Skyrim

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BJS_336

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bjs_336

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  1. bjs336
    bjs336
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    3.2 is here see description and change log for more info.
    Special Edition: https://www.nexusmods.com/skyrimspecialedition/mods/21263

    if you have an earlier version, update would be recommended.
  2. bjs336
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    If you are using LoS and have clippings through bridges try this patch:

    http://www.nexusmods.com/skyrim/mods/66795/

    (might still work with v 3.0)
  3. bjs336
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    Would like to thank Arthmoor for help with update 3.0/3.1/3.2
    and for a SSE version.
  4. bjs336
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    To everyone that want the mod on Bethesda.net.

    Not gonna happen!

    I do not support them or their business regarding the modding community.
  5. Liglinda
    Liglinda
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    Great mod ^^
  6. SMTitas
    SMTitas
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    I get ctds on Windhelm's bridge. Confirmed by checking with and without the mod. Any idea what might be causing it?
  7. Racermigs123
    Racermigs123
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    Just leaving this info here, but this mod conflicts with The Great City of Morthal (https://www.nexusmods.com/skyrim/mods/93318?tab=description) since that mod also modifies the bridge north of Morthal.

    It's not a serious CTD-causing issue, but the bridges will overlap each other. Guards will sometimes have their bodies stuck halfway in the ground and it messes with their AI but that's about it.
    1. Benc158
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      Is there anyway to fix it? 
    2. turtlegodking
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      By deleting the bridge from one of the esps
    3. deleted150923488
      deleted150923488
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      Dammit, that sucks. I 'love' the great city mods, and it would be a shame to revert one of them back to its bland, vanilla state. 
    4. turtlegodking
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      It would not be vanilla if you only remove it from only one .esp as the other is still replacing it.
  8. Liglinda
    Liglinda
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    Thank you, great job!
  9. waeq17
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    I hate to ask. But is there any chance we, eventually, see a patch for Expanded Towns and Cities 14.3.1 Complete and/or Modular? Its in the old files on its Mod Page, and it is currently the only full version, Mod is in a re-write. I know there used to be a patch for Etac.
    1. deleted21550714
      deleted21550714
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      Doubled
    2. kalikilic
      kalikilic
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      I also came looking for a patch since EtaC says a patch for this mod is available here but there's only one file.

      Great mod though! I love the bridge structures!
    3. deleted69465838
      deleted69465838
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      same here.
      Anyone? :(
  10. ktroj
    ktroj
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    Thank you for sharing this mod.
  11. DaedricCheddar
    DaedricCheddar
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    Is this mod compatible with Touring Carriages? I'm asking because some custom bridge mods mess with the AI or carriage physics, sometimes both.
  12. kalikilic
    kalikilic
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    I've been wondering about this mod. I know the author said that all the bridges are nav-meshed but are these nav meshes set to be the preferred nav-mesh for NPCs? I'm asking because I've seen some NPCs use the river near the two bridges on the outskirts of Whiterun as opposed to using the actual bridge itself. Meanwhile the whiterun guards would use the bridge just fine as well as my follower.
    1. Kreyd
      Kreyd
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      Same issue most NPC and followers stays stuck near Fort Graymoor bridge and some other i can't recall

      Edit : yeah also near Darkwater crossing bridge.

      Really sux because the mod is a jewel by itself but when NPC stay stuck it ruin the whole immersive purpose of the mod.
  13. MtOMajorCat0311
    MtOMajorCat0311
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    Hi

    If anyone is still monitoring this.....Two Navmesh issues to report so far. Bridge between Fort Amol and Darkwater Crossing (Followers won't cross), and path on south end of bridge leading from Anga's Mill to Windhelm (pathing issues on road leading to south end of bridge from the east - Bridge itself is fine).

    Cheers
    Major Cat
  14. narrak1853
    narrak1853
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    I thought that you may have given up on this MOD, nice to see it back again - in terms of it's size this has to be the best value MOD available.