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You can use this category to select some, check the screenshots (also read the review), ect to find your city overhaul mods: https://www.nexusmods.com/skyrimspecialedition/mods/categories/53/?BH=0
There are some mods that allows you to combine city overhauls, but wait with that until you're experienced with modding.
Here's a list I know from my mind
- JK's cities
- Dawn of Skyrim
- Cities of the North
- Spaghettis overhauls (there are various!)
- Holds the City
- Great Cities
If you want an overhaul that is fps friendly and mostly conflict free, go for Spaghetti's overhauls
If you want complexity with performance impact, look into JK or Dawn. Both have supplementary patches for various mods.
Good is subjective, I like JK's because not only is it an all in one replacer, but it just improves what is already there in a lore-friendly way.
In general, the mod works fine as it is, if your pc can run it.
Also, an advise: please consult the "requirements" box on the Description page. Usually, you can find patches for that mod in the "Mods requiring this file" table. JK has a lot patches.
Yep, I have had only one issue with JK's, and it was related to another mod that had a character try to navigate to an area behind Rorikstead, which was blocked due to the new buildings added. Other than that, I have not had any issues with any other area.
That issue however is the same as any other city or town overhaul that adds things.
Well I have not had any Issues around those areas, and I have around 200 something mods. I very much doubt JK's is the cause, it makes large edits to the area, it can conflict with a lot of things.
The only all in one version of his Interiors I saw was in collections, I don't know how collections works exactly, so I can't provide much assistance on that. https://next.nexusmods.com/skyrimspecialedition/collections/pkcov7
Unless the landscape mod also edits the same area. Weapons and Clothes however are almost always compatible with everything,
Changes to NPCs in such cities aren't not a problem as JK does not use them. However, if a mod (somewhat technically described...)
- adds a specific interaction place (such as sitting on a bench) for something specific
--> then it might to be patched. Use xEdit to check it. If this bench is still on same place, it's A-ok to let it override. If not, you need to move the interaction marker by Creation Kit
- adds an item (like a shrine)
---> it needs a patch if the place where the shrine is placed to is altered as well. Use Creation Kit to view it and optionally move it
- adds a or multiple NPC(s)
---> usually it is okay to let this mod win the override as custom spawn markers are put on top. You may see weird clipping (such as NPC being within a bench) but the game auto-resolves it themselves by "teleporting" it out of this spot if its pathfinding is not able to find its route
- alters a NPC (let's say Jarl Balgruuf has another sword and/or hair)
---> no problem
- overhauls the exterior of a house in a city (like Breezehome got a chimney)
---> in most situations, it is not a problem. It depends of what's being done with that exterior. It is possible that some objects are clipping. Assume that someone altered the Whiterun inn to be larger, it may lead to have that platform (added by JK) being "half half" between the walls of the inn and outside...
As usual, if you start to suspect conflicts or have a large mod list (after 20), it's best to learn how xEdit works so that you can inspect conflicts yourself. It's something with a bit learning curve but once you've mastered it, it will become useful for you. I'm one of those that have 500+ mods and have used xEdit extensively (together with Creation Kit) to ensure that conflicts are handled properly.
Tome: https://tes5edit.github.io/docs/
repository: https://github.com/TES5Edit/TES5Edit