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JPSteel2

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JPSteel2

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234 comments

  1. ConnerRia
    ConnerRia
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    Locked
    Sticky
    https://drive.google.com/open?id=1WXs08CsgFsIiiHI4Zfv6tHbw3ZK_tzwi

    Fixed version without the deleted references. Everything works as intended I think.

    Brynjolf's reference to sniffing out the corrupt guard will be skipped to the next line. The killed guard dialogue not touched because I dont think it can ever trigger with this mod.
    1. JPSteel2
      JPSteel2
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      Hi

      First of all to answer your question about the JK version, it simply adds my mod's functionality to the gate added in Riften.

      Thanks for the files, is it for the JK version or another one ?
    2. ConnerRia
      ConnerRia
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      its for the main file
    3. JPSteel2
      JPSteel2
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      Thanks, I'll stick your post for those who want the file
  2. BlueEvan13
    BlueEvan13
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    The game won't let me leave solitude when I have this mod on.  It says that the gate requires a key even though it's the middle of the in-game afternoon.
    1. OldContemptible
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      I just encountered the same issue. I haven't tested this with Martkarth yet but I've been through Whiterun and Windhelm just fine. No idea why there would be a problem with Solitude alone.
    2. McClane4Ever
      McClane4Ever
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      Same here in Solitude and in Martkarth. I think if you enter through the main gate once it fixes the issue. 
  3. ChesterHoneysworth
    ChesterHoneysworth
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    I would love to use this mod in my next playthrough, but it is unfortunately incompatible with A Better Tomorrow - Replace Maven as Jarl. It would be really nice if this mod could be updated to fix some of the bugs other people are reporting too. Endorsed and tracked.
  4. CrimsonB4ndit
    CrimsonB4ndit
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    by special person , dos that mean if you are the Than of that hold you are exempt from the Tax?
  5. kingmiamikdn
    kingmiamikdn
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    I hope you come back to this eventually, great idea.
  6. Oerjan78
    Oerjan78
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    Thanks for making this, Super cool idea.

    A great detail is the drawbridge in Whiterun that opens and closes at morning and evening.

    But there is also an issue with that:
      It seems to be working fine if one approaches the Whiterun gate from the area around Whiterun. It's open if I approach during day, and closed if I approach during night.
      But if I'm inside Whiterun, and exit Whiterun, it's often in the wrong position. Then if I use the lever, it instantly changes to the position where it should have been, before changing to the opposite position.
      For example, I may exit Whiterun during night, the bridge is open, I use the lever and it's suddenly closed for a second before opening. This happens often when testing - also testing with a minimal load order (USSEP, Cheat Room, Alt. Start, Immersive City Gates.)
      It seems like the bridge is "kind of" in the position it's supposed to be in, but this is not realized before you use the lever.

    It would be great if this could be solved.
  7. k26939955900
    k26939955900
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    it also  works with on  npc ?
  8. edgardo028
    edgardo028
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    linda idea que esta mal echa mucho bug 
  9. Nohqi
    Nohqi
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    Salut ! je ne sais pas si ce mod est toujours supporté, mais j'ai trouvé quelques conflits entre les immersifs City Gates et Skyrim Unbound (je suis sur le pack de mods Nolvus)

    Le conflit résultant d'un chargement infini avant le menu "Continuer / Charger la sauvegarde / Nouveau départ /..."

    (Update: NEVERMIND, j'ai trouvé la solution, désolé !)
  10. delfofthebla
    delfofthebla
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    Love the idea behind this mod but man oh man is it buggy as hell.

    1) If I am standing next to the gate a guard will continuously run up to me with his gate dialogue, even if I have already paid him or told him that I don't intend to pay. Maybe I just wanna loiter for a few hours damnit leave me alone.
    2) CTD if you somehow get teleported when the guard is in the middle of his unwanted advances.
    3) Sometimes doors are locked when they shouldn't be, or unlocked when they should. Just seems like it cant ever stay accurate.
    4) No way to exit the city if you are inside when it locks up. The door remains locked and you've got nobody to bribe if you want out early. Due to the above problem of doors not getting unlocked or locked as they should, the inconvenience of this problem is compounded heavily.

    Would love to see this done properly, but alas, I don't think this mod is for me in its current state.
    1. Nekhs
      Nekhs
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      sadly agreed, for all of the same reasons.

      Skyrim sewers alleviates the 'no way to enter or exit' issue, which is fun! but ultimately I ended up just removing the mod
    2. Icenebula53
      Icenebula53
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      At least you can remove it at keep playing removed it from my game now I'm stuck in windhelm getting teleported back into windhelm instead of out of Windhelm
    3. daidojc
      daidojc
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      I don't experience the issues with locked/unlocked doors. Maybe there is a conflict or some other issue.

      For all the other points: seems the mod is working as intended, providing you with an experience closer to that of people who lived in walled cities back in the days.

      Anyways, if getting out after dark is necessary or somehow you find yourself stuck in the city, look up mods that add shortcuts, secret entrances or sewers of Skyrim.
  11. Icenebula53
    Icenebula53
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    so this mod has broke my game even with it disabled cant leave any city. leave through the main gate get double loaded and load back into the city im trying to leave
    edit cant even start a new game its completly fucked my entire game