Divine Cities
Discover the world in a new way...
Cities & Main Towns Remade
- + 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

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
Solitude

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
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
Riften

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

Winterhold

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
Morthal

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
Falkreath

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
Dawnstar

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
Windhelm

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
Markarth

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
Riverwood

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
Rorikstead

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
Solstheim

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
Housing
Something for everyone
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

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.

Solitude: Calbridge Estate & Wharf House

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...

Riften: Autumngale and Shadowlock Base

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.

Winterhold: Coldwind Cottage

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.

Morthal: Murkfrost Gardens


Falkreath: Hidden Lair and Pineview Point

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.

Dawnstar: Snowleaf Cottage


Windhelm: Varlund Estate


Markarth: Sunforge Retreat


Riverwood: Riverside Cabin

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.

Rorikstead: Lokir Homestead


Raven Rock: Severin Manor


Housing Displays

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

Cloud Storage
Safe and Secure
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

Waystations
A staple for the adventurer

- Haafingar
- The Reach
- Whiterun Hold
- Eastmarch
- The Rift
- The Pale
Outlaw Refuges
Because who needs the Thieves Guild?


Gallery
Compatibility
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
+ 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.