Skyrim Special Edition

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BellaDovah

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BellaDovah

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32 comments

  1. MaxSquish
    MaxSquish
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    is there one you can do with just open cities, legacy of dragonborn, and jk skyrim? i dont want to add all these other things but i can't find any other compatibility mods for open cities and legacy together since the open cities guy left nexus
  2. achersonsolstice
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    What the hell is Blues Skyrim? its required for the mashup. 
    1. kijikun
      kijikun
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      Dawn of Skyrim. You'll need the optional file with the old esp name.
  3. deleted104621528
    deleted104621528
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    Hello,

    I love layering city overhauls on top of one another, but does anyone know what happened with TAVE? It appears to have been delete from Nexus. :(
    1. BellaDovah
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      Oh no that really sucks! What a shame. I have TAVE Solitude, Windhelm & Riften which I converted for SE but I doubt I'd be allowed to distribute them

      Edit: It turns out it was just the version that was converted to SE that has been removed, perhaps they didn't have permission to share it. The original TAVE mods are still available for LE, and I use the LE Solitude version anyway, I just converted it myself. So you can still grab it from here and convert it by saving the esp in CK and running the meshes & textures through the assets optimizer.
  4. SaintDiablo
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    I saw this was compatible with enhanced solitude docks.. Out of curiosity is this compatible with enhanced solitude or does to something similar since it does mostly touch the the city itself? 
    1. BellaDovah
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      Unfortunately not, anything that modifies the inside of the city not made compatible in this will have overlaps etc. Its only mods like solitude docks that only edit the areas outside of the city walls that you don't need to worry about
  5. gneech
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    I dunno, I must be doing something seriously wrong somewhere, but I can't figure out what. I have Enhanced Solitude (running w/ Solitude Expansion instead of ESD), and every time I add any version of Dawn of Skyrim, including this mashup, I end up with a cluttered mess, especially in the market, which has double fish peddlers, Listens-To-Letters blocking the Ghost Sea Arcaneum door, and of course lanterns floating in weird places.

    I finally added all the ELFX/Lanterns/etc. required by this mod in a desperation move, but... nope, same junk still happens. Looking at your screenshots, it's clear that's not supposed to be the case--your marketplace shots are nice and tidy, and there certainly aren't trees and shrubs growing out of every house. I wish I could figure out where I'm messing up.

    Any help appreciated!

    EDIT: Wow, I just realized that TAVE is not the same as "Enhanced Solitude." XD Well I feel goofy. >.> Desperately trying to get a mod to work will do that I guess. :P
  6. WitchRolina
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    Blast, I'd have to use ELFX?  I'm a ELENB user though... that's a bummer.  If you ever make a version for ELENB, let me know - I'd love to take you up on it!
  7. darksynth0
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    say goodbye to FPS lol
    great patch btw! will use it at some point!

    btw LoTD is so complicated in terms of compatibility :(
    1. BellaDovah
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      Yeah for sure, using a lot of mods affecting the same area is bound to impact performance, my high-end PC is fine with it since its a closed area though - still get better frames inside the city walls than in the middle of dense wilderness.

      Thank you!

      I agree, its something that used to put me off using it but I want to give it a go, make sure you grab all the patches you need on the official patch hub and search the Nexus for any others. JK & Dawn have a patch for it, it was just TAVE that needed editing for it.
  8. axz2
    axz2
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    ELFX and Legacy of the Dragonborn are hard requirements?
    1. justcallmedots
      justcallmedots
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      everything is a hard requirement (sadly) as the mod author published one single ESP file.
    2. BellaDovah
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      Please consider I made this mod for myself, I don't owe anyone anything. I made a patch for my game setup, I decided to share it in case it could be of use to anyone else. It doesn't really bother me if its not, its perfect for my game. This isn't a job or a responsibility, no modder has to make things for anyone else. I put in the description that I have no immediate plans to make modular patches, but if you want to edit it for yourself, feel free. If you think I should make several versions for you, then surely its not difficult and you can do it yourself, right? Don't know what gives you the audacity to judge what I've made and uploaded for free.
    3. axz2
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      BellaDovah - Not attacking or blaming or juging you in any way, or even demanding anything different, not even really asking much less demanding.  Its your mod, you did the work.  I just asking for information/confirmation. 
    4. BellaDovah
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      Sorry I should have made it clear, that wasn’t directed at you axz2 in any way, you did nothing wrong to ask for confirmation. It was the following comments by others that winded me up. The one that was particularly rude has been deleted so that just goes to show it was wrong to say what they said. 
      Currently ELFX and LotD are requirements, however if you learn a little about SSE edit you could probably remove all the changes depending on those mods and get rid of the master. The reason I did an aio patch like this is because I didn't want to, for example, patch elfx + tave, move a lantern and then come to patching elfx + dawn and realise the new lantern location for tave clips with dawn and then have several patches conflicting with each other.
  9. ZelieSovn
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    Are all navmeshes fixed? heard DoS was annoying with those.
    What about AI mods, how good is it with AIO? ICAIO?
    1. BellaDovah
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      Someone else pointed out in the comments that there are Navmesh Issues with Dawn of Skyrim, I had no idea so its something I'm going to look into for an update. I didn't think navmesh edits would be necessary since I didn't move anything drastic.
      Edit: Do you know what exactly about the DoS navmeshing is bad? I've had a search and I've not seen anyone say that anywhere. I had a quick look in CK and nothing about the navmeshing or collision boxes seemed like an issue to me.

      I'm not sure about AI mods at this point, I will definitely be using one of those mods so I'll check compatibility for the one I decide on. For now use any patches available, for JK's Skyrim and Dawn of Skyrim etc along with this and I'll see if more needs to be done. TAVE doesn't add much stuff that's 'in the way' its often flora added to the outskirts of pathways etc so hopefully the changes that mod made shouldn't cause anything too problematic.
    2. kijikun
      kijikun
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      I'm confused about this myself. I've never had an issue with Dawn of Skyrim and navmesh.
  10. Homixid3
    Homixid3
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    Did you make sure to delete any deleted navmesh issues? Someone else posted a similar mod but it was unplayable due to the 90 deleted navmeshes. Also, is this compatible with Palaces and Castles Enhanced SE? Are interiors edited at all?
    1. BellaDovah
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      I cleaned this mod in SSE Edit. I have not made any changes to navmesh so far. I'm not sure about other mods, I don't know how I can check/resolve deleted navmeshes in other mods. Running LOOT through MO2 doesn't detect any deleted Navmeshes in any of the mods.

      No edits to interiors were made so yes it should be compatible with Palaces and Castles Enhanced, that's on my mod list too.
    2. Homixid3
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      Thank you. I'll try it out myself