Nice work, I'm personally not a fan of sky city (not saying it's bad, it's just not my taste), so I probably will have to remove the dependency via xEdit, but it looks very nice.
Also:
Okay so friends, I've noticed some ABSOLUTELY AMAZING city expansion mods come out for all the other hold capitals but not one for Markarth.
Would you mind telling me, which ones you are thinking about? I have some ideas, but I don't really have clue which one does that for Riften.
So for Riften, I basically scoured the oldrim nexus and converted Another Skyrim - Riften, as well as Riften - Thief Edition. I also added Riften Southwoods district. These 3 mods work really well together with no need for a compatibility patch.
Ah, I myself run Riften Thief Edition with Lazarus Riften Revitalized and JK's Riften, patched them together (sadly can't realize it as I can't get the permission) together with the Riften Docks Overhaul and Riften Southwoods district. But I'm not a big fan of some of the Thief Edition Changes (mostly outside), so I have been looking for an alternative for some time. I guess I may have to create one myself (but I have still so many open projects right now...)
not sure if you're still around remixandrevive, but would you consider releasing your conversions for those riften mods you mention? i am interested in using them!
Any chances of updating this for Markarth City of Old (Mod# 48145)? Because that...beats the living crap out of any other Markarth exterior mod. it puts them down in the dirt so low, they shoot out the other side of the planet.
O nooooos I forgot I had JK's Skyrim installed, which...tooooootally destroys this. Dammmit, o well. It does look like it'd be pretty sweet tho. I do like this collage, but the entire patch needs a JK's Skyrim patch, not just Greater Markarth. It looks like a bloody nuclear warhead went off in Markarth. Floating doors everywhere! Broken sky bridges, floating towers. Oml.
If you are using Jk's skyrim, just follow Gamerpoets guide on how to delete the city from the plugin using Xedit. works quite well. I removed both my markarth and solitude using those steps. had no issues. just double check the cells and make sure there are no missing references and you should be good.
Hi, in your description you mention some compatibility patches for JK's Skyrim and Dawn of Skyrim but I can't seem to find anything. Am I missing something or are they on the single required mods?
One issue iv been unable to resolve is crashing whenever I enter Markarth itself, loading a save in the keep works, but anytime I load a save in the city or enter the city, it instantly CTD's, and before anyone asks, yes, I did install the required mods and used LOOT, so far nothing has stopped it from sperging out and causing a CTD.
Hey! I love this, it reminds me a lot of Enhanced Solitude both in scope and scale. Just tested a version I tweaked a little bit (merged, cleaned), here's some feedback: - There's a couple of doors that lead nowhere. Three line the bottom of the central spire on the way to the keep, and there's one in the worker's area. I didn't check all the doors, there may be more. These don't honestly need their own cells, but disabling the activator and replacing the doors with static meshes of closed doors would probably be prudent. - There's a bit of clipping and negative space visible from higher up. It's not really places you'd go a lot, but the top of the worker's area ruins and the area where the big statue looms over the city are definitely not designed to be visible from this angle, lmao - One or more of the plugins need to be cleaned. I got a CTD when trying to enter the city the first time, and tracked it down to a deleted reference that should have been set to Initially Disabled by the author. Running all the constituent plugins through QAC fixes this crash. - There's three deleted navmeshes, but they don't seem to be causing a problem for me. They may for others, though. Their formids are 00018B0E, 00018A17 and 0010EC6B. At least 2 of these *could* be related to Dom's Skyrim Sewers Patch, in that case disregard them if they don't show up in your tests - All the plugins merged beautifully. Some of the things I mentioned above might be caused by my merge, so watch out for that.
- Overall, the city looks a LOT more busy - which is amazing. Looking up and seeing the city looming above you is a very cool feeling. - The added stores jive well with the city's feel, and I appreciate that there's no second inn (since the silver-bloods maintain a monopoly) - The refinery and added warehouse give the worker's area a lot more character. - The city overall has a lot more nooks and crannies, which really exemplify its character.
Lol if you want to release your thing as its own mod, I give you full permission as I'm definitely not yet competent enough to do all the things you listed. I can navmesh but I have no idea how to troubleshoot navmeshes, nor how to deal with door activators. The empty doors are from one of the original mods.
Yeah, I've been in contact with Dom (of the greater markarth overhaul) and he says the empty doors and navmesh problems are likely caused by Groot's overhaul, which I managed to isolate as well. I'll have to look into fixing the navmeshes and undeleting that reference, then I could see about securing permission to upload the fixed merge from the original authors.
Thanks again! There's so few comprehensive markarth overhauls on the scale of ES or the capital expansions.
39 comments
Also:
- There's a couple of doors that lead nowhere. Three line the bottom of the central spire on the way to the keep, and there's one in the worker's area. I didn't check all the doors, there may be more. These don't honestly need their own cells, but disabling the activator and replacing the doors with static meshes of closed doors would probably be prudent.
- There's a bit of clipping and negative space visible from higher up. It's not really places you'd go a lot, but the top of the worker's area ruins and the area where the big statue looms over the city are definitely not designed to be visible from this angle, lmao
- One or more of the plugins need to be cleaned. I got a CTD when trying to enter the city the first time, and tracked it down to a deleted reference that should have been set to Initially Disabled by the author. Running all the constituent plugins through QAC fixes this crash.
- There's three deleted navmeshes, but they don't seem to be causing a problem for me. They may for others, though. Their formids are 00018B0E, 00018A17 and 0010EC6B. At least 2 of these *could* be related to Dom's Skyrim Sewers Patch, in that case disregard them if they don't show up in your tests
- All the plugins merged beautifully. Some of the things I mentioned above might be caused by my merge, so watch out for that.
- Overall, the city looks a LOT more busy - which is amazing. Looking up and seeing the city looming above you is a very cool feeling.
- The added stores jive well with the city's feel, and I appreciate that there's no second inn (since the silver-bloods maintain a monopoly)
- The refinery and added warehouse give the worker's area a lot more character.
- The city overall has a lot more nooks and crannies, which really exemplify its character.
Lol if you want to release your thing as its own mod, I give you full permission as I'm definitely not yet competent enough to do all the things you listed. I can navmesh but I have no idea how to troubleshoot navmeshes, nor how to deal with door activators. The empty doors are from one of the original mods.
Thanks for the awesome feedback :)
Thanks again! There's so few comprehensive markarth overhauls on the scale of ES or the capital expansions.