Expanded Cities And Towns Skyrim Se

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Michelle Benitone

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Aug 5, 2024, 2:53:13 AM8/5/24
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Expandsupon existing towns, villages, settlements, cities, etc. So far includes: Darkwater Crosisng, Dawnstar, Dragon Bridge, Falkreath, Ivarstead, Karthwasten, Kynesgrove, Morthal, Riverwood, Rorikstead, Shors Stone, Stonehills and Winterhold. (OPTIONAL: Dragon Bridge South, Whiterun Exterior Market, Solstheim, and Orc Strongholds.)

Patches or translations are always welcome, no need to ask. If you would like to provide me with the links though I'll get them posted on ETaC's main page so people know where to find them.



Please do NOT use or post this file, or assets from this file, anywhere or in any mods/files that are being sold, for money, on Steam Workshop or any other platforms.



Please do NOT use assets from this file without contacting me first. A lot of these meshes were made by other people, and while I'm happy to direct you to them to get permissions, I don't want to be responsible for you stealing their stuffs and using them all willy nilly lol.


Expands upon existing towns. So far includes: Darkwater Crossing, Dawnstar, Kynesgrove, Morthal, Riverwood and Rorikstead. Available in "Complete" - All the towns packed together; and, "Modular" - Individual towns la carte versions. (Karthwasten and Morthal are currently in progress.)


There is a problem with the Dynamic Snow patch in Vortex. It searchs for Better Dynamic Snow.esp, but the plugin is Better Dynamic Snow SE.esp (EDIT: It will be solved in the next update, just do not install patch, thanks Discord team!)


I am excited to see you work on this. I have been a fan of your mods for quite some time because I like your style and I trust your mods. I was going through my load order(we won't talk about how long I've been doing it) and noticed that I wanted more done to Dawnstar, Morthal, Winterhold and Rorikstead. More because despite being small*, they are hold capitals and should at least have some defensive structures, even if they don't have the almost obligatory blacksmith that is needed to make a town. Even if it's abandoned(was that a hint?) However, changing too much can take away from the overall vibe. In addition I also wanted to see more from two towns, Dragonbridge and Rorikstead in particular. I know there are more, and possibly better candidates for being expanded upon, but these are the ones that jump out at me. I was in the middle of changing out the JK's Skyrim for The Great Cities when I saw this... and you throwing monkey wrenches into my load order. Hopefully your laughing, as intended. I would like to humbly request a list of city/towns you plan on covering in this mod so I can fill in the gaps with other mods, but I sincerely hope that you are planning on touching up the aforementioned ones.


This issue is likely operator error of some sort but I can't see which mod I am using that would cause this as I don't have any whole world lighting mods installed. All the lanterns in the towns of Dawnstar, Riverwood and Rorikstead are bright blue during daylight hours. After dusk and at night they appear normal. I haven't been to Dark Water Crossing yet but I suspect that would be affected too.


... I would like to humbly request a list of city/towns you plan on covering in this mod so I can fill in the gaps with other mods, but I sincerely hope that you are planning on touching up the aforementioned ones.


Firstly, thanks so much for your kind words Secondly, throwing monkey wrenches into peoples' load orders is kind of My Thing. I don't know if you were around for the old version of this mod, but the patches. Dear Lord, literally all of the patches. ANYWAY.



Basically the plan is to get to all of them eventually xD On the list currently we've got: Darkwater Crossing (Done), Dawnstar (Done), Dragon Bridge, Falkreath, Ivarstead, Karthwasten (WIP), Kynegrove (Done), Morthal (WIP), Riverwood (Done), Rorikstead (Done), Shor's Stone, Stonehills and Winterhold.



(And apologies for the slight delay on this response, I must have missed the notification. I've been buried in the Kynesgrove update this past week, which is, thankfully, uploading now, as I'm very ready to be done with it lol.)


... All the lanterns in the towns of Dawnstar, Riverwood and Rorikstead are bright blue during daylight hours. After dusk and at night they appear normal. I haven't been to Dark Water Crossing yet but I suspect that would be affected too.


I love this mod - all of the changes just seem to always hit the spot more than any other mod when I'm trying to make sure I have the best possible version of each town.

But I just saw something in the change history that perplexes me...... "Changes to dog mesh; Now uses Dawngaurd husky base"

- Why is a town and city expansion mod changing every dog in the game to a completely different kind of dog? Shouldn't that be a completely separate mod? I've gotten so used to those goofy muppet-looking dogs that I can't imagine the game without them now.


Posted them but it seems to have been corrected in your update that includes Kynesgrove or I had incorrectly selected patches for lanterns and chains that I did not have the mods for installed. When I installed ver 0.5, I only selected patches for USSEP and RS Children.


... But I just saw something in the change history that perplexes me...... "Changes to dog mesh; Now uses Dawngaurd husky base" Why is a town and city expansion mod changing every dog in the game to a completely different kind of dog? Shouldn't that be a completely separate mod? I've gotten so used to those goofy muppet-looking dogs that I can't imagine the game without them now.


Apologies for the confusion - This change does NOT apply to ALL dogs. Only to the ETaC added dogs, which were already using a not-muppet-looking base. Nothing at all will look different. I promise. You wouldn't have even noticed if I hadn't told you lol.


(The reason for the change, if anyone is wondering) is that previously they were using a custom husky-type mesh, but I switched it to the vanilla mesh once I found that it existed, because why add a mesh if I don't need to? xD As an added bonus this will not at all dramatically will cut down on file size. Hooray!)


NOTE: If you are using the Non-MCM having version of ETaC you need the update file just posted. Install this first - "ETaC SE v0.5 Fixed Installer" and then this - "ETaC SE v0.5 Fixed Non-MCM ESM File.rar"


I've been going around some of the towns trying to find the sidequests, but have not been having much luck. Are there any hints that I can find somewhere? Like, something that doesn't spoil the quest but just nudges us in a general direction? Are there any main / side quest conditions that have to be met before the ETaC quests can be started? (i.e. I have not started the main quest yet, since I am using Live Another Life.)


Ah! Thank you for clarifying - then I also am sorry for being the one who misunderstood.

By the way there is also a Labrador mod that I stumbled upon. Might be fun to use for something different!


Do you think you'd ever be interested in a "No walls in Riverwood" option? The guards in Whiterun can be heard sometimes saying "Be glad you're not in Riverwood - poor sods don't even have a wall" so I was thinking it would be nice to have that consistency. Maybe there could even be a side quest to help get the walls built!


I actually really like that idea, and it would be easy enough to implement, my only hesitation is that ICAIO actually adds a bunch of markers and crap on those walls and as I'm not allowed to patch for it (much woe and misery) I sort of -have- to leave ...well, at least the main entrance gate up to stay compatible. Not sure if he adds anything to the rear or side gate though. I'll make a note to investigate a bit more!


Perhaps an MCM option to turn the walls on or off? I know most of us who enjoy using town/city overhaul/expansion mods have long since given up on using ICAIO because it is such a compatibility nightmare, and just not worth the trouble, so it would be great for us to have an option to activate "throw ICAIO caution to the wind" mode.

I wrote the above a few hours ago and since then have given it some thought... you know what would probably work really well? ICAIO mainly just adds new idle markers to the existing walls right? Well instead of getting rid of every trace of the walls you could keep the big wooden posts, and add simple wooden fencing. That way NPCs would still be able to use idle markers to have something to lean against, AND there would be the added benefit of still having wooden posts for other mods that like to add torch sconces, lanterns, decorative shields, signs, etc...

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