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Urtho

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Urtho

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  1. Urtho
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    Version 1.3 is now available, here is the changelog:

    - better navmesh cleaning with the latest version of TES5Edit
    - added some navcut boxes for a few benches so NPCs don't get stuck on them
    - added a dockside crate to cover up an awkward looking partially hovering rope from the main dock
    - added or repositioned numerous idle markers
    - added some wood beam braces to the Honeyside deck expansion to better visually support it
    - changed some pillar supports for the walkway to use the wood type and coloration of other Riften woodwork
    - lowered the radius and intensity of the dockside lights to reduce mesh flickering and other lighting issues
    - moved some patrol waypoints and adjusted timings to provided better coverage to the expanded dock area
  2. SETVI
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    This comment can be deleted. See the SSE version of the mod please. *
  3. jedp15
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    Great idea. Just some light criticism, it would look more realistic if you placed support beams that went from the base of some parts of the walkways/decks and into the water.
    1. Urtho
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      There are already supports for most of the walkways so I'm not sure what you mean. Unless you're saying there are not enough supports in which case... eh, maybe. I think it's fine as it stands right now but I'll take another look at some point and perhaps add in something more.
    2. jedp15
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      Just in a few spots. I'm going off the images... the decks above need some support, either what I described or heavy beams coming out horizontally from the buildings. Also, the first arched bridge coming from the bank needs support beams on either side of it underneath the flat wooden portions (just before the arch on either side). Being a nitpick I know, but realistically they wouldn't be able to support the weight.
  4. Urtho
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    A new version of the Open Cities Skyrim patch is now available, this new version has better navmesh cleaning with the latest version of TES5Edit.

    A patch for Better Docks AIO is now available, it removes numerous conflicting items between the mods to allow both to work at the same time.
  5. EpiceneBlue
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    Just to be cautious... the label on the file here says Riften Docks SE (as in Special Edition)...
    1. Urtho
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      Huh? Not understanding this comment... you on the wrong page or looking at a wrong tab in your browser? There is an SE version of this mod but it has its own page on the SE nexus, link is in the description.

      This file is for the original Skyrim so I'm not clear what you mean I'm afraid.
    2. EpiceneBlue
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      Download the file on the file page here on the LE page. The actual downloaded file is labelled: Riften Docks Pathways SE-75521-1-1.7z

      I just downloaded it again to be sure. That's the actual file name when downloaded. Which implies that the file is for SE, not LE. Either it is the wrong file, or it is incorrectly named. :-)
    3. Urtho
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      How very odd, you're correct that the 7z file is labeled SE even thought the esp file inside the archive is the correct version for the LE. I'd like to blame the Nexus for this but it's probably my fault although I'm not sure how it happened as my backup archives have the file correctly named. Strange.

      In any case, I'll upload a new file with the name corrected. Thanks for pointing this out.
    4. EpiceneBlue
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      All good. Uploads go funny sometimes. Just wanted to be sure! Thanks so much.
  6. voajus
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    Is this compatible with better docks?
    1. Urtho
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      From the screenshots it looks like it should be. Might be some minor clipping with some clutter, if something major comes up let me know and I'll take a deeper look at it.
    2. voajus
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      It works perfect with better docks.
  7. CaiMcLean
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    This is great! Exactly what that spot needed Though just so you know, there was a tiny little clash with 'Riften - Thief Edition' which puts a small building in the way of your stairs on the Honeyside end, but it's not an important one, just a little shelter thing that was basically a roof on stilts. It didn't seem to be of any earthly use, so I just disabled it. Speaking of Honeyside, maybe you could put a couple of little gates at either end of the veranda/balcony? just to give it the illusion of still being private property despite everyone & their mum traipsing all over it. *grins* Pretty please? Or even ugly please if that helps? Consider it as being 'for immersive purposes' as it were.

    Cheers

    CM
    1. Urtho
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      Thing is, when I did it the way I did the idea was that the balcony was not a private one but a public one that Honeyside had a private entrance to. If I did what you're asking for it would potentially restrict NPC movement across the walkway and balcony. I suppose I could add in something for a cosmetic look but... eh this wasn't something I had intended to add. Not promising anything but I'll think it over.
    2. CaiMcLean
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      Fair enough, it was just a thought I suppose you could just have them permanently open but just sort of...there, though I'm pretty sure as long as they're not locked then NPC's will just open them on their own, at least they do in 'Thief Edition' I found it especially hilarious that the mod added big huge double doors to the front of Mistveil Keep as a deterrent to thieves but couldn't actually keep them shut 'cause the NPC's just opened them again practically straight away lol you'd think they'd at least lock them at night. You can just waltz right in, take everything that's not bolted down & just waltz right back out again, so much for added security, but I'm getting off topic. All I meant to say was, either by making it a permanently open static, or just not having locks, it can be done. Whether or not it will be is completely up to you, in the end it's your mod & should be made to suit YOUR tastes, not everyone else's. I'm just a random person with ideas rattling around in my brain that I thought I'd share just for the heck of it

      Apologies for the late reply

      CM
  8. wscottling
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    This is a great mod. The paths look like they've always been there, and I've had no problems with NPC's using them. Thank you so much for adding them. I love it. I wonder that no one thought to do this sooner.
    1. valc
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      You may also like Solitude Skyway by this mod author.
    2. wscottling
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      I actually downloaded that one as well but haven't been to Solitude yet in this game. So I can't say anything about it one way or another as of yet.
    3. Urtho
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      Thanks for the kind words both of you, enjoy the mods.
  9. Hollowing
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    By looking at pic 4 I was wondering if you could add/extend the lower walkway to the little deck area by the shore, also in pic 11 if you could add/extend a walkway from were maul leans against the crates to the lower walkway like in a L shape if that makes sense.
    1. Urtho
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      I don't understand what you're asking for here in either picture to be honest.

      In pic #4, the only lower walkway IS the little deck by the shore where a boat appears if you purchase certain upgrades for Honeyside. Unless you mean extend the dock out into the water more? But that would run into the main channel where boats would be (if we had moving boats in this game)... clarify please?

      In pic #11 there already is a stairway down to a sort of L shaped dock piece near where Maul's crate is. Or do you mean down the stairs and then directly across to where the walkway is on the other side by the Riften Fishery?
    2. Hollowing
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      What i mean is in pic 4 the npc is walking on the upper walkway that's the highest from the water and below him is the lower walkway that has the barrels at the end is just above the water and yes in front of the channel gate.

      Let me try it this way in pic 11 the npc is facing maul while he is leaning against the crates then we apply are understanding of left and right, the npc facing maul also sees a walkway on his left while maul is leaning against the crates facing the npc just in front of him on his right is the walkway that goes by the wall and connects to the lower walkway. Hopefully i described it a bit better and you could make this one an optional since it adds walkways in front of no longer used channel gates.
    3. Urtho
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      Ok, I think I understand what you're talking about now.

      What you're asking for could be done for both places in the pictures but it would go against how I wanted the walkways to look. I purposely added the walkway across the channel at an elevated height for realism purposes - boats would be trapped or could never enter the inner channels of the city if there was a wooden walkway right across the path of the water entrances like you're proposing I add in two places.

      Look further down the comments where someone already questioned me on boats being trapped in the one place I added a somewhat low height bridge relative to the water, and now you want me to add two more that would outright block the channels. Sure in the base game no boats actually move in/out of the city but the walkway is built to allow for the illusion that they do.

      Addendum - after I wrote all the above I re-read your last comment and I seemed to have missed the line where you said to make it optional. Maybe it'll happen as an optional add on file, I honestly don't see the point (the lower walkways are largely useless dead ends) and it goes against how I wanted these additions to look... but maybe.
  10. valc
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    Just stopped back to endorse and to say thanks!
  11. TeaMistress1
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    So how does the boat in this picture get out on to the lake? It looks penned in my the bridge structures. https://staticdelivery.nexusmods.com/mods/110/images/75521-82-1462774327.jpg
    1. Urtho
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      Very carefully?



      A tight fit to be sure, but very possible for a boat to get by that bridge.