This page was last updated on 16 July 2019, 7:06PM
Changelogs
Version 4.21
A few static fixes to fix clipping and see through objects.
Version 4.2
Removed the BSL from the mod as it isn't required for it to function.
Removed unneeded .tga files from the textures folder.
Covered a see through gap in the higher levels of Markarth.
Version 4.1
- Added an appropriate class to an NPC I forgot about.
- Renamed a key so it's more accurate about what it opens.
Version 4.0
Ported version
- Ported the mod to Special Edition, removed ITM's and wild edits, carried over USSEP and water edits, re-genned facegeom and ported meshes to SSE using NIF Optimizer.
- Added functional navmesh to the upper areas.
- Decorated the Dwemer lifts to make them seem less out of place.
- Fixed the collision issue in the upper areas. (Was colliding with the collision mesh of the large rock.)
- Fixed doors clipping into rock and other such issues.
- Loads of NPC fixes to things such as classes and relationships.
- Added packages and lock lists to NPC's, they should move around Markarth now as well as locking up at night.
- Added factions to NPC's and the houses they live in so the player can't barge in and take everything without consequence.
- Redone some homes so they look less duplicated from the original base game homes.
- Many more little fixes and improvements I've forgot about.
Version 3.0
- Removed all the dwarven mechanisms and pipes above the cookhouse and replaced it with an entirely new level, the 5th floor, consisting of 2 new enterable houses.
- Added two more houses on 4th level. All of which are enterable.
- And with the new enterable houses comes new NPCs. About 6 NPCs have been added: A couple, two random dudes and a grandma and her kid.
- Added new light sources.
- Replaced the watchtower next to lift with a more established tower.
- The skyhigh tower has been relocated to a more...subtle location. It won't stick out of appearance anymore, plus it's now functions as one great lift. Use it to get to the 5th floor
- Another shorter functioning lift has also been added on 4th level. Use it to get to the fanciful mansion.
- And there's the last lift...found on ground level. It's near Cidnha Mine. Use it to get to the refinery place.
So now, no more excuses. ALL levels are now reachable through totally logical means.
- The facility has also been expanded slightly.
- Altered placements of some existing structures to fit changes
Version 2.0
4th level is now accessible! To reach it, you'll have to get through the door beside Nepos' house and the imaginary staircase after that.
- Cookhouse is now open and enterable. A new NPC lives there with her daughter who's apparently grounded inside for the rest of her life
- The tower is now connected to the 4th level platform. And that means there is proper way to get to the big tower. Access beyond that is still, and will always be restricted due to "invisible walls" from the vanilla game. I don't wanna mess with that.
- Improvements to the mansion; added a proper entrance, now including a lift! Now you can ease all suspicions of the inhabitants being hagravens who use teleportation magic to get up there.
Minor changes:
- Fixed the broken gaps in between dwemer pumps
- Re-adjusted positions of several structures and stuff
Version 1.0
Pre-release updates:
- Fixed clipping issues with tower and invisiblilty glitch with bridge
- Removed house near entrance for better compatibility