If your comment raised an issue and disappeared from the comment section, it was something I particularly want to be reminded of. It's not deleted, I moved it to the bugs section.
I am not sure if the users that left those comments are notified of this, so I'm putting a little disclaimer here just in case.
Has anyone tried this mod with JK's Dragonsreach? Does it need a patch?
Edit: For anyone installing this mod: There is a little more info in the FOMOD. You load this mod after the one requirement, SREX The Great Porch in Skyrim. This may seem obvious in retrospect, but I thought I would mention it.
Edit 2: When you install the mods in that order, this mod: replaces the original ESP, makes it into an ESL (so this whole thing costs zero ESP slots), and gets rid of the Missing Master you would normally have because you did not install the SREX The Great Porch in Skyrim requirements. And of course all the other things the description page says.
Edit 3: OK, I tested this. It is much cooler than I thought! I remember the first time, years ago, going out on to the Great Porch! Going to that far wall... "Whoa, you can see all of Skyrim... oh, wait a moment. Crap." What could have been a great view was... a letdown. I can see why some people want Open City type mods. But with this mod you see what the vanilla game could have been! One great design decision is that the walls are lower now so you can actually see out into the world!
Unfortunately, there is a little roughness. For me, the main door going back into the palace disappears when viewing it from the Porch until you get close to it. It probably does need that eFPS patch others here mention. Or maybe a JK's Dragonsreach patch?
I will keep the mod, though. Being able to see over that wall and jump off and paraglide to and from is just magical! Hopefully a hero arrives with a patch! Thank you, 1990srider and Draspian!
Edit 4: I can confirm that it rains inside the Great Porch, even under cover. eFPS and rain in building are mentioned in Bugs. Also, when you fire an arrow into some surfaces, the arrow disappears. But the rug stops arrows.
Edit 5: Beware spoiler ahead! - Can someone confirm if this mod is compatible with The Fallen from the Main Quest?
This cool mod is not (yet?) compatible with Pseudoloaddoors for Walled Cities. Wish it was. In it's current state it is more of an alternative. See my comments there.
I love this mod but this doesn't work together with Cozy Dragonsreach Balcony. When I go to balcony, the door send me to tamriel worldspace and not whiterun. How to patch these mod?
I'm not playing Skyrim currently, but as far as I remember I set up dummy doors to always let you enter and exit the correct worldspaces. Try loading your entire load order in xEdit and see if something is overriding the doors from my mod, it happened with the door to the great porch, some other mod might have done it to the Jarl's Quarters' door to the private balcony.
Edit: Thinking about it, I might have made that door go to Tamriel regardless, assuming people would parachute out of the city. I'll check the mod out when I have some time to resurrect a minimal modlist to test.
Not really a very detailed bug report, but this sounds like a mod conflict. Load all your plugins in xEdit and check what records are being overwritten by which mod.
This is very close to working with OCS out of the box. There’s just an occlusion plane and a bit of architecture that need to be disabled. There are also some rocks clipping through the floor when using Open Capital Whiterun.
there's no efps patch for this and i don't have any idea as to how to make one apply to this so if you're using that like i am don't use this unless you're okay with that area by the door just kinda going away, same for if you're in that area. nothing against the mod itself but i need all the fps i can get. if there's ever an efps patch in the future i'll definitely add this to my modlist though because i do have the paraglider mod and it'd be wonderfully convenient, also cool to do.
also i hate open cities like mods so i'm not going the other route, though its purely because of the incompatibilities and my smooth brain.
Thank you so much for making this!! I have a custom load order that really didn't suit SREX or it's patches, but as soon as I saw the great porch in skyrim I was so excited for it, and was hoping someone would find a way to make it standalone. You made my dream come true! :D
What types of issue are you having exactly? I haven't yet made a Dyndolod output for my modlist so I'm not sure. When I do I will update the description page with any extra steps needed.
As Dyndolod is user-generated, I can't do a universal fix for that. I would suggest loading everything in xEdit and see which records for this mod are overwritten. The most likely option I can think of is that the Is Full LOD flag has been removed from Dragonsreach, or that the new LOD for Dragonsreach is appearing inside the Fully loaded structure.
If the first, go to the last mod and set it again, because it's the only way I found of having Dragonsreach be fully present and with full collisions in both worldspaces. If the second, you might need to move the generated LOD items for Dragonsreach and the bridge far below the world, as the main building is LOD when in Skyrim and the new stone building is LOD when in Whiterun.
17 comments
I am not sure if the users that left those comments are notified of this, so I'm putting a little disclaimer here just in case.
Edit: For anyone installing this mod: There is a little more info in the FOMOD. You load this mod after the one requirement, SREX The Great Porch in Skyrim. This may seem obvious in retrospect, but I thought I would mention it.
Edit 2: When you install the mods in that order, this mod: replaces the original ESP, makes it into an ESL (so this whole thing costs zero ESP slots), and gets rid of the Missing Master you would normally have because you did not install the SREX The Great Porch in Skyrim requirements. And of course all the other things the description page says.
Edit 3: OK, I tested this. It is much cooler than I thought! I remember the first time, years ago, going out on to the Great Porch! Going to that far wall... "Whoa, you can see all of Skyrim... oh, wait a moment. Crap." What could have been a great view was... a letdown. I can see why some people want Open City type mods. But with this mod you see what the vanilla game could have been! One great design decision is that the walls are lower now so you can actually see out into the world!
Unfortunately, there is a little roughness. For me, the main door going back into the palace disappears when viewing it from the Porch until you get close to it. It probably does need that eFPS patch others here mention. Or maybe a JK's Dragonsreach patch?
I will keep the mod, though. Being able to see over that wall and jump off and paraglide to and from is just magical! Hopefully a hero arrives with a patch! Thank you, 1990srider and Draspian!
Edit 4: I can confirm that it rains inside the Great Porch, even under cover. eFPS and rain in building are mentioned in Bugs.
Also, when you fire an arrow into some surfaces, the arrow disappears. But the rug stops arrows.
Edit 5: Beware spoiler ahead! - Can someone confirm if this mod is compatible with The Fallen from the Main Quest?
Try loading your entire load order in xEdit and see if something is overriding the doors from my mod, it happened with the door to the great porch, some other mod might have done it to the Jarl's Quarters' door to the private balcony.
Edit: Thinking about it, I might have made that door go to Tamriel regardless, assuming people would parachute out of the city. I'll check the mod out when I have some time to resurrect a minimal modlist to test.
I have regular porch and SREX mashed together and it's not even in Tamriel worldspace for me
Load all your plugins in xEdit and check what records are being overwritten by which mod.
Tests will resume once I have time to dedicate to the issue.
also i hate open cities like mods so i'm not going the other route, though its purely because of the incompatibilities and my smooth brain.
Thank you so much for sharing your hard work.
As Dyndolod is user-generated, I can't do a universal fix for that. I would suggest loading everything in xEdit and see which records for this mod are overwritten. The most likely option I can think of is that the Is Full LOD flag has been removed from Dragonsreach, or that the new LOD for Dragonsreach is appearing inside the Fully loaded structure.
If the first, go to the last mod and set it again, because it's the only way I found of having Dragonsreach be fully present and with full collisions in both worldspaces. If the second, you might need to move the generated LOD items for Dragonsreach and the bridge far below the world, as the main building is LOD when in Skyrim and the new stone building is LOD when in Whiterun.