Skyrim

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Midgetalien AKA The Altmer Mage

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midgetalien

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  1. midgetalien
    midgetalien
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    :NEWS:

    This mod has been ported over to Skyrim Special Edition.
    It has also been uploaded and made available for download on Bethesda.net for all platforms.

    Please see mod description for links.
  2. Tarva759
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    Looks pretty good dude. Only suggestion would be a second gate on the path that leads to Saarthal. Even if they didn't know the ruin would be escavated, its still a direct route with a pavenesque road.
  3. GeorgeCorbul
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    What about the road behind Birna's shop?
  4. Kiwihine
    Kiwihine
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    Nice job and very simple mod to not over the top for this place, due to many other mods that are uses already in this place with the Magic stuff , this will be fine with most of them all Thank you for making this, I too always thought it would be nice to have some type of gate house or wall there too, with this mod it a keeper in my book tysm.
  5. K0RVIN
    K0RVIN
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    need whiterun gates/borders
  6. Kuldebar
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    BUG REPORT:

    <File this under: KIND OF A BIG DEAL>

    The Winterhold Gate is modifying the Riverwood Gate placement causing a placement issue. A big gap in the wall and floating architecture. I pulled it up in TESSEDIT...the esp file modifies Riverwood's walkway and wall.

    In short: this mod also edits Riverwood's worldspace for no reason and I am sure, inadvertently, hoses up the eastern Riverwood gate as in huge gaps and tears.

    The mod author probably cut and pasted from that same location when adding the gate to Winterhold.



    1. Wulfhound72
      Wulfhound72
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      I glad you posted this, I noted this the other day and started uninstalling some of my newer mods to see what one did it, it was driving me up the wall having a hole in one of the walls in my home town. Then in the middle of the night it dawned on me that this mod uses the Riverwood gates as a ref, uninstalled and it did the trick.

      I do like this mod, but Riverwood needs to be fixed, If I find the time today I may open this up in the CK and fix this myself.
    2. midgetalien
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      Hey,

      I am working on a fix and should have it uploaded today (both on here and steam)
      thanks for the bug report

      I used riverwood as a guide to find the walkway mesh ( the winterhold one has snow covering it and is not a paste of riverwood )

      Many thanks again for pointing this bug out!

      -MA-
    3. DGemini
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      is this fixed now?

      Edit: Doh i see it is fixed (yay) after i just read the change log plus u added the dragon perch spot which is nice too (i think?)
    4. midgetalien
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      yep this bug was fixed a while ago. Enjoy
  7. DGemini
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    this mod along with qaxes mod work great together. now Winterhold feels like people actually live there and it's functional, instead of like 3 houses and 3 ruined houses that were destroyed 80 years ago.. I know this only adds the gate but it looks great! thanks endorsed!
    1. midgetalien
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      Thanks - I am glad you like it.I too use Qaxes mod (a modified version though) and winterhold does feel more alive and less....dead.
  8. Ali Bengali
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    Very atmospheric, thank you.
    Endorsed.
    1. midgetalien
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      Thank you
  9. Kuldebar
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    Midgetalien:

    You should add a Guard Post to the "back entrance" (up the hill behind the Jarl's House of Winterhold, the road to Sarthal is wide open for violent interlopers. Perhaps not a full fledged gate, just a guard shack or small barricade with a guard.

    PS this mod works very well with Qaxes Winterhold Rebuild. The Winterhold Gate does add another additional gate, but that's just fine, considering that Winterhold was once a sizable town I just imagine the guard posts are remnants from that time period.
    1. midgetalien
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      hello,

      I am glad you are enjoying the mod

      I am looking at adding a second gate to the path that leads to Sarthal, as I too think its a bit open considering it leads to the "wild". I may also add in a small guard house - that is a fantastic idea.

      Qaxes winterhold mod is one of the best that I have come accross ( i have tried a lot of "rebuilt" winterhold mods!) so I am going to see if there is a way to make this mod compatible ( i know the two mods are but the extra gate thing bugs me lol)

      -MA-
    2. livnthedream
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      That would be awesome!
    3. Kuldebar
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      Please continue to keep a version that adds the main gate though as well, not everyone can run Qaxes Winterhold Rebuild mod in their setup, whereas your mod is just fine and light weight. I really look forward to any additional stuff like the guard post to the "wilds". I get a lot of bandits and other bad things coming into town down from that area. Goblins can wreak havoc!

  10. Tyfighter77
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    This is a great idea and well placed. Just think it needs an actual gate on the 'gate'.
    1. midgetalien
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      I thought about adding an actual gate thouhg if i did then one of the current guards would need to change his patrol route. I will look into it and see if it looks any good/is a viable option.
    2. Kuldebar
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      I'm concerned a mechanical gate would cause issues. The palisade-type entrance fortification adds to the defensive realism without over complicating things. Since there's not an actual wall around Winterhold, an actual gate wouldn't make much sense.
  11. rasungod
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    So its kind of a ghetto version of The Ruins of Winterhold http://www.nexusmods.com/skyrim/mods/36883/?
    1. Essexkiwi
      Essexkiwi
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      Yeah Ruins of Winterhold is more comprehensive, but it alters aspects of the College so it conflicts with any other mod that affects the college too.
    2. Kuldebar
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      Some mods just don't know when to stop. I'd like to see more non-invasive ruins/statics (like this mod) in Winterhold and elsewhere but too often modders start interfering overly much thus causing a lot of conflicts. The other Winterhold mod started adding quests, NPC's and it got out of hand fast. I'm not implying that mods should never add these things but they should stay focused in scope.