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Author notes
- Permission was granted by reindeer51 to post this port.
File credits
reindeer51 - Original mod
Kazopert - Porting and fixes
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A few static fixes to fix clipping and see through objects.
Version 4.2
Removed the BSL from the mod as it isn't required for it to function.
Removed unneeded .tga files from the textures folder.
Covered a see through gap in the higher levels of Markarth.
Version 4.1
- Added an appropriate class to an NPC I forgot about.
- Renamed a key so it's more accurate about what it opens.
Version 4.0
Ported version
- Ported the mod to Special Edition, removed ITM's and wild edits, carried over USSEP and water edits, re-genned facegeom and ported meshes to SSE using NIF Optimizer.
- Added functional navmesh to the upper areas.
- Decorated the Dwemer lifts to make them seem less out of place.
- Fixed the collision issue in the upper areas. (Was colliding with the collision mesh of the large rock.)
- Fixed doors clipping into rock and other such issues.
- Loads of NPC fixes to things such as classes and relationships.
- Added packages and lock lists to NPC's, they should move around Markarth now as well as locking up at night.
- Added factions to NPC's and the houses they live in so the player can't barge in and take everything without consequence.
- Redone some homes so they look less duplicated from the original base game homes.
- Many more little fixes and improvements I've forgot about.
Version 3.0
- Removed all the dwarven mechanisms and pipes above the cookhouse and replaced it with an entirely new level, the 5th floor, consisting of 2 new enterable houses.
- Added two more houses on 4th level. All of which are enterable.
- And with the new enterable houses comes new NPCs. About 6 NPCs have been added: A couple, two random dudes and a grandma and her kid.
- Added new light sources.
- Replaced the watchtower next to lift with a more established tower.
- The skyhigh tower has been relocated to a more...subtle location. It won't stick out of appearance anymore, plus it's now functions as one great lift. Use it to get to the 5th floor
- Another shorter functioning lift has also been added on 4th level. Use it to get to the fanciful mansion.
- And there's the last lift...found on ground level. It's near Cidnha Mine. Use it to get to the refinery place.
So now, no more excuses. ALL levels are now reachable through totally logical means.
- The facility has also been expanded slightly.
- Altered placements of some existing structures to fit changes
Version 2.0
4th level is now accessible! To reach it, you'll have to get through the door beside Nepos' house and the imaginary staircase after that.
- Cookhouse is now open and enterable. A new NPC lives there with her daughter who's apparently grounded inside for the rest of her life
- The tower is now connected to the 4th level platform. And that means there is proper way to get to the big tower. Access beyond that is still, and will always be restricted due to "invisible walls" from the vanilla game. I don't wanna mess with that.
- Improvements to the mansion; added a proper entrance, now including a lift! Now you can ease all suspicions of the inhabitants being hagravens who use teleportation magic to get up there.
Minor changes:
- Fixed the broken gaps in between dwemer pumps
- Re-adjusted positions of several structures and stuff
Version 1.0
Pre-release updates:
- Fixed clipping issues with tower and invisiblilty glitch with bridge
- Removed house near entrance for better compatibility
- Tweaked several building placements
I wasn't happy with how there were no real expansion mods for Markarth. Well, I felt all cities in this game were too small as well but seems like Markarth gets the least attention. As such, this is perhaps the first ever mod to actually expand on Markarth very significantly.
It took me a long while to make this but now, here it is in its glory. Presenting Markarth, or as I now dub it as... The Sky City
Credits to RichardPellets
COMPATIBILITY ------------------- This mod only edits the upper layers of the city, which I doubt no other mod has ever touched on. So most Markarth mods should be compatible.
JK Markarth and Dawn of Markarth including, are all compatible. Use them with my mod for the best of both worlds.
DESCRIPTION --------------------
I've always envisioned Markarth to be a city built to the top. Given the lack of space I could find within the city, I had to resort to doing just that instead of on the usual ground. The mountains surrounding the city made this pretty ideal. A couple of new houses have been built into the mountains, in same way as vanilla's. This is accompanied by plenty of new Dwarven structures, pipes and platforms all tucked nicely around the near cliffs and hillsides. The result is the city looking more epic than ever, reaching the skies at nearly triple its height. I've tried not to go too overkill on the extra stuff for performance sake, but with a balanced and reasonable amount of the new additions. Neither to stray too far from the other vanilla cities.
This mod was made mainly for aesthetics purposes. For the player to look up at the city and be absolutely amazed at the sheer size of it, to finally realize Markarth truly as a city like it should have been. That is all that was needed to me, enough to give the big impression of a larger city than before.
No scripts are used in this mod and the vanilla portion of the city is completely untouched so there's no concern for anything; Installation and removal is completely safe, just don't do it while in the city exterior.
Mod has been cleaned with TESVEDIT, so there shouldn't be any dirty records left.
FEATURES =========== - 3 new upper house levels, including a couple of new houses and structures
- A large oil refinery facility
- Watchtowers and city towers to survey above and beyond the city walls
- Functioning Dwemer lifts to travel up and up
- Large mansion at mountain peak
- A great statue of Sovngarde overlooking the city
- New inhabitants
FAQ ----------------------- Will there be a performance impact? Perhaps, but it should be mostly minimal, or maybe even none at all. Depending on your setup and texture mods involved, it might differ slightly. But overall, additional structures/buildings don't affect performance as most think. Some of the houses are so high up, how are they reached? I've tried my best to make all the buildings as logically as I could. Most of the houses are interconnected via tall towers, dwemer lifts or simple walkways so everyone has a way of getting up there.
What's the difference between this and JK's Markarth/Dawn of Markarth? Those are city enhancement mods, this is a city expansion mod. Adding not just a few clutter but mainly houses, new areas and giving an extra significant depth to the city to make it bigger in size.
Kazopert's notes ----------------------- Credits to reindeer51 for the original mod.
This mod is based off of the Sky City exterior version only, maintaining two versions would be too cumbersome.