Skyrim Special Edition
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kojak747

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823 comments

  1. kojak747
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  2. kojak747
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    I've made fresh patches for and updated
    Enhanced Solitude LoTDv4 v1.1b (LE, SSE) (8/8/19)
    Enhanced Solitude DOS Directors Cut compatibility file (SSE) (19/08/20)
    Enhanced Solitude JK Skyrim AIO compatibility file v1.1a (SSE) (7/8/19)
    Enhanced Solitude Bells of Skyrim patch v1.1 (SSE)
    Enhanced Solitude JK DoS compatibility patch v1.1 (SSE) (7/8/19)
    Enhanced Solitude Outlaws Refuges (SSE)
    Enhanced Solitude USSEP patch (SSE) (7/8/19)
    Enhanced Solitude Imperial Mail patch (LE, SSE)
    Enhanced Solitude Open Cities patch (9/8/19) (SSE) - Credits to Gardden for making this patch.
    Enhanced Trees of Solitude (SSE) (9/8/19) - Additional tree plugin for Enhanced Solitude - pics in screenshots
    Enhanced Solitude Expansion v 1.1 (SSE) 11/8/19 - Sorted masters
    Enhanced Solitude RS Children patch v1 (SSE) 23/8/19 - Credits to Lore for making this patch.
    Enhanced Solitude Vanilla Textures patch > https://www.nexusmods.com/skyrimspecialedition/mods/40156?

    If you need the LoTDv5 Patch for Enhanced Solitude SSE head over to the LoTDv5 patches page.
    If you want to use the latest Drengins Blue Palace (you should) head over to his SSE page for updated patches
    If you want to use the latest DevAveza you can get an updated patch for Enhanced Solitude and DASkyship there.
  3. kojak747
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    Any of your own patches, which requires any of the patches on my page (which have the solitude world removed), require the same treatment down to the bottom of the chain. You should also load your edited plugins in the SECK as it fixes issues which arise from removing the Solitude world via SSEEDIT, and can only be fixed in the SECK. Load the plugin, navigate to Solitude world, click save and that's it.

    Re the JK/DoS "Compatibility files", You must use all three patches, the one for JKs Skyrim, the one for Dawn of Skyrim, and the one for JK + DoS.
  4. kojak747
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    19/09/20
    Here is a testing plugin for Enhanced Solitude stutter/FPS fix. (v3)

    https://mega.nz/file/R4MwEAaJ#qW5wT8e7RRm_8CJ_ljWn1rqX6Y-vGVOd3XxoNd0U3uk

    This plugin reverts NAM Obj bounds to default (16 > 4), restores the vanilla SolitudeBase and places occlusion boxes around the SSEDIT deleted refs under the map.

    For landscape issues, Enhanced Solitude must load after ICAIO or any other plugin which alters landscape terrain in that area

    18/08/20 UPDATED PATCHES HERE
    https://www.nexusmods.com/skyrimspecialedition/mods/37276
  5. TheLoreSeeker
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    I'm loving how big the city feels and how many different shopping options there are now.

    I am noticing something weird with the Books of Skyrim family though. They always end up going to the Winking Skeever and just staying there in the entrance inside permanently. They don't go back to their store/home unless I console them inside Books of Skyrim and then they start working again.

    So far I've just been pretending the mom has a drinking problem...but I can't nail down whats actually happening.
    1. kojak747
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      hmm - ai package conflict, missing lock list info, alcohol problem...interesting. Will investigate unless you beat me to it.
  6. sw1000xg
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    I'm totally lost with this mod. I've installed the complete version in the list with over 700mb. But there are no docks at all? Just vanilla. The city is changed. Do I have to install the dock separate? Or is there a glitch?
    1. TheLoreSeeker
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      The docks mod is a separate mod called Enhanced Solitude Docks by the same author.
  7. Link941
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    Some of the children still have the blackface bug even after using the RS children patch
    1. kojak747
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      Im guessing the facegen needs re-exported with ES and RS active in the SECK - If you manage it, PM me the stuff and I'll add it.
  8. Glenrhee
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    The patches for JK's Skyrim and Dawn of Skyrim are outdated. Those mods have since been updated with some pretty big fixes, and this mod's replacement plugins don't match those changes.
    1. kojak747
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      rather than deleting the stuff like before - can you set the ignore flag in the record header instead - can you (or someone elese) try it out and let me know? To clarify, rather than deleting worldspaces, set the ignore flag on said worldspace instead.
    2. Malacola
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      Setting the ignore flag on the worldspace's record header didn't seem to work - got JKs and ES edits mushed together. Copying JKs Solitude worldspace into a separate patch and running a script to set all records to Initially Disabled did the trick though - any reason not to do it this way?
    3. kojak747
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      Nah, what you did is fine, I just wanted someone to try the ignore flag on worldspace cells as opposed to interior cells. I know it works for Interior cells, but wasn't sure for exterior cells and what you did helps me to work out when I can and cannot use the ignore flag. So yeah, it looks like for exterior worldspace cells we still have to do it the traditional way and delete the cells/disable the things, whereas for interior cells you can set the ignore flag.

      However, there is a "deleted" flag on the exterior record cell header you can tweak. Wonder if that would work instead of hard deleting stuff.

      Hmm.
  9. Konstantinos
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    So I'm getting NPCs showing up in Whiterun from Blues Skyrim.esp Anyone got a clue why? For some reason I have doubles of them, but the doubles aren't moving around at night like they should be, they stay in place. For some reason, they seem to be from Dawn of Skyrim.esp. https://imgur.com/a/nsJ6SW0

    This seems janky. Enhanced Solitude shouldn't be placing NPCs in Whiterun, right? I can't work out why it's messing with Dawn of Skyrim NPCs.
    1. Konstantinos
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      To make it clearer I took some more screens. Here you can see two Jeer-Tais in Whiterun. https://i.imgur.com/clJH97A.jpg

      The one from Blues Skyrim.esp doesn't have my Argonian skin textures for some reason. If I disable it, I can see the one left is from Dawn of Skyrim.esp https://i.imgur.com/hvUSQng.jpg

      But the latter doesn't leave at night like the former does. He just sits around all the time. Any help would be appreciated.
    2. kojak747
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      Can you tell me here what you did with changing plugin names in order to resolve your situation as that info is better in the public domain.
    3. marvelous
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      "Blues Skyrim.esp" is the old plugin name of Dawn of Skyrim.
      Rename "Blues Skyrim.esp" from the Enhanced Solitude Patch into "Dawn of Skyrim.esp" and remove/hide the "Dawn of Skyrim.esp" file from the Dawn of Skyrim Mod.
    4. Konstantinos
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      Yeah what Marvelous said. Because you still have the old plugin name it meant that I was running both Blues Skyrim.esp and Dawn of Skyrim.esp, hence the double up in NPCs. Once I realised and renamed your patch to Dawn of Skyrim.esp it fixed the issue.
    5. kojak747
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      Changed the plugin name and re-uploaded. that should be it done now. Thanks guys!
  10. Konstantinos
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    Sorry to bombard your page with problems, but I'm now having an issue with missing hair textures on all NPCs added by Enhanced Solitude: https://i.imgur.com/TerjLDd.jpg

    I can't work out what is causing this. I've tried putting my hair mods lower in the load order than Enhanced Solitude, but no luck.
    1. Konstantinos
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      I fixed this by installing Vanilla Hair Replacer and following its guide to patch all mods to use it: https://www.nexusmods.com/skyrimspecialedition/articles/1955
  11. marvelous
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    Made patches for Enhanced Landscapes and Medieval Lanterns of Skyrim:

    Enhanced Landscapes:
    https://www.nexusmods.com/skyrimspecialedition/mods/40553

    Medieval Lanterns of Skyrim:
    https://www.nexusmods.com/skyrimspecialedition/mods/40552
  12. TemplarSwift
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    Hi, dear author, if you are here again, please check my image with description. I had a problem with navmeshes in you great mod.
    https://www.nexusmods.com/skyrimspecialedition/images/75336
    1. kojak747
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      Identify that cell co-ordinates then open your whole load order in SSEDIT and go to that cell, then look at the worldspace/tamriel and look at all the plugins affecting the cell. Those plugins will contain conflicting Navigation Mesh. Then you need to load up those conflicting plugins for that cell in the SECK, then naviggate to that cell and repair the navmesh by directly editing the Navmesh and save it to a new plugin. Essentially you are creating a navmesh patch for that cell. That will allow NPC's to cross without issue. fwiw You can use the same technique to fix any areas where NPC's get stuck due to Navmesh conflicts.

      More detail...https://old.reddit.com/r/skyrimmods/comments/8cdzk9/the_biggest_stability_boost_i_ever_made_the_nav/
    2. TemplarSwift
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      It is -18,24 and -18,25 cell in -1,0 -3,3. The only conflict there is with ESD and seems like ESD has much less triangles here, so it is probably ESD's problem.
  13. SuperDave1426
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    First, thanks for providing this mod - it's made Solitude a much more interesting place! :-)

    Vortex uses the LOOT API to get info regarding mods - it says that this needs to be cleaned. Is it safe to run a quick auto clean in SSEEdit?
    1. kojak747
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      should be, can you try it out and report back. Im particularly interested in how it affects patches - after QAC, if you load stuff up in SSEDIT then check the patches for errors it'll tell you if the patches have errors (because you cleaned the masters, because technically you are nevcer supposed to clean masters in acse it breaks patches)
  14. flamingsora
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    what is the recommended load order in the left and right panes for MO2 for open cities, legacy of the dragoborn, enhanced solitude and the patches for all 3? im pretty new to mo2 so im having a hard time getting the patches to play nice.