Skyrim

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ConspiracyDawg

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Kazeii1

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76 comments

  1. Andross2000
    Andross2000
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    Awesome mod!
    1. Conspiracydawg
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      Thanks, glad you like it!
  2. TheDeltaWereWolf
    TheDeltaWereWolf
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    Like the mod, wish Bethesda did something like this in the base game, now Solitude looks like a stone village with a wall.
    1. Conspiracydawg
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      Fun fact, I've got a mod for that too if you check my page. Thanks, I'm glad you like it!
  3. Thierry5821
    Thierry5821
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    I was just passing by and I can't help but wonder:
    Kazeii1, why don't you give SSE a try ?
    (I understood your arguments, I am not talking about porting your mod, just playing the game)
    It is the same game indeed but (and it is a meaningful but) capable of much more than Skyrim was, therefore more stable.
    Skyrim had so many limitations due to the fact that it was based on the specs of the Xbox 1, its biggest flaw was the amount of available memory.
    All those troubles do no more exist with SSE,
    And you can have it for free :-)
    So now that SKSE version 64bits is out, what are you waiting for ?
    1. Conspiracydawg
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      Well, the Fall Creators' Update for Windows 10 fixed the VRAM problem, so my game is now much smoother. Also, we've just had a couple of really excellent new features come out for ENB (built in rain occlusion and auto ambient lighting), so that's looking better than ever. I haven't checked recently, but I believe some of my favorite mods haven't been ported yet, some authors either aren't around anymore or don't plan to port theirs, and I have very little interest in doing it myself, as it's just the kind of repetitive, tedious process that I most hate.

      Plus, I adore my Classic setup. It's been years, but I finally have it set up pretty much the way I want it to be, and it's pretty stable (well, as I type this, I'm actually diagnosing a weird localized crash around Lake Ilinalta, but once that's sorted out it'll be pretty near flawless). It looks good, it runs well, everything works together as desired, and I greatly enjoy making mods for a game that's set up as perfectly to my tastes as my Skyrim currently is.

      The point is, it's taken me years to get to this stage of contentment with Skyrim, and at the moment, my motivation to do that entire agonizingly frustrating process again is precisely f*#@-all.
    2. LupusHegemonia
      LupusHegemonia
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      Btw, Kazeii... You're wrong. I have both of them, "Crash-rim" and SSE. The SSE now is amazing, can easily compare the LE - and without worry for the... CTD after 15-20 minutes!
    3. Conspiracydawg
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      Didn't we already have something resembling this conversation? Buddy, just because you can't be bothered to follow proper modding practices and maintain a stable game doesn't mean that no one else can.
    4. User_43299422
      User_43299422
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      stick to oldrim , the engine although older and only 32 bit has far more features to mess around with
  4. LupusHegemonia
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    I'm using your mod in SSE, it looks the most impressive for this city.
    But... there are some navmesh issues. Especially in that building, in this SECOND PIC you have on the page - the building just about when enter the city's gate, on the edge of the "fork" (the two separated roads)... The NPCs keep stacking INSIDE that stonewall and can't get out - sometimes even 3-4 of them together!
    1. Conspiracydawg
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      Hm, that's odd. Inside the enclosure? Not sure how they'd get in there in the first place... don't suppose you have a mod that edits spawn points? Regardless, navmesh is not something that I intend to get into at any point in the near future. Eventually, perhaps, yes, but not anytime soon.
    2. LupusHegemonia
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      Yeap, inside that stonewall corner. Eventually they're getting out, but sometimes there are 2-3 of them.
      And no, I don't have spawning mods, except these Skyrim Travelers and such, not INSIDE towns.
  5. Thierry5821
    Thierry5821
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    Hello
    I found your mod lately and gave it a try in SSE (easy thing to do since there is only an .esp to be saved in CK, tell me if you want the esp in the form 44).
    Your mod is brillant, I really like it.
    Thank you for that :-)

    The only - minor - thing I noticed is (as you stated) the navmeshes causing the NPCs to get stuck here and there, especially at the bottom of the stairs you added.
    I just wanted to mention that you might find some help with that, if needed.

    I was wondering in the description, you wrote "20 new houses to the city (exteriors only)".
    I did not find it in the forum, so I ask: does that mean there are no interiors for now or there won't be any ?

    Thank you for publishing this mod and good continuation.
    1. Conspiracydawg
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      Thanks for the kind words! Glad to hear it works well in SSE. Not porting the mod is a result of me not wanting to do upkeep on double the mod pages more than anything else, but thanks for the offer. "Exteriors only" applies for the foreseeable future, it's not something I'm interested in doing. Thanks again!
    2. LupusHegemonia
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      Yap, it's working fine converted in SSE. And it's a lovely overhaul, similar/equal lovely as Dwemer's Dawnstar.
    3. Conspiracydawg
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      Thanks, glad it's going well!
  6. FlashFatman
    FlashFatman
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    Would love to have this for SSE.
    1. Conspiracydawg
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      A quick quote from one of my replies below: "You could always port it yourself, probably wouldn't be too complicated. I don't want to do it myself because, a) I haven't moved to SSE, and b) I have a tendency to update my mods to tweak and fix things, and if I port to SSE, I then have to port the mod anew every single time, along with any and all patches, as well as provide maintenance and support for double the mods. But you, as an end user, are in the very convenient position of not having to do any of that crap. Yay!"
      Should really just put that at the top of my description.
    2. rubenpaca
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      You should pin this post or else the SSE spam is going to be hard. I've got around 50 Oldrim mods tracked and everyday I see like 10 notifications asking for SSE ports (and most of them come from mods that need SKSE...), it's sick.
    3. GestaltGaul
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      If you ever reach a point of satisfaction with this mod and someone ports it too SSE for you, could you kindly ask them to upload it to consoles when they do? All your town mods are nice, clean, realistic improvements on the lackluster vanilla cities and settlements.

      Do you have any plans to touch up the Orc Strongholds in the future? They're glorified bandit camps in their current state.
    4. Conspiracydawg
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      In that event, which I think may be somewhat unlikely, yeah, sure, I'll pass it on.

      Ehh... probably not to the strongholds. There's not a whole lot of orc architecture in the game, it's pretty much just the longhouses and those little outdoor gazebo thingies, so I don't think I'd be able to get enough variation. Thanks for the idea, though!
    5. GestaltGaul
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      If you do try someday, the Orcs seem to use the land the best when they build a camp. Back to a mountainface, rope bridges to another unreachable platform, build their camp around the natural resource they're using. I think the stronghold orcs are limited because their code of malacath implies they have to build their own camps too. They can't take over things like Dwemer ruins or abandoned forts.
      Any large orsimer camps would probably be turning an entire mountain into a fortified location.
    6. LupusHegemonia
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      Guys, everybody played "Oldrim" (to me is "Crash-drim" - you need a dozen mods to make it A BIT stable to play it, after 50-100 mods installed! )...
      ...And we moved on to SSE for the OBVIOUS reasons (memory, 64bit). So, asking about porting a good thing to SSE is reasonable. Of course, is not, when asking something that needs the scripter (SKSE).

      Anyways... Since there aren't many Dawnstar mods, I'll checking this here (I'm tracking it).
    7. Conspiracydawg
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      Point A, thanks for the interest! Point B, there's no "d" in Skyrim, so "Crash-drim" doesn't make any sense. Point C, "You could always port it yourself, probably wouldn't be too complicated. I don't want to do it myself because, a) I haven't moved to SSE, and b) I have a tendency to update my mods to tweak and fix things, and if I port to SSE, I then have to port the mod anew every single time, along with any and all patches, as well as provide maintenance and support for double the mods. But you, as an end user, are in the very convenient position of not having to do any of that crap. Yay!"
    8. LupusHegemonia
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      Already have (ported) and it's great, much better than JK's (terrible choice he did with that damn ship)!
  7. batman333
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    Looks fantastic, but is it compatible with ETAC?
    1. Conspiracydawg
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      Cannot tell if serious.
  8. Thesparalius
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    I'm afraid my review isn't gonna be as long or as glamorous as they have been previously, for multiple reasons. I specifically won't be detailing any issues I found because, simply put, I didn't find any.

    This mod is perfect. You've combined all the best bits of every previous town overhaul you've made. The much more dense feeling we originally saw in Whiterun, the more seaside shanty-town vibe from Morthal, and a little bit of nobility here and there from Solitude for good measure.

    You can definitely see a much more obvious class divide in Dawnstar now, with the more noble-looking houses standing out, but still fitting in, amongst all the farm-like houses. And, as always, I love just how many houses you were able to squeeze in. I don't know how you do it. And all the little nooks and crannies to explore, icing on the cake.

    I love what you did with that second ship you added, and the creativity with that crane thing. And all the details dotting the shoreline, it starts to feel a bit like a fishing village. But that works. It feels very civilised and a little noble higher up, but that fishing vibe from below blends seamlessly with everything else.

    Overall, I'd say this is one of your best city overhauls yet. Sad to see the absence of any mini-quest but it doesn't subtract anything from the experience. No issues, as far as I could see (though it wasn't as thorough an inspection this time around), and an expertly crafted style and vibe. A proper 10/10 from me. Really excited for whatever you've got planned next.

    ...

    (... you are gonna do more, right? Pretty please?)
    1. Conspiracydawg
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      Sorry for the late reply, the fall semester's started so I've been pretty busy. Thanks very much for the review, I'm really glad you liked it! I've gotten to be pretty fond of this one, too, though it may just be that I really like the Windhelm houses. If I have a solid idea for a mini-quest at a later date, I'll add it, but at this point I can't really think of a fun direction to go in. And I do intend to do more cities (Riften's turned out to be inconveniently laid out, but I'm eyeballing Falkreath), but now that I'm in classes again, work will be much slower. Thanks again for all the kind words, I really appreciate it!
    2. jknjb
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      The Riften docks could use some love, if you were still looking at something for Riften. For a city that used to make its money on fishing and honey before Maven Black-Briar started her meadery, there's not much evidence of either going on outside the city walls. Hard to believe she gets all her honey from six beehives on the Goldenglow Estate

      Good luck with school!
  9. ClefJ
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    Color me impressed, this is absolutely lovely! Great work! 8D
    1. Conspiracydawg
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      Thanks, glad you like it so much!
  10. DeathLoop36
    DeathLoop36
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    I seriously like what you are doing with the cities. I was wondering what textures are used the most, so I can can go through and nerf down the more common ones so I can use all your city mods. Endorsed for sure, man!
    1. Conspiracydawg
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      Thanks very much, I'm glad you like the mod! I'm not sure how much VRAM you're going to save by downgrading textures (unless you're already using a lot of 4k or something), but the most relevant textures would be buildings and landscape.
    2. DeathLoop36
      DeathLoop36
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      Thanks for the answer. I have already done my best to remove all 4k stuff from my game, as the visual difference between 4k and 2k is not enough to justify the weight on vram. All trees are now vanilla except the vine maples. That made a big difference on stability. Most of my landscape textures are 1k, with a few exceptions that are 2k. So yes, buildings I would assume farmhouse path? Solitude is stable, I can only guess that is because it is it's own cell. Morthal and Dawnstar CTD at random, so I am trying to find those few key textures to live without for stability. Thank you again for giving me an idea where to look. Your work is good stuff for those of us that care about the visual effect of walking into a town. It is like you have taken over where Artmoor left off. Awesome!