I love the idea of this mod but I think it needs updating with a bit of TLC. There's a bug where you fall through the map/earth/sky for a moment when you enter the new shop, and with a grass mod installed the place is very overgrown which some of the other overhauls such as JK and ETAC seem to fix.
I agree it could use an update, it's been 2 years after all. Would have to think of a good layout to things since it's so late in the modding community. Been working on Karthwasten actually, dunno how far that'll get.
I understand you must be a busy person! Don't worry about that, people are still modding this game and are looking for excellent mods like this one. As we speak I'm actually looking what I can do to fix it myself! I'd like to learn more about mod creation and this has been just the thing to get me motivated to do so, also I absolutely must have this mod in my game - its simply stunning and such a good idea. I might not get very far with it myself, but I'll keep you informed? I'd never re-release your work as my own obviously, but if I really do get stuck into it, perhaps I could release a patch - who knows!
Just thought I'd share on here as well that my mod is now complete! Find "ClefJ's Dragon Bridge - Fixed and Enhanced" on my Nexus profile - yes this original mod is still required
I wouldn't have donwload this great mod without your fix, so thank you. I also noted that you are the one that did the religion fixes I once used before the new version, so double thank you.
Hi Belladovah and Clefj, I was wondering if I could have permission from both of you to port the enhanced edition to consoles? This is honestly my favorite town overhaul of all. I love the arcane feel of the towers :) either way, thank you both for your work!
Wow, just like Skyler666, I had a horrible animation error that corrupted all of my Visual C++ directories. So weeeeird. lol. Oh well. I fixed it in a heartbeat. CMD'd the crap out of all of my redistributables and reinstalled them via Administrator CMD, and then reinstalled your loverly mod. It works great. Weird that I too had installed PCEA1 and PCEA2 at the same time and so did Skyler666 I found out, and that's what caused the glitch. But why we both came to this apostasy of Skyrim scripting and animation in the beautiful scape of your (and Chef's) mod, is a mystery that I don't think we'll ever have the answer to. lmao. I uninstalled JK's Dragon Bridge for this too. HA! That'll teach JK. Most of my CTD's in Skyrim are ONLY in mods installed by JK. Guess what? Now no glitches, no CTD's, nothing but beauty, and that's because of YOU! Well done! I'm voting this!
With regard to cleaning this mod, is it safe to delete to Sub-Block -3, 0 and Sub-Block -3, 1 in Block -1, 0? These cells are around OrotheimExterior01 and not in any proximity to Sub-Block -4, 2 where Dragon Bridge is, and from what I can tell, these are wild edits, since there is nothing in this mod requiring them to be there. They contain only small navmesh edits and no items, markers or NPCs from the mod are placed there - not to mention the deleted navmesh is in Sub-Block -3, 1 (cell 000094AD). I'm just puzzled why these Sub-Blocks are present at all, unless there were plans to include more content (a quest or something) in these areas that hasn't been added to the mod yet.
I was just going to delete everything (including Block 0, -1, which contains the Riverwood wild edit) EXCEPT Block -1, 0, Sub-Blocks -4, 2 and -3, 2, which are the only cells I can see that touch Dragon Bridge in any way. If anyone else wants to try this, after deleting the cells in question with TES5Edit, make sure to load up the mod in the CK and then simply save it, so it will update the NAVI properly.
So to reiterate a little more clearly, if you want to to try this:
- open the mod in TES5Edit - go to Worldspace and open the file trees - in Block -1, 0, remove both Sub-Block -3, 0 and Sub-Block -3, 1 (right-click on the sub-block and select "Remove") - remove Block 0, -1 in its entirety - save and exit TES5Edit - load the mod in the Creation Kit - once it loads, don't do anything other than clicking the "Save" button, then exit - this will update the NAVI (you will get some warnings here - just click "Yes" or "Yes to All") - the mod should also be cleaned in TES5Edit after the above steps are completed - just load it, right-click anywhere in the left pane, select "Apply Filter for Cleaning" (give it a moment), then right-click on the mod itself in the left pane and select "Undelete and Disable References", then right-click on the mod again and select "Remove 'Identical to Master' records", then save and exit - boom, cleaned. There are plenty of easy to follow tutorials online if you need a more in-depth explanation.
I love this mod, and haven't experienced any serious issues with it in its original uncleaned form, but I also haven't completed an entire playthrough with it yet, so I can't say whether the wild edits might affect something down the road in one of these areas - the deleted navmesh referenced above is the most serious issue. I also fixed the "falling through the floor" thing that happens when you enter Memory Gate Goods, although I can't remember exactly how I did it! I think it just involves editing the interior cell so that the door frame has no gap between the door and the floor inside - I either moved the door a little closer or simply put a solid static (like a rug or another piece of floor) just under the door frame so that the player wouldn't "slip through" the tiny gap in the floor when entering the shop. Now that I think of it, I seem to remember there may have been a problem with a small item (a hammer or a knife, perhaps?) that was placed too close to the front wall, maybe on a windowsill, that was falling through the floor in an endless loop and causing the door issue - shouldn't be too hard to troubleshoot (you could delete or reposition the item), I'm just too lazy to reinstall the original mod and take a look haha. Anyway, maybe this info will help someone else - good luck!
What happened to the SSE version of this wonderful mod and some other's of yours ClefJ? Was there a problem and can we expect to see them back sometime?
I was wondering if you were going to make a FOMOD version of your town mods? becuse that would be great and i would definitely use it. it would make it easier on my load order.
On the one hand, ClefJ is a prolific and skilled mod author with good descriptions on the front page and good interactions in the comments. On the other hand, he doesn't seem to use TES5Edit. - 14 ITM, 6 UDR, 1 deleted navmesh - a block 0,-1 entry which contains a Riverwood navmesh This had a little worse FPS compared to JK Dragon Bridge, so I went back to JK. If you think Dragon Bridge should be a fortress, go with ClefJ's version.
I've made a patch for this mod and ETaC v14. I know there is already a patch, but it only works with earlier versions of ETaC. I moved buildings, trees etc and rebuilt the navmesh. All works fine so far.
Just an FYI, from my testing so far, this appears to work just fine with Skyrim SE. Oh, although if you use with Unbelievable Grass Two or other grass mods, there is still a massive forest of grass right in the middle of town. Sigh.
85 comments
As we speak I'm actually looking what I can do to fix it myself! I'd like to learn more about mod creation and this has been just the thing to get me motivated to do so, also I absolutely must have this mod in my game - its simply stunning and such a good idea.
I might not get very far with it myself, but I'll keep you informed? I'd never re-release your work as my own obviously, but if I really do get stuck into it, perhaps I could release a patch - who knows!
I was just going to delete everything (including Block 0, -1, which contains the Riverwood wild edit) EXCEPT Block -1, 0, Sub-Blocks -4, 2 and -3, 2, which are the only cells I can see that touch Dragon Bridge in any way. If anyone else wants to try this, after deleting the cells in question with TES5Edit, make sure to load up the mod in the CK and then simply save it, so it will update the NAVI properly.
So to reiterate a little more clearly, if you want to to try this:
- open the mod in TES5Edit
- go to Worldspace and open the file trees
- in Block -1, 0, remove both Sub-Block -3, 0 and Sub-Block -3, 1 (right-click on the sub-block and select "Remove")
- remove Block 0, -1 in its entirety
- save and exit TES5Edit
- load the mod in the Creation Kit - once it loads, don't do anything other than clicking the "Save" button, then exit - this will update the NAVI (you will get some warnings here - just click "Yes" or "Yes to All")
- the mod should also be cleaned in TES5Edit after the above steps are completed - just load it, right-click anywhere in the left pane, select "Apply Filter for Cleaning" (give it a moment), then right-click on the mod itself in the left pane and select "Undelete and Disable References", then right-click on the mod again and select "Remove 'Identical to Master' records", then save and exit - boom, cleaned. There are plenty of easy to follow tutorials online if you need a more in-depth explanation.
I love this mod, and haven't experienced any serious issues with it in its original uncleaned form, but I also haven't completed an entire playthrough with it yet, so I can't say whether the wild edits might affect something down the road in one of these areas - the deleted navmesh referenced above is the most serious issue. I also fixed the "falling through the floor" thing that happens when you enter Memory Gate Goods, although I can't remember exactly how I did it! I think it just involves editing the interior cell so that the door frame has no gap between the door and the floor inside - I either moved the door a little closer or simply put a solid static (like a rug or another piece of floor) just under the door frame so that the player wouldn't "slip through" the tiny gap in the floor when entering the shop. Now that I think of it, I seem to remember there may have been a problem with a small item (a hammer or a knife, perhaps?) that was placed too close to the front wall, maybe on a windowsill, that was falling through the floor in an endless loop and causing the door issue - shouldn't be too hard to troubleshoot (you could delete or reposition the item), I'm just too lazy to reinstall the original mod and take a look haha. Anyway, maybe this info will help someone else - good luck!
here for you: https://www.youtube.com/watch?v=ntVKm1N557A&feature=youtu.be
- 14 ITM, 6 UDR, 1 deleted navmesh
- a block 0,-1 entry which contains a Riverwood navmesh
This had a little worse FPS compared to JK Dragon Bridge, so I went back to JK. If you think Dragon Bridge should be a fortress, go with ClefJ's version.