Loving the verticality of the place, buildings all stacked upon one another, and spent quite a bit of time looking for places to climb, roaming about the various rooftops, didn't realize that I could tightrope walk along those ropes until I wanted to get up to those burnt bodies in the cages and then found myself having fun going along all of the ropes. While it isn't perfect, some of the bridges didn't quite look good how they were positioned, but they got the job done, and I had fun exploring the city.
Ooh, sweet, the gate that I always wanted to seal off Mistveil Keep from the rest of Riften, I just kept forgetting about it, so this was a very pleasant surprise, now I don't have to do it.
The RTOrphanage01 (93000D9B) at 43,-24 is floating off of the ground, I don't have anything doing any landscaping edits here so that's not the issue, so I moved the z position from 11147.86 to 11117.40, grounded now.
I enjoyed this one and found the tale about the thieves sad and tragic, almost made me feel sorry for them. Oh, and very nice player home too, even if I don't really use player homes, I do like admiring them once in a while. And I found the secret stash on the island too.
A pretty good mod really. I did some deep testing with a few other Riften mods to make Riften look - and feel - like the dirty, grimy town it's supposed to be. There are some things that are a little out of place, and some minor clipping here and there but overall I'm pretty happy with it. NPCs (Inconsequential NPCs, Followers, Interesting NPCs, and Immersive Patrols) path find correctly and it does feel like a bigger town than it does in vanilla.
Currently, my set up is Holds - City Overhaul Riften, JK's Riften Lite, Dawn of Riften, and Another Skyrim - Riften (this one) and both the Docks and the inner city look immensely satisfying. FPS tanks down when staring at the center of town, but that's to be expected.
I know this mod will never be finished, and that's perfectly alright. For whats there right now its pretty good. If it ever did get picked up again and ended up with added interiors and optimized a bit more I'd download it as soon as I got the notification. Still, for what its worth it's definitely found a place in my current load order.
Can't believe I missed this mod. Saved esp in ck and works great in sse along with jk and dawn. NPC pathing seems to be fine as well. Haven't seen anyone getting stuck anywhere yet.
Am I mistaken in noting that there are a hell of a lot of inaccessible buildings and doors that don't go anywhere. The buildings along the eastern wall and the doors to the 'tower' above the bee and barb. I really do like this mod, but am I missing something? Only building that is accessable to me is the thieves den where the guards try to trap you and you have to fight your way out.
"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)."
I don't know enough about SSE to answer that. From what I know about the record changes, my gut feeling is that it should, but I would definitely run it through the SSE CK first, just to be sure. No point risking long-lasting game issues like that.
Does this mod add Lod so you can see the changes when you are outside of the city? im asking as it looks like the new buildings are higher than the walls
You really don't want to do that, and I heavily recommend that you untick my Riften, Solitude, Whiterun, and Windhelm mods before running DynDOLOD. The buildings go through the walls, which looks great from inside the cities and absolutely awful from outside.
Kreyd wrote: I like the verticality, all the bridge and the new narrow path, It really makes Riften feels like a 'thief' town. However when you look a bit closely, it's full of clipping and asset stacks. House over house, that sometimes don't use Riften architecture with house in wood with a house made of stones on top of it :/
It's always the same thing with these town mods, a very fair attempt with some great idea, but ends in a mixed execution. Thanks for your work and time anyway Kazeii1
They're... they're all Riften assets... and 1.1 on all cover the stonework with wood... Oh, wait, I forgot, you didn't actually download the mod. Shocking.
96 comments
Ooh, sweet, the gate that I always wanted to seal off Mistveil Keep from the rest of Riften, I just kept forgetting about it, so this was a very pleasant surprise, now I don't have to do it.
The RTOrphanage01 (93000D9B) at 43,-24 is floating off of the ground, I don't have anything doing any landscaping edits here so that's not the issue, so I moved the z position from 11147.86 to 11117.40, grounded now.
I enjoyed this one and found the tale about the thieves sad and tragic, almost made me feel sorry for them. Oh, and very nice player home too, even if I don't really use player homes, I do like admiring them once in a while. And I found the secret stash on the island too.
Currently, my set up is Holds - City Overhaul Riften, JK's Riften Lite, Dawn of Riften, and Another Skyrim - Riften (this one) and both the Docks and the inner city look immensely satisfying. FPS tanks down when staring at the center of town, but that's to be expected.
I know this mod will never be finished, and that's perfectly alright. For whats there right now its pretty good. If it ever did get picked up again and ended up with added interiors and optimized a bit more I'd download it as soon as I got the notification. Still, for what its worth it's definitely found a place in my current load order.
Endorsed!
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)."
im asking as it looks like the new buildings are higher than the walls
I was refering to old picture that can be missleading...
https://i.imgur.com/aO36ZrA.jpg
But I'm glad the 1.1 fix the stone on house, please accept my apologies and thanks for you work on Riften sir.