69 comments

  1. ArtiNani
    ArtiNani
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    Hi, are your mods compatible with Spaghetti's?
    1. Symonson
      Symonson
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      Hi, I've never explicitly tested it, there might be some minor overlapping, especially behind the inn.
  2. Murzley
    Murzley
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    Carriage and Ferry Travel Overhaul - Fixes and Winterhold is compatible (and recommended). No clipping issue.

    I suggest, though, to avoid the covered carriages (in CFTO - fixes and winterhold and in the  CFTO author's addon) if you use - and you should - symonson's other mods capital of the pale and capital of hjaalmarch because their CFTO patches - which move the carriages to avoid clipping isuee - do NOT move the carriage canopies as well.

    Nonetheless, these are great mods. Thank you, Symonson
    1. Symonson
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      Thanks for your feedback, I'm glad you like it.
  3. Admiral30
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    Hole near one of the houses (at the edge of the cliff, close to the College).
    Spoiler:  
    Show



    Placing some snow piles there should probably hide it.
    1. Symonson
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      Thanks for pointing it out!
    2. Admiral30
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      There are like 5 more holes on the opposite side of the house, but they are way smaller. I have honestly already patched it, do you want me to send it to you?
    3. lenova
      lenova
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      Hey Admiral, I would appreciate you make the patch available somewhere. 
  4. ChunksAhoy
    ChunksAhoy
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    Great lore-friendly expansion that manages to minimalistically convey the history of Skyrim's former capital. Love the added wreckage extending to the bottom of the cliff and the trace of sturdy city walls.

    I have a minor pet-peeve, and only because everything else fits so well, why is there a second gate so close to the one by the primary road? I understand that you likely placed it there for accessibility, but I can't fully make sense of it whilst trying to picture the city before the great collapse. But if it has to be there, why is it open? It leads downward towards the sea of ghosts, I would imagine the main traffic to consist of the occasional bear, wolf or lost horker.
    1. Symonson
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      Hey, I'm glad you like my mod. The second gate you refer to was placed there to allow the player access to the plain sloping down towards the sea, which would be difficult to reach without the gate.
  5. Admiral30
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    I think newly added ruined houses shouldn't have persistent and full LOD flags. And without USSEP installed jarl's longhouse cell has an error because it can't detect injected keyword. Not a real issue, but you should mention that USSEP is required.
  6. deleted3576383
    deleted3576383
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    Fantastic additions. Gives the city a sombre mood in that the guards have only a few houses and a college left to protect of their formerly great city.
  7. badiser
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    WOW - Just tried it with Spaghetti's Winterhold what a pleasure, they are surely ment for each other - the perfect combo !!!
    The combo is compatible with Lux - Lux Orbis and Northern Roads..

    Thank you Symonson :)
    1. urbon
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      Glad to hear this! i'm looking for a vanilla plus plus and this fit perfect :)
  8. Jaromyr
    Jaromyr
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    Very simple but nice and well made mod. I'm absolutely loving the guard sitting on the crate, it adds some welcome diversity to the guards animations. However, with so many guards, it seems very strange to not have any guard's barracks for them to rest while not on duty. Maybe you could add one ?
    1. bientje
      bientje
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      Check out Sable's bits and bobs.

      The Great Collapse Was 79 Years Ago
      Ridiculously simple repair of three of the four destroyed buildings in Winterhold. Two are small, cottage barracks' for the guards, and one is a little apothecary home and shop. Nothing amazing, nothing detailed, literally just thrown together in 20 minutes; just enough to fit in with the base game for me and I haven't had the will to make it any fancier. I removed the destroyed house by the college entrance. The area felt too enclosed with it repaired, and it made the fight with the magic anomalies more annoying.
    2. Tajjara
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      These pair really well together!
    3. Oblivionplayer437
      Oblivionplayer437
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      TBH I was a bit sceptical reading your post, but you are absolutely correct! I went ahead loading 79 Year Ago before/earlier than Capital, and the 2 mods indeed complement each other right out of the box without any further ado. So thanks so much for that suggestion.

      I can also confirm that his setup works perfectly fine with the "Relics of Hyrule" mod elements placed in the city centre. I have RoH installed.
  9. bientje
    bientje
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    Just a note that the added guards are Civil War aware, so Symonson went the extra mile :) Underrated modder for sure.
  10. Vendasia
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    Does this mod have any patches, particular for Lanterns Of Skyrim 2? I noticed that you added one lantern at the inn, at the exact same location, as Lanterns Of Skyrim 2 does.
    1. Symonson
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      There is no patch for "Lanterns of Skyrim 2", the easiest way would be to remove the lantern completely or just move it to an other location.
      Thanks for the heads up!
    2. Vendasia
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      Deleted
    3. Vendasia
      Vendasia
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      No problem. I also noticed this with your other minor city overhauls as well. Winterholds bar and Dawnstarts Ironbreaker Mine also have a for LOS II users unnecesarry lantern. Falkreath also has a lantern near the inn entrance, that is standing in the way. I would also suggest to just remove them, instead of relocating them, since they won't have any weather physics and LOS II does a great deal of overhauling the lighting in exteriors and cities.
    4. What would be the easiest way to remove that lantern?
    5. Vendasia
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      Well, if you try to permanently remove it, you need to remove the corresponding record in the .esp file.
    6. I have no clue how. Would you mind elaborating for a noob?
    7. Vendasia
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      To understand how, you need to know what a .esp does. First of all, all a .esp does, is tell the game where something should be loaded. Second, in order to so, the .esp assigns ID to those specific things. For example, if you place an object in the world, it will make an ID entry, based on it's location. The same goes for navmeshes, scripts etc.
    8. Ok now I got the right idea, thx for replying.