I didn't notice a problem with Fabled Forests (which I have), but I had to remove this mod and start a new game due to a conflict with Swift Steed Stables (which I wanted more than another town). The location of one of the stables overlaps the entrance to the town.
... is the only thing in a 1760 mod Skyrim that) brings my (RTX 4080 w 16GB VRAM and 32GB system RAM) to its knees.
There is nothing I _see_ about this town that should do that. (But before/after tests only degrade when the town is added.)
My hardware should laugh at "tightly packed".
- Remove this town and "Ryns Robbers Gorge" behaves fine (on my hardware). - Remove "Ryns Robbers Gorge" and this town behaves fine (on my hardware).
Together, they sorta uniquely tank. They overload a cell or whatnot.
I would compare this locale to others in my build ...
- I use this author's "Granite Hill" right next to "Gavrostead" and "Ryn's Dragon Mound", no problem. - I use "Amber Guard" near an expanded "Karthwasten" (and that Forsaken Fort on the hill), no problem. - I built mod-crazy wedding cakes out of all the major city interiors and exteriors, no problem. - I use the CK to build towns for myself that have about this same level of complexity, no problem.
I use ...
- RTX 4080 w 16GB VRAM and 32GB system RAM - new MB, CPU, RAM to match - 3440 x 1440 Ultrawide - Of course my software and firmware are up to date. - ENB w Silent Horizons 2 preset. - a lot of the popular texture replacers (especially Pfuscher) but all 2K (_not_ 4k or 8k).
Didn't need to start a new save. Took some twiddling, but I got a test that shows the town performance is okay in my build on my hardware when "Ryns Robbers Gorge" is removed. And vice-versa. (On _my_ hardware.) The "eye test" and the "community comments test" says this may be a "Ryns Robbers Gorge" problem. It may push the issue right to the limit, and then "Markarth Side" tips it.
Whatever it is, if there is a problem with the mod, I will certainly jump on it with a fix. I had this issue only once when I was building the mod. But I was streaming in 2k and had the CK open and running the game and figured it was probably the reason. I haven't had it since. Seems some players do and some don't. Some with no other mods, some with large LOs.
I guess I'll be "that guy", but I've had nothing but issues with nearly ALL of the Ryn mods. Just load up say the Azura shrine one and look at the architecture. They all got yanked, tossed in the trash till they are fixed, optimized, or just burned at the stake.
Just to let you know that this doesn't like Interesting Roads. It seems like a layer of terrain gets lifted at an angle through the western side of town which blocks access to the buildings. I've disabled Interesting Roads in favour of this as it will be more useful - disabling Interesting Roads fixed the landscape issue and all is now as it should be.
Hi. I experimented by manually moving Arena to the highest and lowest priority in the mod list order on the left column of MO2, which made no difference and got LOOT to sort the plugin side of things but none of these worked. The only thing I didn't do was manually move the two plugin's around in the right column. Perhaps that might have worked. Luckily, I've re-run my LODs without the two mods so can try again. However, I've ran the Skyrim map so many times that I don't think I even notice the additions from Interesting Roads anymore! As far as I'm aware, no other mods I have cause a conflict and I'm running 900+ mods (a lot being animations, texture and mesh replacers) with 210 active esp's - if I can't have Interesting Roads, I'm certainly not going to be disappointed as Arena is more useful for gameplay than some static objects on roads that I hardly see when fast travelling! Also, I don't know if it's relevant, but I'm running version 1.0 although the changelog wouldn't suggest any changes that would impact on this.
I did test the two mods together and didn’t get seams by putting interesting roads above markarth side in both columns. Also, grass patch mods are also above these mods
Maybe not putting Interesting Roads above this in both columns was my issue. It's safe to say Arena isn't at fault. At least the information is now on here if anyone else has the same issue.
I want to use this mod to start a game in May or possibly sooner (depends on how Legacy Dragonborn V6 comes out). Since this is a fairly new mod and you probably have plans to add things (as I've seen in your comments), will I be able to update your mod in an existing game?
129 comments
I hope not, because I no longer have space to put patches.
https://www.nexusmods.com/skyrimspecialedition/mods/94462
The _combination_ of ...
- this town
- Ryns Robbers Gorge
... is the only thing in a 1760 mod Skyrim that) brings my (RTX 4080 w 16GB VRAM and 32GB system RAM) to its knees.
There is nothing I _see_ about this town that should do that. (But before/after tests only degrade when the town is added.)
My hardware should laugh at "tightly packed".
- Remove this town and "Ryns Robbers Gorge" behaves fine (on my hardware).
- Remove "Ryns Robbers Gorge" and this town behaves fine (on my hardware).
Together, they sorta uniquely tank. They overload a cell or whatnot.
I would compare this locale to others in my build ...
- I use this author's "Granite Hill" right next to "Gavrostead" and "Ryn's Dragon Mound", no problem.
- I use "Amber Guard" near an expanded "Karthwasten" (and that Forsaken Fort on the hill), no problem.
- I built mod-crazy wedding cakes out of all the major city interiors and exteriors, no problem.
- I use the CK to build towns for myself that have about this same level of complexity, no problem.
I use ...
- RTX 4080 w 16GB VRAM and 32GB system RAM
- new MB, CPU, RAM to match
- 3440 x 1440 Ultrawide
- Of course my software and firmware are up to date.
- ENB w Silent Horizons 2 preset.
- a lot of the popular texture replacers (especially Pfuscher) but all 2K (_not_ 4k or 8k).
https://imgur.com/a/npBv0IK
Also, 'tightly packed' made me giggity also.
works seamlessly with Hilleye Cabin
ps: i love the mod!
Or just open console and type coc markarthsideorigin
Edit: Putting interesting roads before Markarth Side, there are no landscape issues.
Also, I don't know if it's relevant, but I'm running version 1.0 although the changelog wouldn't suggest any changes that would impact on this.
I did test the two mods together and didn’t get seams by putting interesting roads above markarth side in both columns. Also, grass patch mods are also above these mods