      Is that with or without going through the Creation Kit?
    3. TooManyMoths
      TooManyMoths
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      Hahahaa, woooo!!! He said it, dude. He said the phrase!
    4. BoxOfRoxs
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      What about patches? Would using SE patches work fine for, say, AI Overhaul?
  8. NFire99
    NFire99
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    Can you make a open cities patch please? there is one for sse but not oldrim
  9. Qal96
    Qal96
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    so no sse then.
  10. Oxytwist
    Oxytwist
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    Hey thank you for your work.
    In both versions the added smelters and maybe workstations are still there?
  11. Umbera
    Umbera
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    so badly need this mod on sse 
    1. Oxytwist
      Oxytwist
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      sorry wrong post.
  12. wilhana
    wilhana
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    .