Skyrim Special Edition

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ARC84Ghost

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ARC84Ghost

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  1. ARC84Ghost
    ARC84Ghost
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    Thanks to everybody who tried this out. As you may have guessed, I'm not working on it anymore. Just now getting back into modding my Skyrim after a few years absence, and I'm excited to try out somebody else's Solitude mod.
  2. ChunksAhoy
    ChunksAhoy
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    I have been testing every Solitude mod for days before settling on this combination. Definitely underrated.

    Edit: Unfortunately it seems like Radioactive Skyrim breaks pathing for most npcs walking to, from and on the left part of the docks (perhaps navmesh issue), and the npcs added by that mod mostly stand around as well. Makes that side of the port and it's surroundings feel rather lifeless, despite being the most architecturally and aesthetically sound option. I suppose one can't have it all.
  3. benorun974
    benorun974
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    Hello.
    I'm actually working on a new version of this mod:
    - Made a passage between the new outskirts and the main street
    - Made a patch for Lanterns of Skyrim Ii mod
    - Made a patch for Realistic Water 2 mod.

    I need somebody to fix the undeleted navmesh and to propely add navmeshes to the new passage i've made.
    Plan to make an alternative version (i've had ideas what but not définitive yet)
  4. elwaps
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    Just wanted to thank you for this awesome 'patch'. Left you some screenshots (:
    1. ARC84Ghost
      ARC84Ghost
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      Thanks for the great screenshots. I added them all. Sorry it took so long.
  5. ValeriaVolkihar
    ValeriaVolkihar
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    does it work with great city of solitude?
  6. lvlnem
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    Does this patch have a chance to work with Oldrim ?
  7. SolidBoss101
    SolidBoss101
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    This is wonderful! Solitude actually like a city now. It could use a update, some gates are floating in the air and some objects are blocking NPCs from moving but it isn't anything major.
  8. Angrius
    Angrius
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    Man, talk about an undertaking (making this compatibility mod that is). But it is well worth it in the end :-) The exterior docks just feels so much more alive! The area is insanely huge now. So many nooks and crannies to explore. I spent 30 minutes doing so. Many added ships in the harbour from both mods that now work together.

    Obviously there are few very minor bugs, and a few floating objects which are easily fixed with the disable console command. However there seems to be a navmesh issue. Though Skyrim has never been known for its great NPC AI and pathing issues to begin with.

    My framerates are on average 10fps lower in the docks area now, but seeing as I have never been in a fight in the docks area, and combat sucking with a low fps, then this is not an issue at all for myself.

    I very much recommend this mod if your PC is not too much of a potato.
  9. Conrad3286
    Conrad3286
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    You do know Solitude Exterior and SOlitude Expansion are two different mods right? The name of this mod is patch for Skyr and Solitude Exterior. But it's for Solitude Expansion.
    1. ARC84Ghost
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      Haha. You're right. I'm surprised nobody else has said anything. I'll have to see what I can do about that.
    2. ARC84Ghost
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      All fixed. It's like it never happened. Thanks for pointing that out.
  10. dunc001
    dunc001
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    Well done! I gave up on patching this several times as it was too much work. May I ask, is it SSEEdit cleaned with no deleted navmesh? I'll check tonight when I get home but just interested to know.
    1. ARC84Ghost
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      I did have to alter a lot of the navmesh, but I rebuilt all the necessary areas. There are a few spots where the navmesh got doubled up by accident, but it should still work fine. I didn't specifically check it in SSEEdit, though.
    2. dunc001
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      So finally got round to checking this out in SSEEdit - 53 deleted navmeshes, a ton of ITMs and other UDRs. This really should have been checked and cleaned up before release. I took a quick run around in game and whilst I didn't crash there were several stuck/immobile NPCs and a ton of broken or non-activatable doors. I have to say though I loved the feel of it, the cramped back alleyways behind the dock front felt like a real warren. I may just have to spend an hour or so in the CK fixing it up...

      I do also wonder that given that you've completely removed the vanilla access down to the dock whether it will cause issues with the vanilla quests which send you there?
    3. ARC84Ghost
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      Thanks for letting me know. I must have forgotten to check it again at the end. I removed the ITMs and UDRs, but, unless I'm just ignorant, I can't really do anything about the deleted navmeshes. All of those are related to overlapping areas between the two parent mods. If there is a better way to handle it, please let me know.
      I double-checked the navmesh in CK, and I didn't see any triangles over static objects, or anywhere else that could cause an NPC to bump into things, but I might just be missing it. I've ran around the area dozens of times, but perhaps it takes a few in game days for the NPCs to get stuck?
      Also, the large doors down in the lower alley are from Skyrim Radioactive, and they don't have anything attached to them. I left them that way in case SkyR gets an update with new interiors.
    4. dunc001
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      There has been much debate on this which you can find easily with a quick Google search, but the concencus is that deleted navmesh is bad and can cause issues from pathing to CTD. They are pretty easily dealt with (although 53 of them will take some time!). Essentially you need to find and undelete them all using xEdit, then save and open the plugin in the CK, find each navmesh in turn, delete all but one tri for each and send each remaining tri way under the map. Here is a useful guide on the process - https://www.nexusmods.com/skyrim/mods/70285/?
  11. LupusHegemonia
    LupusHegemonia
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    That's fine alright, but I want to expand the city itself (interior), not just outside.
    So, you're writing is NOT compatible with BC-Solitude, right? With JK's Solitude???? Is it?
    1. ARC84Ghost
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      You can make it compatible with BC- Solitude if you remove the exterior cell parts of the file. JK's Solitude should be completely compatible since I don't think the exterior cells are touched.
    2. LupusHegemonia
      LupusHegemonia
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      Remove it via xSSEdit, you mean?

      That's fine, I love more the JK's Solitude. I'll check this mod, great!
    3. ARC84Ghost
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      Yep, deleting the exterior cells with xEdit.