The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Detailed Cities
   
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149.651 KB
Feb 8, 2012 @ 6:18am
Nov 25, 2012 @ 12:55am
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Detailed Cities

Description
Detailed Cities is a graphical enhancement modification for The Elder Scrolls V: Skyrim. Detailed Cities adds more than 1000 extra assets or modifications to the cities of Skyrim, giving each city a more vibrant feel. Detailed Cities primarily uses assets already in the scene to have as little effect on load times and performance as possible while still providing a substantial increase to believability.

Please note: Though Detailed Cities was not originally made with Dawnguard in mind, this should have no effect on the compatibility with the mod to the game, most compatibility / errors are due to other mods not being compatible with Detailed Cities or vice versa. To troubleshoot this try changing the order in which the mods load.

Also check out Detailed Outskirts: http://steamcommunity.com/sharedfiles/filedetails/?id=14323

*NEW* Detailed Towns:
http://steamcommunity.com/sharedfiles/filedetails/?id=165603966

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= Live Stream =
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http://www.twitch.tv/dexigaming

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= Latest Patch Notes v0.30 =
=======================

Riften:
- Added new lighting to Riften, but not so much to take away the sneak shifty look.
- Added artificial light source to true lighting that is there for quests lines I suppose.

Markarth:
- Detailed.
- Corrected artificial lighting source and true light source to give a more realistic light from fires.
- Flora added top half of Markarth in bland areas.
- Added additional light sources to very dark areas.
- Added static objects in bland empty areas.

Fixes:
- Cutting block at the Skyforge
- Some objects not seated correctly.
- Artificial or true light sources with one without the other.

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= To Do List =
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- Make compatible with Open Cities. (Trees already show up in Whiterun)
- Adding city lights to unnaturally dark areas of the cities (If you have a lighting mod it might have already fixed this).


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= Known Bugs =
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- If you have any bugs to submit, please give a detailed description of the problem and a screenshot.
627 Comments
Dex  [author] Oct 5, 2023 @ 3:56am 
You are all my favourite people, i am awaiting ES6.
Budget_Security Jun 22, 2022 @ 4:50am 
@ AbsurdDive, the invitation is open for someone else to make an updated OpenCities patch that I can host on the nexus mod page. Sorry I'm not going to do it myself as I'm working on other projects. In the mean time, you may be able to use the old patch with an outdated version of OpenCities, I'm not sure.
AbDive Jun 16, 2022 @ 1:05pm 
Were you able to get this mod working alongside with Open Cities?

Or are you planning to pass that torch to another modder

I wanted to use this + OC and just read about the compatibility issue :(
Dex  [author] May 28, 2022 @ 7:44pm 
@ Garm - No
@ AbsurdDive - Good to hear it
@ Budget_Security - Sure just throw me some credit
@ Chomplet King - I respect your opinion but there is a lot more then foliage added.
AbDive Mar 13, 2022 @ 11:53am 
Back with an update:

Installed this mod through Mod Organizer (thanks for the Nexus port).

Load order issue :D

I took a look at OlivierDoorenbos' Concise Guide [www.nexusmods.com] and forgot about that detail lmao

everything's fine now :steamthumbsup:
Garm Mar 12, 2022 @ 2:21pm 
Do i need the stupid Dawnguard and Dragonborn dlc?
AbDive Mar 11, 2022 @ 8:39pm 
I found a small issue with this particular mod.

One of the fire lights on Whiterun's conflicting with a mod and I'm still trying to figure out which one.

Issue: The light source+mesh up the stairs to the left of the drunken huntsman is misplaced, as in the light itself is on the original location while the textured scone (is that how that's called?) is on the new location

Maybe a conflict with SMIM?? I'll come back to this post if I figure it out.

I really like how whiterun looks though, not gonna lie :cozybethesda:
Budget_Security Mar 21, 2021 @ 2:30am 
@Dex, a user on nexus has asked permission to port the mod over to Skyrim on Xbox One. Is this ok?
Chomplet King Jan 7, 2021 @ 4:33pm 
I personally just cant deal with this mod. Ive tried to give it a chance several times but the details just dont sit well with me. Why would a developed, bustling city just have massive trees and bushes just growing wildly inside it, instead of say like a park? The addition of nothing but rampant foliage in many places just makes it feel like the people who built the towns and cities havent finished setting up yet. why not chop it all down at the mill? uuuurgh im sorry, i really REALLY wanna love this mod...
Dex  [author] Aug 27, 2020 @ 7:46pm 
@Budget_Security Thanks for the update. o7