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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Author notes
Files must not be made from this replacing it entirely. Everything else is ok, there is no need to ask for persmission, just have a link to this. No off-site uploads. Feel free to continue this mod.
File credits
Gkb trees
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 1.7
The mod, patches and addons are all inside a fomod installer
changes
Markarth City of Stone -patch and windows addon to the new buildings
Updated some of the patches
Files with name changes for the trees only
JKs Skyrim trees only had incorrect master (ups. old updates and forgotten) - fixed
A few dead reach trees that were not replaced from vanilla (because had a reach tree replacer mesh installed at the time) - a new big main tree at the top
fix quest pathways (2 trees were obstructing the way) - thank you olivierbest!
Some other updates for some patches
Made bsas for some of the addons.
This should be it! Enjoy. A video is planned.
Version 1.6
Windows switch on at night, off during the day. 7pm to 5am
Fixed collision geometry above the temple of dibella preventing the player to climb onto the roof and walk.
Fixed beam orientation on one of the pools
(need to remake windows standalone, and a few more patches to update with it) Added better images for the image section
Version 1.5
When making the latest patch in ck I thought it was enough, but in game it told me otherwise. Reviewed the mod in the proccess and made some changes.
v.1.5
a couple of the added waterfalls had inverted positions. Idk how or when this happened. This has been fixed. Adjusted the other waterfall to fall in place with the street below creating a proper water wall. Added some splashes.
Fixed a vanilla gap for a support pillar near the hall of the dead door.
Adjusted windows to Silver Blood Inn to a better fit.
Removed steam damage in one of the pools, given damage to the player. Updated alternate location optional as well.
Adjustments to a tree near the Temple of Dibella Added a new effect on the shower.
Added a proper patch to Markarth Mossy AF. More
Windows inclusion is now the the only main version. Upon latest revisit, I recon they should be there.
Version 1.4
Fixed a small support gap in the archway near the mines.
Added Markarth Mossy AF patch - go get it :-)
Version 1.3
Actually fixed the texgen reports. A mesh pointing to a wrong texture path.
Version 1.2
Fixed 2 meshes pointing at the wrong folders. Texgen should run without reports now.,
Version 0.7
Removed a duplicate collision box right outside the temple of dibella´s entrance
Version 0.6
Cleaned files with sseedit autoclean
Version 0.5
Fixed flickering on the pool floor
Removed the fish spawn
Not sure what else
Version 0.4
Forgot an edit to avoid a clipping tree. Sorry about that. Couldn´t scrutinize anything else. I´ll leave this main file alone now.
Version 0.3
Hid clipping with the dwemer strut, and a couple other adjustments.
Uploading more patches
Version 0.2
Better alignment for some windows and hid a bit better a part of one of the waterfalls
Mod should be done now, with no planned additions
Making patches next for Jk´s Skyrim, Paradise City, Sky city - for now
Ever had a reason to revisit Markarth ? Is Markarth the only reason to have fast travel enabled ? Markarth becomes a window for a pleasant respite. Without cluttering the place and without hurting performance. Alive, green and wild, in a way that is faithfull to vanilla with its short vegetation.
This mod changes the city of Markarth (inside the walls only and it does not change interiors)
replacement for all the dead trees within the city with a green counterpart, in the same place with the same size more or less; results depend on your tree replacement mod
hides most ugly corners between rock formations and dirt with ivy and moss within the city
adds clutches of trees, building a composition from and based on said replacements and base additions area - non intrusive changes
adds another wooden stair to the other side of the water in the mines for easier navigation in and out - because its always a certain dive
adds stairs leading up from the mines with an archway - connecting the pathways, which support a waterfall, instead of a mound of dirt
adds a big banner at the keeps entrance
removes free wine bottles from vistas and some superfluous flora within the city. Game designers left tthem there to leave things to our imagination most likely
adds windows to buildings - vanilla has no windows, all stone - lit during 7pm to 5am
resort city
adds points of interest to the city - waterfall, pools and hydrotherapy dwemer umbrella hot tubs
what this mod doesNOT do:
add redundant clutter
hidden chests
new npcs
odd greens and non native vegetation
pine trees - no
navmesh edits
alter existing buildings
clogged up the place
I liked the general outlook from the mod Paradise City and this was partially inspired by it when doing the base replacement for the dead trees
Performance Very minor impact if any on an average-low rig - gtx960 - because it removes as much as it adds.
The file is an esl .esp
Compatibility - Check the sticky post for updated list MORE IN THE STICKY POST
Paradise City - patch available
Jk Skyrim - patch available
Mira - patych available
Dawn of Skyrim - compatible
Sky City - patch available
Vlindrell mods and stoop - compatible
Open cities - needs a sseedit patch
Justice - probably compatible
Markarth Mossy AF - patch available
Markarth interiors, exteriors, fixes, mesh fixes, retextures and ai packages are compatible
load order - load this mod below other Markarth mods
Recommended Dwemer Pipework Reworked Mrf Markarth Markarth Mossy AF Markarth Fixed AF Markarth City of Stone Clouds over Markarth Rainbows over waterfalls