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Better Cities?


AssyMcGee

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I will maybe make some pics of my ideas in a similar way to the guy who drew walls around whiterun...

 

In my opinion all Settlements should be three or Four times bigger (two times longer and two times wider). In The extra parts of the cities we can Use Npc's who use the same dialogue as Vanilla npcs and provide them with Radiant quests Or make them targets of radiant quests. Large cities should recieve an extra temple, Blacksmith, inn (or two), Shop (or two), Two quest hubs, Three or so fast travel points, stable , Bunkhouse, magic dealer ,Brothel (which Doesn't need animations or anything, just so that modders have something to work with in cities and realism is increased) an alchemists and So on.

 

I Plan on Doing a total conversion of skills and items and Enemies and a bunch of other little things. I am unsure if some aspects of bigger cities would alter it (like the inventories of Shopkeepers and people)

 

 

Windhelm- "Twin" city Across the River and expand the current city (west of the river) In all directions with maybe smaller buildings Outside the walls. Then Change the buildings around so that the West side (current windhelm) Has two quarters and the east side has the other two. The grey quarter should get some more dumner influences like paper lanterns and whatnot.

 

Riften- Make Floating buildings on stilts to the west (the Lake) And add Vivec a Vivec like transport system (which might be able to Move you to places without giving yourself a load screen) Some western expansion might also be interesting.

 

Solitude- Perhaps increase the size of the rock thing (thus the interior would need to be repositioned) And maybe add some city to the Other side of the river (like Windhelm)

 

Markarth- Bring the city further down the hill. Make the warrens into some underground passageways. Add a Scamp or skeleton to the warrens That helps the beggars because a kindly resident Wizard Conjured it permanently too do so and also add shops and whatnot to the place. The warrens should pretty much be a beggar city.

Edited by jack254
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The cities of Skyrim are bigger than oblivion's in that they have a suburb with an area the same size as the walled portion but less populated.

 

Windhelm and Whiterun seem the easiest to expand. They just need more structures in their suburbs.

 

Riften- Outside the south gate with buildings all the way to the goldenglow estate bridge. And make goldenglow the player's home.

 

Solitude- Tough one. Maybe adding some buildings in the area right outside the main gate?

 

Markarth- Potential to being the largest populated city of the empire with it's large underground. You gotta envy those Falmer, they have all the large cities.

 

Eldergleam Sanctuary- I'm sure everyone with a nude mod installed (most) noticed the hunter turned nudist camp close to the entrance. Turn Eldergleam into a major one.

Edited by havefunwilltravel
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Windhelm- "Twin" city Across the River and expand the current city (west of the river) In all directions with maybe smaller buildings Outside the walls. Then Change the buildings around so that the West side (current windhelm) Has two quarters and the east side has the other two. The grey quarter should get some more dumner influences like paper lanterns and whatnot.

 

 

I just have to say that this is a very interesting idea, having a walled Windhelm on either side of the river with the big bridge that is now the entrance, joining the two parts. Could be quite impressive.

 

I also like the idea of a bit of Dunmer material culture, even just a few morrowind-style paper lanterns. It'd be nice to walk into the New Gnisis Corner Club and amid the run-down filth is a painting of the velothi tower at old Gnisis or the Vivec cantons or something, maybe a redware pot or something to remind them of a lost home.

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I've been thinking about Solitude lately, because I've been spending a lot of time there, and decided to take a couple screen caps and do some awesome MS paint concept art to show you all some ideas I've had for the harbor. Tell me what you think.

 

 

 

This is the main part of the harbor and will have a lot of lower class houses and a large warehouse for dry goods and further back into the warehouse were it goes underground there will be ice used to preserve and store perishable goods.

 

 

 

This is the otherside of the East Empire Company Warehouse heading towards the lighthouse. This is the Solitude Coast Guard, they maintain the lighthouse and keep the waterways safe for all sailors.

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well as i read from the beginning i was amazed. (sorry for bad english, im lazy)

i have no idea how to mod anything, i fail at it, so sorry i cant help with it

i agree with many of the things said and here are my suggestions:

 

Solitude:

1} as Assy said before me i agree with those, but even expand it more, creating a minor town which evolved with the years into a middle class district which has an inn and a few houses on the road to the lighthouse, because as i walked to the lighthouse i noticed how stupid it is to have the light house empty and controled by bandits roaming around, so why not have a small 'beach' town until it reaches it? also have another side of the town below the arc, or maybe a private beach mansion, which has a stair case inside the arc up to the blue palace? therefore the important people of solitude had this mansion for vacations, and ofcourse place in there servents and more thanes living there.

2} i thought of a 'rich' inn for solitude for high class travelers; the 'balcony' or the 'arc'; on the wall (in the high class part of solitude) in direction to the ocean lies an inn which has an exit to skyrim, this exit actually is a large balcony filled with tables and chairs, maybe a bartender there too, and its all hanging on the arc, maybe could be connected by a long staircase to the main docks, ofcourse the staircase would be in touch of the arc all the way.

 

Whiterun:

as you guys said about expanding it with a farm and all i agree completely, and even want to enhance it, adding a farm which is owned by the player himself, with 2 so called housecarls that tend it.

 

Riften:

as much as expanding riften sounds awesome, i dont believe it should, cause it is small but it's okay that way, and if you do choose to expand it, do not reach line of sight to the blackbrair lodge, it'll ruin the lore of riften.

 

Windhelm:

it all sounds awesome, but i think first project here (which is probably very hard) is to move the graveyard outside and replacing it with more manors; though it might have to disable the quest there meaning that hjerm needs to be texturized to disable the blood stains.

 

Markarth:

the warrens ideas are amazing, i would really expand that idea to this one: one of the rooms in the warrens contains a secret passage leading to an undercity. this undercity also is connected to the mine and to the silverblood inn. after finishing the thieves guild influense in markarth, the undercity becomes rich and booming, with silverbloods drinking there and even a concept of adding a poker table there

 

those are my ideas best of luck to you all, and as i said i have no idea how to mod (anything) so i am willing to help by giving ideas and such :D

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Eh. the cities need more population and shops, but I wouldn't want to go too big. This is a rugged frontier kind of province, and places like that tend to have small cities. Dawnstar and Winterhold are the exceptions, though. They are supposed to be major cities, but many of the villages are the same size or bigger. I'd also add some stuff to the villages, and most importantly, more isolated farms and homesteads in the southern regions.

 

Another thing that's always bothered me about TES games is the lack of seaports. In morrowind it was Vivec, in Oblivion it was the Imperial City, in Skyrim it's Solitude. But they all only have one dock! Some more extensive shipyards in Solitude would be nice, in addition to the villages on lakes, rivers, and coasts becoming fishing villages with small docks, and small boats, not to mention a few dedicated fishermen.

 

Also, a little more random trade would be nice, with occasional carriages moving down the main roads loaded with wood, gold, goods, etc. Also, whay do only the major cities have stables? How about a few of those in villages like Dragonbridge or riverwood?

 

In other words, the focus should not be so much on the cities, as on the peripheral population. In medieval systems like Skyrim's the cities weren't big, just well-populated fortresses. The majority of people lived outside the walls.

Edited by undedavenger
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Not only the look but also the feel needs to be improved.This game is dead,people are just 3d models scripted to walk the same road and say the same stuff to the same people everyday. T_T . Your idea is great,tho ;)

 

Weather conditions and the geographic location should affect the way cities are,it just feels like crap,seeing that Rorikstead has the same architecture as Winterhold,Rorikstead's warmer,and it's in the Tundra,but,Winterhold doesn't even see the sun.It's on top of a damn mountain,and 1 out of 2 times you'll see a blizzard hitting the city.Still,the townsfolk look like they're happy inside their little wooden unprotected houses that aren't actually made to withstand a blizzard. D:

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Don't worry about the topic disappearing to nether reaches of the forums, the idea will live on in my head forever.

 

As for the complaint against the cities having similar architecture that's been my main gripe all along. Everything labeled as a city should have unique architecture and the small villages should be unique based on the hold they are in. The towns in Whiterun Hold should be made out of sod or sunken into the ground, Falkreath and the Rift can have wooden structures because there is an abundance of trees.

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