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About this mod

Makes Riften close, cramped, and navigable by rooftop.

Permissions and credits
21 November 2017: Added FAQ.
5 November 2017: Yikes, three updates in two days. In 1.3, doors that do not lead to interiors are made inaccessible, so when you point at them you don't get the option to open it. By request.
4 November 2017: Naturally, as soon as I went to take screenshots of the update, I saw a random knapsack in the middle of a post. This clears that up. Sorry about that, people. In other respects, 1.2 is exactly the same as 1.1.
4 November 2017: So, uh, turns out I never posted the update that I thought I posted. Whoops. It's up now. The most obvious change is that the stone foundations on the new upper stories of most of the buildings have been covered with wood, but there's some other stuff floating around. See Changelog section of description for details if you're curious.
11 September 2017: Hodilton has once again honored me with a really fantastic video, which I am delighted to share with you guys. 

Disclaimer: This mod is subject to change. Even if it is currently compatible with mods x, y, and z, it may not always be in the future. 

Riften is actually one of my favorite cities, with its snazzy medieval architecture, so I was excited to do it. Unfortunately, I discovered that it's not very conveniently laid out for expansion, so Another Riften isn't as thoroughly built up as my other city mods are. However, it still does a pretty good job of making everything tall and close and a little off-kilter. It also adds a more vertical aspect to the city. You can now scramble about on rooftops to your heart's content. Have fun!

There is also a very short mini-quest in which you gain access to a pretty straightforward no-load player home through someone else's staggering misfortune and poor life choices. And the back gate is now functional. Yay!

Reasonably Comprehensive Feature List:
-18 new buildings, mostly exterior only, including a player home
-Aforementioned simple, no-load player home with cooking pot, storage, weapon racks, weapon plaques, and bookshelves (you know the tower house in my Solitude mod? it's almost exactly a Riften version of that)
-One very tiny potential player home that is literally just a boat with a bedroll and some storage
-Very short not-quite-quest
-Lots of rooftop access
-Some general clutter and junk to liven up the place
-Everyone gets more firewood
-Brief profanity

Reasonably Comprehensive Issue List:
-Performance hit: pretty bad looking from the main gate to the marketplace down that long road (and vice versa), surprisingly minimal pretty much everywhere else
-Compatibility: as a general rule, not compatible with mods that add stuff in Riften. I steered clear of Honeyside, so you should be fine using whatever overhauls you like. It's compatible with Interesting NPCs (wasn't originally; there was some swearing involved). I moved some lights, so you might want to load this before your lighting mod so that takes precedence, but it shouldn't be a big deal. 4 November 2017: By all accounts, only minor incompatibilities with JK's Riften, Dawn of Riften, Paradise Cities, and TAVE Riften, which is weird, but I'll take it. 
-The navmesh has not been touched, so NPCs may run into things. However, I do my very best to keep stuff out of their way, and I haven't seen any collisions yet, so it's probably only your followers that'll have trouble.
-Brief profanity

Q: Is this mod compatible with [other city mod]?
A: By all accounts, only minor incompatibilities with JK's Riften, Dawn of Riften, Paradise Cities, and TAVE Riften, which is weird, but I'll take it. 

Q: SSE????!!!!!!
A: Not in the near future.

Q: But why? The 64-bit engine is far superior for rendering many objects at once, so it significantly decreases the performance impact of most city mods.
A: Yeah, but I'm lazy and I really don't want to do upkeep for double the mods. You're always welcome to port it yourself. 

Q: Why won't you make interiors? This mod ruined my immersion.
A: I very rarely actually go inside buildings in Skyrim, and I don't really like making interiors and linking them up with exteriors and whatnot. It's a whole lot of extra work for something I know I'm never going to use, and something that I feel the mod works fine without (y'all didn't complain when Witcher did it; give Skyrim the same consideration).

Q: And NPCs?
A: Pain in the bum. Especially given that I don't want to make interiors. I'd recommend using a mod like Inconsequential NPCs or Populated Cities if the absence of inhabitants really bugs you. 

Q: Okay, well, what about navmesh? That's like, basic.
A: Have you seen navmesh? Most intimidating interface I ever saw in my life. Also, I do my best to build out of the way of NPC paths. You might still get a collision or two, and your followers will be very confused, but it shouldn't be a total disaster.

Q: All these answers are permutations of "I'm lazy." Why are you even making mods?
A: I make them for myself, and then, when they make me happy, I offer them to you all, typically as-is (though I'm always open to creative suggestions). The point at which they make me happy is not as advanced as it might be for a more skilled and dedicated mod author, but it's just a matter of what you're willing to live with. I'm perfectly happy to live without interiors, NPCs, and navmesh edits. If you're not, I'm sorry to hear it, but these aren't the mods for you. Another Skyrim is never going to be well looked after. If something's genuinely broken, I'll fix it, but at the end of the day, I made these mods for me, and while I am delighted beyond words that other people enjoy them (seriously, the reception to these has been more positive than I had ever dreamed), the amount of work I'm willing to do on them is very limited.

Q: Why does this mod tank my performace?
A: It adds a whole lot of buildings. I optimize as best I can, I really do, but there's only so much you can do. Sorry. I know your pain.

Q: Performance? Compatibility? Mods in screenshots?
A: See "Reasonably Comprehensive Issue List" for the first two, and "Mods in screenshots" towards the bottom of the description for the last one.

Future plans:
None right now, honestly. If you have any thrilling suggestions, toss them my way and I'll see about maybe doing something.

Mods in screenshots:
Elder Blood ENB
DynDoLOD (untick this mod in your load order before generating)
ELFX (I feel like this tweaks Riften lights so you can probably see it in the screenshots)
Noble Skyrim (this is what makes the Whiterun trellis brown)

Bethesda for Skyrim, that wonderful, soul-sucking game, and its furiously contrary Creation Kit. 

5 November 2017: v1.3 uploaded. Made doors inaccessible by request. Also got rid of a couple of things in the thief safehouse.
4 November 2017: v1.2 uploaded. Moved a random knapsack in the middle of a post to its proper place.
4 November 2017: v1.1 uploaded. Made walls of upper stories look like wood. Moved boat player home to other end of canals to avoid conflicting with Elianora's thief player home. Extended stone road on east side of city. Added a few lights for Atmospheric Purposes. Added some general clutter, including more hanging moss. Added some supports for buildings so they look a little less floaty. Moved a chicken which didn't want to stay in its cage. Also, renaming the series, because apparently it's too casual for you nerds.