Divine Cities

This module was tailored specifically for the console. From its humble beginnings this has grown into a much loved overhaul where countless hours have been spent meeting new people, exploring new places, settling into new homes and finding hidden treasures in the world. Blended seamlessly into Skyrim, Divine Cities takes the history of Skyrim and turns it into something unique and whismical.

Discover the world in a new way...


Divine Cities was created with the intention of breathing new life into Skyrim. It adds more NPCs, homes, shops, and decorated items to showcase each region where you are at. In order to capture the entirety of Skyrim, I spent time with Vader, Doc, Chris, Matt, DeusZero, Kojo, Nixeleth, Ender and OldMansBeard in discussing lore and also wandering around the towns and cities myself. A large part of this mod reduces insignificant clutter and transforms it into something useful. You also get outhouses, travelling merchants, followers, scattered player homes that are multi-adoption friendly and more! In addition, zero textures so yes, you can pick a texture overhaul. I repeat, no textures are in Divine Cities.

Cities & Main Towns Remade


Divine Cities Offers...

  • + Proper exterior lighting that turns off and on
  • + Multiple types of homes and cabins scattered in Cities and Towns
  • + A Logical rebuilding of Winterhold which includes lore-friendly shops
  • + A true harbour in Dawnstar
  • + An expansion of the trade shops in Whiterun
  • + More shopping experiences in Solitude
  • + Lightweight changes to Riften
  • + Unique design changes to Windhelm
  • + Better Falkreath graveyard and layout
  • + Improved Morthal
  • + Exciting additions to Markarth
  • + Expansions to Rorikstead and Riverwood
  • + Solitude docks expansion
  • + More traveling NPCs
  • + New followers
  • + Logical crafting and storage
  • + Proper smelters and crafting centres in cities
  • + More vendors of variety
  • + Zero texture replacers so you can use whatever texture pack you want
  • + Lots of out of the box compatibility with other mods
  • + Four new followers that are available for marriage
  • + Outlaw Refuges
  • + Way Stations
  • + Animal Pet Companions
  • + City and Village dogs and huskies
  • + A magical unicorn so you don’t have to pay for one
  • + Unique city housing
  • + Junk items (they have an * after the name) to sell and add more flavour to the game
  • + And more!

Whiterun


Whiterun
As the trade capital of Skryim I felt this city needed to be just that: trading. With a revamped central market and an added fur trader to compliment the Drunken Huntsman, Whiterun is now the bustling city it was always meant to be. Little gardens and parks decorate the city and you can watch traders and citizens move about. Note: For X users half the flora, fauna and all the NPCs are turned off by default. You can use your Cities Power (shout menu) option to turn them on if your system will allow it.

Includes
  • Optional NPCs, Flora and Tree overhaul
  • Front Gate restored + guard barracks
  • Functional blacksmith crafting area
  • Mini-parks for the citizens to enjoy
  • Proper Memorial Wall
  • Enhanced guard barracks
  • Expanded Forge and Crafting area
  • Whiterun Fur Trader shop
  • Skyforge Overhaul
  • Heimskr only preaches on the weekends
  • Nice deck area to sit and have a meal at the Bannered Mare
  • More idle markers around
  • Player home, Windcreek, added to the beautiful wind district
  • Hidden Easter eggs
  • Outlaw Refuge
Whiterun

Solitude


Solitude

Soltiude is the largest city in Skyrim and the seat of the High King of Skyrim – it should reflect that. The Market was given a makeover, and I took advantage of the extra real estate in the other districts. Of course it would have a bookstore. Books should be an important and rich economic source for a city such as Solitude. Those cold nights would do well with a fire to sit in front of and a book to read.

I also needed a place for my visitors and travellers to hang out. The Winking Skeever didn’t actually have enough room due to other NPCs in the area, so I decided to create another pub. The pub was owned by twins, but one of them died in a freak accident involving ale and matches, so his brother took over. You will also find a nice sized home for sale and some hidden nooks and crannies to explore.


Solitude wharf


The Solitude wharf is an actual wharf town inspired by the fact I grew up around wharf towns and I mean, there’s a lot of docks. It makes sense because Solitude is a giant city and should have a healthy sea trade and a sea trade city needs workers and workers need homes and their own shops You’ll find fish vendors, a fishing hatchery, NPC's, wharf dogs, dock workers, fishermen and a simple player home.

Solitude & wharf Include
  • Expanded Crafter’s area
  • More shops:
  • - a Boutique,
  • - a Bakery
  • - and a Pub
  • Player home, Calbridge Estate
  • Blue Palace Courtyard Overhaul
  • Citizens and Visitors that walk about
  • Expanded Marketplace
  • Flora overhaul
  • Easter Eggs
  • Outlaw Refuge
  • wharf Expands the Solitude Docks
  • --Player Home
  • -- shops
  • -- Added NPCs
Solitude Wharf

Riften


Riften
Riften is located in the largest world space and has so many events going it’s amazing we can ever make it out of there alive in the first 15 minutes. I focused on lighting and adding a few NPC's, while keeping decorations to a minimum. You can also find two places to live, or three if you have villages. I also took the liberty of redefining the entrance to make it streamlined with how actual, functional housing operates. Not interested in joining the Thieves Guild? No problem. There’s an Outlaw Refuge waiting to fence your wares.

There are two housing units to fit different playthroughs- one for the family orientated person and the other for a thief.


Includes
  • Expanded Crafter’s area
  • Two Homes
  • - Shadowlock Base, lower docks, key crafted at the forge
  • - Autumngale, by the city gate, featuring unique item displays
  • Expanded and Improved Marketplace
  • Better lighting
  • Two Dunmer followers
  • Improved flora
  • More citizens and traders
  • More idle markers
  • Easter Eggs
  • Outlaw Refuge
  • City animals
Riften

Winterhold


Winterhold
After 80 years it was high time that Winterhold got over itself and rebuilt it. As the first Skyrim capital, it makes no sense for it to be rundown- the Nords don’t tolerate laziness after all. In the last few years a blacksmith opened her shop, and a pair of sibling travellers have a home nearby as well. The town also has walls rebuilt and hopefully, the mages don’t do anything stupid.

But, well, you know how magic goes.


Includes
  • Properly Restored
  • New Shops:
  • - Bookstore
  • - Magic Shop
  • - Blacksmith + crafting area
  • - Medicine Shop
  • Two Nord followers
  • Citizens
  • Improved Flora
  • Player home with added adoption support
  • Easter Eggs
  • City Walls
  • Adoptable Husky
  • Hold Temple
  • Outlaw Refuge
Winterhold

Morthal


Morthal
Morthal was quite a challenge. It’s located in a damn marsh and it’s depressing and sad and the people are mad. What’s an engineer to do? I figure at some point Morthal should have something to it other than swampy fungal picks, so a blacksmith shop was opened and if you use Villages, there’s a mine nearby to make it more realistic. Morthal also features Murkfrost Gardens, a cozy home with lots of room and a deck where you can light a fire for those chilled evenings, but want to enjoy the outdoors.


Includes
  • New Shop:
  • - Blacksmith + crafting area
  • Improved entrances
  • Player Home
  • - Murkfrost Gardens with adoption support
  • Improved fencing and decorations
  • Citizens
  • Easter Eggs
  • Hold Temple
  • Outlaw Refuge
Morthal

Falkreath


Falkreath
Mmm can you smell that? That’s the scent of lavender and death. Falkreath is located near the border of both Cyrodiil and Hammerfell making it a sort of blend of people. It seems to be a fairly neutral place to live, although they tend to favour the Empire. Falkreath needed to have its graveyard revamped. It wasn’t big enough for as many people that were buried there and it sure as hell wasn’t spooky enough. So I redesigned the graveyard, added a lot more trees and stumps around it while creating new vegetation and critter spawns.

You’ll also find Pineview Cottage, an actual home rebuilt from Whiterun architecture. Why? If you piss off a trader well enough, he’s going to pack up his home, his wares and move somewhere else. He’s passed away and now it’s yours for the right price.


Includes
  • Graveyard Overhaul
  • Player Homes:
  • - Vampire Lair
  • - Pineview family home
  • Improved Lumbermill
  • Expanded crafting area
  • Improved fencing and decorations
  • Citizens
  • Adoptable animal companion
  • Easter Eggs
  • Improved farms with more critters
  • Outlaw Refuge
Falkreath

Dawnstar


Dawnstar
DAWNSTAR SHOULD HAVE BOATS!!! It’s a MAJOR PORT... So where were they?! No one knows. But now there’s boats and boats with boats…I put enough boats to say YAY port town! without causing extra stress to the console. I also added a lighthouse cuz mmm lighthouses. You can even take a boat to Solitude. Want a cozy cabin? Snowleaf is at the edge of town at the second set of docks and just waiting for a new owner.

And since it's a port town that means more citizens and more dock workers. Bonus? Seagulls flap around and there is a little island of horkers not far.


Includes
  • Townsfolk
  • Player Home:
  • - Snowleaf Cottage with toolshed
  • Expanded docks and a way to travel to Solitude
  • Expanded crafting area
  • Flora overhaul
  • Decoration overhaul
  • Adoptable animal companion
  • Easter Eggs
  • Hold Temple
  • Outlaw Refuge
Dawnstar

Windhelm


Windhelm
Windhelm is the oldest established city in Skyrim which is apparent in the lack of real estate. In order to craft a thriving, ancient city, I decided that adding to the interior alleyways was a more logical approach. While you will see citizens walk around and travellers visit, I made it very clear that most activity happens on the inside instead of the outside. Windhelm is far too precious to allow for it to come crashing down because there's too much going on.

I made sure to incorporate the Dunmer presence in Windhelm. In the 2nd era the Dunmer were close allies to the Nords and not all the citizens would be quick to forget that.


Includes
  • Townsfolk
  • Player Home:
  • - Varlund Estate
  • Expanded crafting area
  • Flora overhaul
  • Decoration overhaul
  • Expanded Market
  • Easter Eggs
  • New Pub:
  • The Dark Alley - Dunmer inspired
  • Outlaw Refuge
Windhelm

Markarth


Markarth
This ancient location has enough whimsy on its own that it wasn't too difficult to design something clever with it (even if it took a few tries). As a former Dwemer city it was important to retain that aesthetic while allowing for creative licensing. The marketplace was far too small and there was just enough real estate to expand it. Because it's home to silver mines I felt there would be an upper and lower class. The Silver-Bloods would be just one of the richer citizens, although they want you to believe otherwise. And what do miners do after work? They relax in a bathhouse, that's what!

Please remember the bathhouse is gender neutral and doesn't mind mixing and mingling on either side of the bathhouse.


Includes
  • Extra citizens and visitors
  • Player Home:
  • - Sunforge Retreat (with crafting)
  • Expanded crafting area
  • Flora overhaul
  • Decoration overhaul
  • Expanded Market
  • Easter Eggs
  • New Location:
  • -Markarth Bathhouse
  • Locked NPC homes to make you wonder who lives there
  • Improved and expanded mines
  • Outlaw Refuge
Markarth

Riverwood


Riverwood
Riverwood was in desperate need of a makeover. I wanted to add a lot more logs and trees and stumps and such. And the cabbage cart bothered me. Why... why? Just why was it there? Someone could get hurt tripping over that! Lumberjacks now work at the lumbermill, Alvor has a new workstation setup and a cart with horse so he can easily get materials to his humble forge. A player home is nestled behind the inn and all the fencing has been redone.


Includes
  • Additional Lumberjacks/Townsfolk
  • Player Home:
  • - Riverside Cabin
  • Expanded crafting area
  • Flora overhaul
  • Decoration overhaul
  • Expanded Lumbermill + Yard
  • Easter Eggs
  • Citizen home exteriors updated
  • More idle markers
  • Adoptable animal companion nearby
Riverwood

Rorikstead


Roristead
Rorikstead is one of those places you aren't sure that exists or not. It seems sleepy but has its own history, most of which is hidden. Lokir's shame ended up forfeiting his family's farming estate and now it's up for sale. A blacksmith and his magic using wife have finally decided to sell their wares to travellers, but don't dawdle in their store, they get annoyed when people do that.


Includes
  • Updated farms
  • Player Home:
  • - Lokir Homestead
  • Expanded crafting area
  • Flora overhaul
  • Decoration overhaul
  • Easter Eggs
  • 2 new merchants: Blacksmith + Magic Vendor
  • More idle markers
Rorikstead

Solstheim


RavenRock
Raven Rock had a little immigration to it. A pioneering couple, Alvyna and Irarnel R’eloth have a farm just outside the docks. They will also rent an Ash Pony for you to get around the Solstheim Island. Alyrella Balulandas runs the Raven Rock Warehouse and will sell various common items.

Ash Ponies roam the island, a hardy stock of ponies that started when a few ran loose from a ship that crashed outside the island. The original five ponies have since set their legacy. They aren’t afraid of anything, will fight for their grazing lands and will even attack human or mer if they wander too close. A Dwemer Water Pump is found outside the docks to provide fresh water for the denizens.

If you decide to pick Severin Manor as your home, you will find several children’s beds to move your family.



Includes
  • Additional Lumberjacks/Townsfolk
  • Player Home:
  • - Riverside Cabin
  • Expanded crafting area
  • Flora overhaul
  • Decoration overhaul
  • Expanded Lumbermill + Yard
  • Easter Eggs
  • Citizen home exteriors updated
  • More idle markers
  • Adoptable animal companion nearby
Solstheim

Housing

Something for everyone


Different cities have different housing to offer choices to the player. Most family homes have the option to hide the children's rooms in case they are doing a childless playthrough. All homes features the Cloud and Link Storage System and several homes offer unique displays for your treasures.

Homes are interactive! You can do the dishes, sweep floors, play with toys, and hang your laundry. There are lots of idle markers for children, followers and the APC's. How about reading a book or warming your hands by the fireplace? Yep, you can do that. All homes also feature coffee and tea to brew and take with you. Furthemore, homes all have dynamic seating. Some homes will place food down as you sit and other homes have a Set Table feature. Skyrim is interactive, so should be your home.

Change your look! All homes have a mirror change feature so you can update your updo or dye your hair. Please remember not to spam this feature as the game needs time to update. You cannot change your race.


Whiterun: Windcreek Cottage


Windcreek Cottage

Windcreek Cottage was designed to be a bit roomier than Breezehome. I wanted something logically located and Heimskr had to go; his house was an eyesore! It has a bit of a backstory to it and the basement is hidden for people who don’t like to play with full crafting stations but it’s there if you want to use them. If you do not wish to upgrade, the crafting storage is linked to other places in Whiterun for your needs.

Story: This home was haphazardly built by a travelling magician. Unable to be a true mage, he settled for parlour tricks. He perturbed a ghost in his cellar where his key is. Features- special book storage, food storage, full crafting basement which is unlocked by purchasing the upgrades. You may also bless your home for four orphans or turn the spare room into a garden room.
Windcreek Cottage


Solitude: Calbridge Estate & Wharf House


Calbridge Estate

Calbridge Estate is an expensive home located near the Blue Palace. I wanted something roomy but cozy and to walk around like a snob. Features four children’s beds, an armoury, enchanter station and alchemy lab, full kitchen, cozy entryway parlour, and plenty of room for storage. Crafting chests in the armoury are linked to the Solitude Crafting Center. 20,000 Septims.

And if you're down by the wharf you can buy a home there for sale. It's cozy, functional and near a fish hatchery.

Story: Calbridge Estate was built shortly after the Bryling house across the way. It stood empty for many years due to rumours of hauntings...

Solitude



Riften: Autumngale and Shadowlock Base


Autumngale

Autumngale is a family dwelling with ample room for your children. I have to believe that not all Riftenites are thieves and cutthroats and there are average citizens, too, so Autumngale was created for that type of player. Situated right near the gate and easy access to the Riften Marketplace it can be yours for 50,000 septims.

Shadowlock Base is located on the second level of the docks and you can forge the key after the quest 'Meet the Family.' I don't know about you, but if I were part of the Thieves Guild I wouldn't want to sleep in their base.


Shadowlock Base


Winterhold: Coldwind Cottage


Coldwind Cottage

I wanted a cottage here :) Maybe I don’t wanna be a mage but I do love the snow. Coldwind Cottage is the perfect place for a mage who doesn’t want to reside at the Winterhold College or just someone who enjoys snowy weather in cozy comfort. It features mage essentials: an enchanting font and alchemy lab, with plenty of linked storage. 13,500 Septims

Story: One of the few houses that survived the Winterhold explosion, Coldleaf has had a few families move in and out and has been maintained throughout the years.


Coldwind


Morthal: Murkfrost Gardens


Morthal Home

Murkfrost Gardens was the first Divine Cities adoption friendly home. It features a play area for the children, and to the side there is a cozy barbeque area where you can light the fire or turn it off. Murkfrost has a key you can craft at the forge. Rather than the usual house for sale, I made it similar to HearthFires Homes – 50 iron ingots, 300 sawn logs, 250 nails, 6 hinges, 2 locks, 12 iron fittings, 30 quarried stones and 100 pieces of glass and it’s yours. Also features linked storage, a baking station, interactive seating and bookshelves.

Morthal


Falkreath: Hidden Lair and Pineview Point


FalkreathLair

I was asked for a vampire lair so I put one into Falkreath, tucked away under a grave. There are two thrall followers to be found, an alchemy lab, coffin for resting and plenty of storage. I tried to keep the aesthetics as that of a loner vampire, perhaps one that exists outside of the general covens or one that hunts close by. Either way, you vamps will at least find respite here away from the living.

Pineview Point has its own unique history. A trader in Whiterun was outraged when his taxes went up by 5% so he packed up his home piece by piece and moved it to Falkreath. He's passed away but his home is up for sale.


Pineview Point


Dawnstar: Snowleaf Cottage


Snowleaf Cottage

Snowleaf Cottage is perfect for traders, travellers or hunters. There is a button to disable the enchanting station to have a breakfast nook instead for a more immersive ‘roughing it’ experience and a hidden crafting basement with linked storage. There are separate sleeping chambers from the main house to have room to move around and a cozy kitchen. The ship outside will take you to the Solitude Docks. 2,000 Septims

Snowleaf


Windhelm: Varlund Estate


Varlund

At the end of the Windhelm graveyard is an interesting home known as House Varlund. You will need to “build” the key in order to go in. 50 iron ingots, 300 sawn logs, 250 nails, 6 hinges, 2 locks, 12 iron fittings, 30 quarried stones and 100 pieces of glass. This home is multiple adoption-friendly with four beds for children, features an enchanting font and alchemy station, crafting storage that is linked to the Windhelm Crafting Center and a full kitchen and study. The table must be set when you are ready to feed your children.

Varlund


Markarth: Sunforge Retreat


Coldleaf Cottage

I love Markarth’s architecture! I wanted the kind of home I could relax in without being overwhelmed and I added a twist of Dwemer ingenuity. This player home is designed for the travelling adventurer who needs a place to rest up. Features include weapon racks, upgradeable children's rooms, and a hidden crafting alcove with linked storage, dynamic seating and a baking table. Recently tidied up and ready for sale, this home will cost 10,000 Septims.

Coldleaf


Riverwood: Riverside Cabin


Riverside Cabin

Riverwood needed a little home for the bumbling huntsman so I made one. The basement crafting area can be hidden with a button. In order to use it, you’ll need to travel into Embershard and find the body of the unlucky adventurer. If you’ve already cleared Embershard, you can craft the key at a forge.

Once inside you will have to pay to build your workstations in the unfinished basement. You will find plenty of warm coats to wear in the cold winters, a fully usable kitchen, plenty of storage, room for you and your followers to relax, a few weapon racks to store your treasures and interactive seating and bookshelves. The garden is fully plantable.


Riverside


Rorikstead: Lokir Homestead


Riverside Cabin

The shame of Lokir won't be known forever. You can now purchase the family farm located behind Rorikstead proper. Featuring beds for children, an interactive garden and farm animals, you'll always have something to do.

Rorikstead


Raven Rock: Severin Manor


Severin Manor

The manor has been updated to move a family in. Extra storage, unique displays and more!

Severin Manor

Housing Displays



Displays

Different houses offer different designs, layouts and activities. This is a mostly comprehensive list, although Easter eggs are left out on purpose, or I've already mentioned them in the housing section. Remember that the engine is older and can have memory allocation issues. Every 30 days these items are purged even in a no-reset home. This is intentional for the game in order not to reach the data limit and cause instability. You are responsible for replacing the items. I cannot fix this, this is engine level code. As such, only a few homes offer a certain type or many displays in order to keep your game running smoothly. Villages also offers displays as well. Please, mod responsibily.

Windcreek Cottage

  • Religious Amulets
  • Sanguine Rose, Rueful Axe, Ebony Blade and Mace of Malog Bal
  • All Claws
  • Dragon Priest Masks


Autumngale

  • Religious Amulets
  • Sanguine Rose, Rueful Axe, Ebony Blade and Mace of Malog Bal
  • All Claws
  • Black Books
  • Elder Scrolls
  • Dragon Priest Masks
  • Paragon Activators




Displays

Cloud Storage


Safe and Secure

Cloud and Linked Storage– Both DC and DC/V now have cloud and linked storage.

Inside every home will be specially marked containers that are linked to another cell- that means less loading for you. Each container will have [Cloud] or [Linked] marked; Linked means the storage you are placing items into will be linked at the location’s crafting furniture to auto-pull the items for you. [Cloud] storage is non-linked storage set to another cell. Linked Storage is set to another cell like the [Cloud] storage. Any storage not marked is stored inside the cell. Now you have three ways to store your junk! Er, treasures!

Please remember- when you go to a crafting station you’re going to have a list of items drawn to your person so it is a good idea to only store the reagents you want and store other items in the local or [Cloud] storage.

Animal Pet Companions


Adorable Companions to Adopt


You can find ten unique (and one hidden unique) animal companions to follow you about the world. Instead of forcing a particular RP into obtaining them, they have their own story but YOU, the player can determine why you decided to adopt them. If you’re dumb enough to put all eleven into a player home then only you have yourself to blame for making your home crash. Other NPCs might want to adopt, too. Share the love!

Pets

Waystations

A staple for the adventurer


waystation
Way Station is a fancy way of saying “pit stop” or “rest area.” These were extremely common back in yonder year and in modern days we call them "rest areas." It makes absolute sense for Skyrim to have them- especially being out in the cold! You can stock up on lanterns, torches, candles, eating utensils and sometimes food and clothing. You'll also find other travellers and even vendors venturing back and forth along the roads.

Locations
  • Haafingar
  • The Reach
  • Whiterun Hold
  • Eastmarch
  • The Rift
  • The Pale

Outlaw Refuges


Because who needs the Thieves Guild?


Refuge The Refuges have been a staple of Tamrielic life since the 1st era. Skyrim has always had them, but they were well too hidden. When you find the outlaw refuge mark you know you’ve found a safe haven to rest, fence a few goods and stock up on food, clothing, ale or whatever else the vendors might have in store. Each refuge is lore-friendly and built from the same architecture as the hold they’re found in. You can also purchase Counterfeit Pardon Edicts to get out of sticky situations.
Refuge

Gallery Architecture

Compatibility


Please be aware that you have to be logical when using this overhaul. You don't get to use it with most other city overhauls because the conflicts can cause you to crash.

Compatible Mods

Overwrite Information

Arthmoor's Village Mods 99% compatible. Dawnstar has a patch, Darkwater crossing must be placed under DC for his special edits, Rorikstead cannot be used as we basically add the same things.
Granite Hill - either one You are free to pick which one to use
Moon and Star Needs an update but has no compatibility issues with DC or DC:V.
Run for Your Lives Use it
Texture Overhauls Compatibile. Only the graphics packs aren't because the porter makes a bunch of wild edits.
Unique Bridges of Skryim Yes. Must be loaded into Minor Multiple Area Edits
Lantern Mods Divine Cities has its own so use that one.

Partially Incompatible Mods

Overwrite Information

Populated Towns/Cities/etc mods Depending on your system you might not need these as DC adds its own. Use at your discretion
Leaf Rest I placed a button near the lumbermill to disable the log pile in the way. Use at your own discretion
Thunderchild Has a lot of ITMs, load higher in your LO, like in Magic Overhauls, so that it can't cause issues.
Sounds of Skyrim - Arthmoor Configure so city sounds are off- you might get overlap otherwise. Because most sounds are tied to the weather, it also needs weather patches. Otherwise, version is clean.

Incompatible Mods

Overwrite Information

Mrens City Mods No. Use only 1 city overhaul at a time
Trees in Cities No. I overhaul the flora. Grab Divine Forests if you need more trees in the holds
Kato's mods Not compatible. There's a texture pack but we already went over that.
Bells of Skyrim Needs a navmesh update. Use Run for your Lives instead
Outlaw Refuges No, I have them.
More Tavern Idles Redundant
Whitewater farm Overlapping buildings, navmesh stability issues
Eir's Rest Overlapping buildings, navmesh stability issues
Good Dog/Less Barking Redundant. DC has this incorporated into the module
Project Hippie No, I already overhaul the flora
Secular Settlements No. The person ported them without cleaning or fixing the navmesh. Furthermore, DC: Villages already has beautiful villages in the same area- all without crashing.

Credits


& Thank You's

+ MistValkyr for the Windcreek matron
+ Doc, Kojo, Chris, Ender, Matt and DZ for the countless hours of testing, feedback and Alvor's Sleepover
+ DZ for all the X stress testing and Heimskr Party Time
+ OMB for the Outhouse scripting work and lending his voice to the Boutique Vendor
+ Nix for the follower and the wharf input
+ Stroti/Tamira for the Outhouse mesh
+ Doc for her insightful understanding of Winterhold
+ Doc and Matt for their input on Outlaw Refuges
+ Kojo for finding the Easter eggs
+ Chris for all the meatball shenanigans and lots of picture taking
+ Arthmoor for all the help on understanding navmesh and for helping me with the Dawnstar Patch
+ Vader because he drags out ideas I didn't know I had. He also has an Easter egg in DC.

Patch Notes


Documentation