Divine Cities Compatibility

This page will provide information to what is compatible with DC. Rule of thumb: if it edits a city with any type of building that requires a door – never compatible.

Compatible Mods Overwrite Information
Arthmoor’s Village mods 99 % compatible with  minimal overwrites. Darkwater Crossing must be placed under for his special landscape edits. Dawnstar has a patch. I already overhaul Rorikstead
Granite Hill by John Rose No issues
Architecture City Texture Mods Compatible. DC does not contain architecture textures so go download something to make the buildings look pretty.
Unique Bridges of Skyrim Well I made it…so it works fine
Partially Compatible Mods Overwrite Information
Populated Towns Can cause stutters or instability because of so many NPCs, but otherwise it’s fine. If you crash at all, considering removing one.
Leaf Rest There is a button near the lumbermill you can use (it’s a woodpile) to disable the log pile in front of the doorway to Leaf’s Rest.
Claralux Mostly compatible but requires tinkering
Lanterns by mannyGT Mostly compatible but some overlaps take over
Thunderchild Mostly compatible but needs to be loaded above DC and DCV. There are ITMs in the cell spaces that Enai claims to need or it removes his pillars. Having Thunderchild under Villages causes crashing. Use at your own discretion.

Sounds of Skyrim has major issues and needs to be cleaned. It’s not compatible with anything and will cause your game to crash in general.

Incompatible Mods Overwrite Information
M Rens Whiterun, Markarth, etc Uses similar reference points and causes overwrites and overlaps that causes instability
Immersive Citizens  Immersive Citizens has taken crazy to a whole new level. There is very little way to make it compatible any further. You can use RDO and CRF to restore all the missing conversations and USSEP already fixes over half the issues that IC “fixes” along with navmeshing. Please do not use this mod.
Kato’s Mods ALL OF THEM. Except for the texture pack Too much potential for overwrite and conflicting issues.
Bells of Skyrim I need to wait for Bells to be properly updated with good navmeshes so I can create a patch. Will not work in Solitude, either, since I have a building that overwrites.
More Tavern Idles Redundant mod
Lampposts of Skyrim Do not use – contains dirty edits. See Addons for more info
Bridges of Skyrim Do not use – contains dirty edits. See Addons for more info
ELFX exteriors Tries to take over the special lighting I have inside the cities. Use with extreme caution
Open Cities Needs a patch and I add too much stuff to do that to console users
Whitewater Farm Overlapping buildings in Riverwood
Eir’s Rest Overlapping buildings in Riverwood
Trees in Cities Don’t. Stop. Please (Willy Wonka voice…).
Better City Entrances Overlaps and teleport triangles will cause bad navmeshing
Graphic Packs Enhanced Overlapping edits to Whiterun causes crashing
Gardens of Whiterun Wild edits and WR has enough flowers since Release XXX
Project Hippie Adds way too many things and will cause stutters and crashes
Hidden Hideouts City Version This goes without saying, really – you can’t use it
Mods that add “trap doors” DO NOT USE
Secular Settlements, any village with the name “Aurora”, “Apotoiah”, “Lyngwi” Overlap, can’t use together. Not even remotely compatible and will crash your game and possibly cause save game corruption.
Sounds of Skyrim Sounds of Skyrim has a lot of issues on it’s own and needs to be cleaned. It will cause crashing in and of itself.