Divine Cities Patch Notes

Main | City Homes | Addons |CompatibilityPatch Notes | Credits and Thank Yous

Version Release Fáilte XLVIII
All NPCs now have proper crime factions on them. I made the lumberjacks in Riverwood uber beefy because of you meaniefaces that keep killing them. THEY JUST WANT TO CHOP WOOD!!! Updated some compatibility with IC, but with some other changes a patch will come out for some idle markers that are added by IC

Version Release Fáilte XLVII
Rorikstead Farmstead msg fixed. All DC added pubs have interior ambient tavern chatter in the evenings

Version Release Fáilte XLVI
Fixed the Markarth Orc adventurer. Fixed the triangle issue in the WR city home. You can actually purchase the Rorikstead farmhouse key now :3 Windhelm has a new pub!! Thanks to Doc Alva, The Dark Alley is now open for business- located in the grey quarter- as such all custom NPCs will no longer frequent the other pubs since they have a “home” now.

Version Release Fáilte XLV
Fixed some issues with the WR home – it now has a Tome of Change on the desk and you can repurpose the children’s room into a green house. Murkfrost in Morthal is now adoption friendly, or you can repurpose the children’s room into a cut off zone and just have a cozy garden cottage. Rorikstead has a new player home that was repurposed from Villages – it’s purchaseable for 10k Septims and includes chickens, cows and plots. Adoption friendly. Falkreath’s Hidden Lair now allows for followers to follow you- push the grave aside and there is a trap door now. All settlements now have proper farmhouse fences.

Version Release Fáilte XLIV
I have completely redesigned about everything.

Pleaste note- that last CC update seems to have wrecked its own master files- it is suggested to write down your LO in its perfect state, delete all mods, delete the game and reinstall. Add your mods in and organise by your LO and then perform a hard reset (power cycle your XB for 10 seconds). This should force update the master files to retain its proper records and stop the random crashing people are dealing with.

All these updates are now included on the master document. I post the changes here so you can see the updates.

Nordships have been removed and replaced by in-game models. Due to the fact these ships took up 15mb of space and were only in a few areas, I decided to remove them. I added more boats around Dawnstar , Morthal and Solitude to compensate. tldr; removed unnecessary textures

In order to facilitate the massive X update, I’ve revamped the Whiterun Gardens. Previously I had disabled the dead trees/thickets around to add in flowers, instead these have been restored and changed into flowers, which allowed me to remove 100 of my own edits. On top of that I removed another amount of “tundra shrubs” and spread out the remaining flora to accomadate “stressed” systems. tldr; I made Whitereun great again

Markarth has a bathhouse and several more homes! The Markarth Bathouse features a male and female soaking pool, although you are welcome to go into either regardless of gender. Note: followers will undress automatically but you need to remove your own armour. Locked homes decorate various empty places – you can’t go in because the homeowners don’t want you to and have super secret Dwemer tech locks on them. Lighting updated. A bookseller cart is now in the marketplace. tldr; go bathe naked with your followers in Markarth

 

Version Release Fáilte XLII/III
Windcreek Cottage in WR is now multiple adoption friendly – up to 4 beds 🙂

Riverwood- completely overhauled with lumberjacks! They chop wood and work around the mill during the day and at night head to the Sleeping Giant Inn for songs, drinks and rest. The Riverside Cottage has been updated with better navmeshing, a little fenced garden and proper landscaping. By request, Alvor now has a horse and carriage for his goods and a smelter by his blacksmith workshop tldr; Riverwood is smashing

Riverside Cottage now requires you to pay to upgrade the basement – after all, it was some poor sap’s home and he never got to finish it

Falkreath – revamped flora and better navmesh pathing for NPCs. The Hidden Lair has been updated. Due to restrictions within the CK, it is a PC teleport only but if you have a teleport spell on your followers you can bring them with you

Soltiude- East Trading Company has been updated again with more items suitable for a trading company. Why was it so barren before???

Windhelm has a brand new player home that is vampire friendly (you can sleep in the bed as though it were a coffin) and offers 4 adoptable beds if you like that sort of thing. A future update will feature an ability to turn off the children’s beds for follower ones instead. You can craft the key at the forge

Release Fáilte XLII/XLIII
Solitude has been redesigned with a proper palace courtyard

Fixes to interior designs on homes – prices are all increased to keep up with the overstock flow of Skyrim’s economy

New Home in Morthal! Requires you to “build” the key at the forge (this is to reduce script usage in typical “BYOH” Hearthsfire homes

Windcreek Cottage has a surprise under the cellar now and in order to have a fully finished basement you have to pay for the upgrades. Note: If you upgrade a station and then try to upgrade again, it will disappear. Only do ONE upgrade at a time.

Riften’s marketplace has been revamped

Riften’s hideaway now has bandits you need to remove in order to live there

Hidden places in WR and Solitude for simple rest areas if you don’t want to purchase the homes

Wandering Merchants are now around Skyrim

Mostly fixed the lighting in Markarth for super dark nights but the central marketplace always has a couple minor flickers when the guards bust out their torches

Added special easter eggs all over 🙂

(hint, you get outhouses)

Version Release Fáilte XLI
Redesigned all the added NPCs such as the visitors, plus grabbed various bethesda made NPCs adventurers to liven it up. Over 40 hours tested with this mod and zero issues. While NPCs will be more unique they ARE in leveled lists and at times might seem to “twinsie” but that should be fewer than before. There’s a lookout point above the WR guardhouse- ladder to go up, trap door to drop down. Skyforge got a facelift. Added vegetation around smaller towns. Next up: Solitude

Version Release Fáilte XXXX
Front line redesign. Lots of changes to streamline incoming updates. Completely reworked the navmeshes and removed every edit around DR for the X to stop crashing. Any crashing is a result of Bethesda’s crap updates and not my mod.

Version Release Fáilte XXXIX
Updates on the book seller in Solitude and under the hood tweaks for upcoming mods. When updating remember that the console puts mods to the bottom. You MUST place DC back where it was. No exceptions, this is true for all mods.

Version Release Fáilte XXXVIII
Removed extra veggies from the market for all the people who say it causes lag. Reverted changes back about 10 updates then manually added back statics and lamps to bring it up to visual excellence. Lighting has been re-adjusted to help with both super dark or super bright night weather mods.

Version Release Fáilte XXXVII
Skyforge got another facelift. More idle markers for Eorlund and tools and such set up around to be more professional. The safe storage chest is for the PC located at the armour workbench and will not respawn.

Version Release Fáilte XXXVI
Fixed an issue with a rock and Divine Forests – both of which are being updated. (PS- the rock was causing my NPCs to try and walk through them in rare occurrences while going to an idle marker)

Version Release Fáilte XXXV
Forcing another update for the super rare crash 2 people had.

Version Release Fáilte XXXIV
Under the hood tweaks for an upcoming addon

Version Release Fáilte XXXIII
Updated some homes, outside decorations, Riverside Cabin in Riverwood won’t reset the food barrels (which were vanilla) and were swapped out for more safer storage (even though that already existed). Some changes to the Solitude bookshop and other merchants to prevent thievery

Version Release Fáilte XXXII
Calvin died so his twin brother Belvin took over

Version Release Fáilte XXXI
Fixed a WR home that lost its foundation. Increased the prices of for sale homes by 2x to be more realistic.

Version Release Fáilte XXX
Updated Riften lighting. Added stuff to Windhelm. Gave better clothing to ppl in Windhelm. Did stuff with citizens, renamed some to travelers yadda.

Version Release Fáilte XXIX
Braith set the Battle-Born bench on fire and a mage from Winterhold was visiting nearby and instead of putting it out, accidentally made it a permanent, non hostile fire. Winterhold College was contacted and Ancanto took his sweet time getting to Whiterun to put it right again. The bench was replaced by a local carpenter

Version Release Fáilte XXVIII
Whiterun got a makeover. I got some ideas, talked it out with some friends and now Whiterun is glorious. Garden users will have to wait for an update from GT – do not report “clipping” because without him there’s little I can do. Markarth got a massive lighting update. The Dawnstar shack now has a button to hide the enchanting table. Riverwood cottage has the ability to hide the crafting basement so you can feel more manly roughin it.

Version Release Fáilte XXVII
Updated the lanterns with no candles – the flames were still attached. WR has more braziers around for nights that are super dark. Improved Jorvaskr lighting, improved WR lighting, Improved Rift lighting, Improved Riverwood, Morthal, Dawnstar, etc, lighting

Version Release Fáilte XXVI
Redid more weapon racks. I dunno what happened so I’ll blame Bethesda since I didn’t even touch them the last time. Turned off comments. The LO placement is specific in the description page, you are responsible for reading it. It’s been my birthday this past week and the comments keep going downhill so I’m saving myself eyerolls and eating cake instead. Added 26 new easter eggs for you guys to find. Have fun, good luck!

Version Release Fáilte XXV
Removed Jameson’s dopplegangers from WR. Fixed a couple weapon racks. I dunno why they gotta be so testy!

Version Release Fáilte XXIV
Solitude has a new pub (The Smirking Seal), citizens and visitors enjoy visiting in the evening. Riften hideaway has been expanded. Fixes to some of the weapon racks. Improved WR market clutter. Improved Riften flora. More Citizens and Visitors that wander around. Whiterun Windcreek home now displays a note that disappears after you read it.

Version Release Fáilte XXIII
Forgot my custom lanterns in the packing : (

Version Release Fáilte XXII
Read these notes or you will lose items. Updated; Weapon racks now properly activate (Thanks Kherlis), more weapon racks and items added to Calbridge Estate. Underground storage at the Dawnstar home (move the rug to find it). More weapon plaques everywhere! Book storage is now restricted, as are some other storage units so please remove those items and store inside your personal chests before updating. Failure to read this and follow directions will result in me being unable to help you.

Version Release Fáilte XXI
Updated some packages. Did some other things. Vistors will respawn if you kill them and are on factions so you’ll go to jail if you do.

Version Release Fáilte XX
Riverwood now has a player home- Riverside Cabin. You need to find the key from the Unlucky Adventurer inside Embershard Mine (at the exit).

Version Release Fáilte XIX
The Winterhold Blacksmith has the proper merchant faction to sell items now. Also, stop stealing her food. Gosh.

Version Release Fáilte XVIII
Under the hood fix

Version Release Fáilte XVII
Since the Riften hidden home hadn’t been found yet, I moved it next to the keep behind a tree. Should be easier. Updated the packages for some of the visitors and they should be more lively. Have fun : )

Version Release Fáilte XVI
Adjusted a few NPC’s and gave the fur traders a better disposition for bartering.

Version Release Fáilte XV
Under the hood changes for the Dawnstar boat in a future update. One particular tree, owned by the Khajiit Caravan, has been moved back to its location outside of Dawnstar. The Khajiit were not amused it with being moved .0001 on the z axis.

Version Release Fáilte XIV
Updated Falkreath to have lanterns, other small fixes 🙂

Version Release Fáilte XIII
Under the hood fixes. One of the WR visitors has a name 😉 The Winterhold Blacksmith should stop locking her door in the wrong hours.

Version Release Fáilte XII
Fixed Morthal’s lights but some NPC packages are still stupid. I have a tester for that.

Version Release Fáilte XI
Fixed a bump in the road at Dawnstar that drove me bananas. Added a couple more clutter items in Solitude. Fixed a potential issue that might cause the trigger event for Battle Born or whatever his name is and Adrianne to not talk. Thanks for the heads up Ryan : )

Version Release Fáilte X
Completely fixed all the funny walls from the CK shader stuff. Fixed the roads better in Dawnstar, the guards have a nicer path to take at the top of the arch.

Version Release Fáilte IX
Solitude has dynamic lighting outdoors. Fixed a marker for wall leaning in Whiterun, adjusted Dawnstar entrance, adjusted some of the walls that refused to handle snow shaders. Completely compatible with or without Magical Winterhold College

Version Release Fáilte VIII
I over cleaned my mod *cough* sorry. The funny landscape glitch by Dawnstar is fixed.

Version Release Fáilte VII
Fixed one of my wall lean markers, more of the visitors have different voice types and fixed the gaping wound in Dawnstar. Claralux is now full compatible- Lanterns of skyrim is half compatible, ELFX is not.

Version Release Fáilte VI
adding brand new lanterns without candles for the day time. No more naked posts!

Version Release Fáilte V
Swapped around a few things. Under the hood fixes. Remember to update while inside a building before exiting.

Version Release Fáilte IV
Fixed the lighting scrip. For some reason the archiver requires the properties /backend script. I dunno. Just go with me here. Do a disable/restart, update and that should fix any strange lights not going off. Edit: pls note these scripts do not cause bloat. It simply turns the lights on and off based on the time in your game. They just have to be forced to update your game time on loading and I found this to be the best practice for XB1. Also note that the stupid script has to use the update time feature, updating indoors is best, or going inside somewhere and coming back out so the game registers what time it is.

Version Release Fáilte III
Backend update.

Version Release Fáilte II
Added new packages to WR visitors. Force updating a foundation that is not appearing for some systems.

Version Release Fáilte
This is not compatible with ELFX because it edits too much and I have no plans to chase down 15 different patches for it. A Claralux version is in the works for now disable it and you can use my timed lighting instead.

Main | City Homes | Addons |CompatibilityPatch Notes | Credits and Thank Yous

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