Skyrim Special Edition

About this mod

Not another clutter mod; A village building and tileset swap for ONLY Riverwood while all other farmhouses stay the same! (The first image is a comparison gif.)

Permissions and credits
Changelogs


This is a mod in a similar vein to, and directly inspired by, the likes of Rodryk's Dragon Bridge and The Great Villages series. I'm not as great as those modders but used that to my advantage to make something more "Vanilla Plus" and generally lightweight. Rather than a total revamp where building footprint, quests and performance are totally changed, Riverwood is much the same, but cosmetically unique from Skyrim's other villages.

Hence the name 'Unique Culture Riverwood' - Riverwood is now a fusion of Whiterun, Falkreath and Cyrodiil cultures in that order.

Very quick feature summary is that it changes Riverwood's buildings on the outside, and optionally remodels interiors and adds two buildings.

  • New farmhouse variant that only Riverwood uses, for variety.
  • Remodelled interiors while keeping the same furniture and markers for compatibility.
  • Sleeping Giant Inn and some houses have a unique ceiling to fit Riverwood's new lower roofs. Compatible with Sleeping Giant overhauls.
  • Sensible village expansion that adds a bakery...
  • ...and a small bunkhouse for temporary workers.
  • Integrates DLC content like the Hearthfire oven and baked goods.
  • Four inconsequential, killable, minor NPCs. The baker (merchant), two lumberjacks and the bunkhouse hired cook.
  • The lumberjacks will leave the bunkhouse to go walk or help Faendal most weekdays.
  • Moves Riverwood's barely used side wall to a more sensible location.
  • Combination of vanilla and compressed custom textures, meshes optimised with Cathedral Assets Optimiser.

So what's actually different about Riverwood's farmhouses?
  • Roof is flatter at the top, rounder at the sides and shorter overall.
  • Uses unique thatch texture.
  • Top support beam is straighter and flatter, with longer sharper ends.
  • Wood walls are swapped for Whiterun-styled plaster.
  • Some stone walls are painted to match and are slightly flatter.
  • Rope fences are subtly less saggy and wood fences less wonky.
  • Long and rectangular lattice windows, compared to vanilla's multiple square panels.

NEW Nordic Forest Alt
  • Materials swaps inside and out for primarily wooden construction.
  • No plaster for those who felt it a little too Cyrodiilic.
  • New custom thatch textures with earthy brown thatch and visible wood support beams.
  • Wood support posts use my warm pine log texture from my Falkreath mod.
  • Retains the feature that only Riverwood is affected, so this is an entirely legitimate option for your personal taste.

  • Patches for lantern mods and Kato's Riverwood coming ASAP.
  • More interesting NPC schedules. They work fine as filler as-is, most might not notice anything wrong unless you stalk them.
  • Make the bakery lock up at night (sorry m8s)
  • Maybe give the baker a unique vendor list since she won't sell everything that generates in her merchant inventory.

Now the light version is up, I would ideally like a larger edition that moves the other two walls out and makes Riverwood fit the term "town" better.

While most the big stuff is now out, if you'd like to be kept up to date please hit this bad boy:



  • The collision of some roofs doesn't line up but I'm figuring it out. 99% of the time you're not standing on Sven's roof anyway.


[16GB RAM, i7 6700K, AMD RX480 8GB]
Using a modlist containing texture mods and flora like S3D landscapes. I openly admit this isn't very standardised and will vary by specs, modlist e.t.c. but just to give you an idea of installing onto an already modded game:
Average FPS without any Riverwood mods
69 (nice)
Average FPS with Unique Culture Riverwood
66
Average FPS for JK's Skyrim for comparison
59

Consider that texture mods can affect this mod's performance. I used some occlusion volumes so certain angles will actually perform better than before, but only in very specific spots.


The Notice Boards - The inn's horizontal dimensions are identical so won't swallow any message board mod.
Immersive Encounters
Scamps SE
JK's Sleeping Giant Inn - Specifcally designed to work with it, hence why the inn doesn't have a unique tileset.
SMIM - Yep and I even used its models after checking permissions.
Every texture mod - (I now use a few custom textures so use any texture mods you want)
Cities of the North, The Great Towns, Rodryk's Dragon Bridge. - Not only do they work, but I'd recommend using them as companion mods!
Riverwood Keep - Works with the current versions, unsure about future updates.
Various Riverwood bridge mods - Considered replacing but kept vanilla, now you can choose whatever bridge you want!
JK's Skyrim - Has a patch for a clipping cart, and remodels that section of docks.
JK's Riverwood Standalone - No current patch for JK's Riverwood standalone, but the only conflict is that one cart so feel free to do 'disable' command.
JK's Riverfall Cottage - Totally fine as it's located way down river.
Ideal Riverwood aka T'Skyrim Riverwood - The cart conflict is fixed by JK Skyrim patch, but Ideal Riverwood edits the entrance to Riverwood Trader so you will spawn in the wall, just hold W and you'll pop back through. I'm currently conflicted as this is the mod I use right now, but it's not actively updated and I wonder if I should just do my own equivalents to what it adds, especially if I'm doing a larger mod version next.
Functional Windows - Flexing my WIP mod that makes windows transparent. They will synergise together so that Riverwood's windows will have ivy and clutter outside.
Cities of the North Falkreath - Not yet uploaded, but my idea of "Falkreath culture" is based largely on JPSteel2's WIP, not only can you use the two mods together but I encourage you to! JPSteel is also the reason I can't call my mods just "JP's".
Expanded Towns and Cities (SSE) - Corner of the Bunkhouse had floating ivy and Basil's house clipped, there's a patch!
Farmhouse Chimneys SE - Fine since they're anchored to the farm walls, not the roof.
Medieval Lanterns/Lanterns of Skyrim II - Nothing game-breaking but there's a few floating lanterns so I'll make tiny patches.

Possible other mods in this series:
Rorikstead - Wanted to but Redbag is on it first and I don't really want to compete with other mods. (Hence no Morthal e.t.c.)
Stonehills - (It's larger in Cutting Room Floor.) Maybe, but it's way more minor than Riverwood, you might never see it.
Heljarchen - Maybe, but it's way more minor than Riverwood, you might never see it.
Helgen - Would love to but it's very complex and I would have to edit many scripts and quests. I'm also not happy with any current Helgen restoration mod.
Falkreath - A minimal ESP-Light mod a lot like this one.

  (I'm keeping a list of non-published mods I'm making in my profile, but don't feel pressured to visit unless you want to. I've also been busy IRL so no estimates     on releases, but thank you for the interest.)

PERMISSIONS
See permissions box for credits

Feel free to use this as a resource.
I see many mods using the vanilla farmhouses, so if you want to use my edits for variety go for it and have fun! Just let people know about me when asked. Also you now need to credit CaBaL120 too if you reuse my textures. Be sure to track the mod for model improvements!
Feel free to make your own patches, retextures and addons if you really want to.