If you find any bugs or anything that isn't correctly placed please comment here! This mod is pretty large so it's difficult for me to check or notice everything!
There seems to be some issues between the city entrance and where the road would split to go down to Katla's farm and the docks in the vanilla game. It'd probably be best with pictures but I'm not sure to get those so I'll do my best to explain. The vanilla fork in the road to the farm and docks now leads straight into a wall, which looks a little odd. The carriage there is slightly floating while its horse is standing with his feet sunk in the ground, and I've found several NPCs walking around the area with only their heads and shoulders above the ground. NPCs (above ground like they should be) also try and walk into the wall along the road. Sorry if this doesn't make much sense, but I can try and get some screenshots later that might help.
Sounds like an incompatible mod that also edits the area and undoes some of my changes. The area probably needs a rework in the future anyway because slightly moving the carriage like I did isn't the most elegant solution when it comes to compatibility.
Heyo Love the mod, all the windows in solitude are purple, it seems there is a texture missing? I don't think i have any other mods that would interfere with them.
There is a problem with the quest "The Dainty Sload" The chest containing the quest item used to be at the bottom of the river right underneath the Red Wave. Now it's quite a bit off, buried underneath the ground and inaccessible. Edit: Sorry, it's been mentioned before, didn't see
Im getting some floating lamp posts, Posts in path, and some missing dock sections. no clue what it is. Also could there possibly be a patch for convenient bridges.
Did you ever find out which mod was conflicting and causing this? I'm just now noticing the same thing now and I didn't have this problem before (have re-downloaded the mod after not playing Skyrim for about 9 months).
Hello, big fan of your work man, I have an issue with boats clipping into each other at the docks, dainty sload and a smaller ship and two medium sized ships on the other side of the river. The only other mods I have that could maybe affect this are Jk's Solitude and Boat Bobbing and both are patched, also I don't know if it is normal but the merchants at the docks have empty counters with no clutter or static clutter exposed neither. Except these two things, wow! great work. If you would ever know what can cause the issue, I would really appreciate.
Nvm: MO2 did put your mod on top of the list for some reason... I fixed it manually! thanx for your great work!
Love the mod! I have an issue where the LOD around the Solitude windmill and its nearby walls are clipping with the actual loaded model of the windmill and walls (which is actually spinning now from a distance). I have 1 Skyrim 2020 texturepack installed (which makes solitudes stone wall textures look like a blackish slate colour) it constantly strobes between black slate (which is the 3d model) and the vanilla greyish stone wall colour (which is the LOD). It actually hurts my eyes to look at due to the flashing. I feel like you may have a setting that is causing the windmill to load in from a greater distance than usual (probably to get the spinning effect from a distance). Anyway if there was a way to turn this part of the mod off to avoid this clipping strobing effect. or if you have a better solution that would be great!
Several nearby underwater areas are clipping or floating from the bottom, and the underwater area near the docks is a mess of overlapped meshes. I have no other mods editing the area, except maybe the CC Saints and Sedusers. As some people also mentioned, the are where the Balmora Blue is stashed under Solitude Docks, during the TG questine, is covered by rocks. I had to tcl to get the item.
Can you add a patch that unblocks the road? Walling a thoroughfare off like that breaks a lot of mods like touring carriages or any other mod or vanilla package that needs ai to navigate that road.
This mods breaks the "Danity Sload" quest (https://elderscrolls.fandom.com/wiki/Dainty_Sload) for the Thieves Guild. The chest is not at the original position nor is it under Red Waves new position. Need the chest "Sabine's Footlocker" to progress in the quest, should be under the docks.
the mod must become paid.That is, the player must pay to have the expansion built after completing the missions with the eastern company (thieves' guild, windhelm mission).
EVERYBODY ! If someone find a tree in the middle of the road near the entry of Solitude is because of " Khajiit has Tents" Mod. I report it there as well.
I would love to give all cities in Skyrim a realistic size. So great example are the UE5 videos of the cities of Skyrim. There you can see what I mean. A town is not just 2 or 3 paths or alleys. There are much more and the towns are actually much bigger than shown in the game. I would like to realize this, but it would be a mega project and I don't know how realistic it would be.
Those "Real size of Skyrim city" videos in UE5 are unfortunately, not realistic, lore friendly or canon, even down to architecture. Don't base your cities on those video's.
If you want something bigger, I recommend walling off a section of exterior cell around the city then making a new interior cell to replicate a larger city location.
Just keep in mind the mortal Mer and Men of Tamriel are not like IRL where populations are in the billions. If you accounted for every sentient intelligent species on Tamriel it /might/ accumulate up to a couple billion, that includes stuff like centaurs, minotaurs, goblins, fairies etc, but even then thats unlikely and just me trying to stretch the possability of reality to even give the idea of it a "maybe" rather then just being a plain out no.
This isn't working with Northern Roads for me, and the only patch I know of (from the Patches Compendium) just makes roads disappear altogether. Does anyone know of a Northern Roads patch? TIA!
Screenshot? ?I've found some floating textures and boat at the docks. I will attach a link for sreenshot. (Mods that I use for Solitude are as follows: Solitude temple and frescoes and some trextures from 2k version Skyrim 2020)
LoS2here Additional visual conflict with the mod called Lanterns of Skyrim 2 and hereLoS2 , LoS2 , LoS2 , LoS2 actually the rest of the lanterns suits this mod just fine.
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thanks
Edit: Sorry, it's been mentioned before, didn't see
If you would ever know what can cause the issue, I would really appreciate.
Nvm: MO2 did put your mod on top of the list for some reason... I fixed it manually! thanx for your great work!
or vanilla package that needs ai to navigate that road.
also the carriage and carriageman's lil camp. i know it's been mentioned already, but it does look really sus
I report it there as well.
This mod is exactly how Solitude should look like from the start! Voted ❤️
This mod is exactly how Solitude should look like from the start! Voted ❤️
There you can see what I mean. A town is not just 2 or 3 paths or alleys.
There are much more and the towns are actually much bigger than shown in the game.
I would like to realize this, but it would be a mega project and I don't know how realistic it would be.
If you want something bigger, I recommend walling off a section of exterior cell around the city then making a new interior cell to replicate a larger city location.
Just keep in mind the mortal Mer and Men of Tamriel are not like IRL where populations are in the billions. If you accounted for every sentient intelligent species on Tamriel it /might/ accumulate up to a couple billion, that includes stuff like centaurs, minotaurs, goblins, fairies etc, but even then thats unlikely and just me trying to stretch the possability of reality to even give the idea of it a "maybe" rather then just being a plain out no.