Skyrim

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Kojak 747

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kojak747

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15 comments

  1. aaltair03
    aaltair03
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    • 3 kudos
    Hi there, thanks for these patches! 

    One question - ClefJ's Whiteriver Priory LINK is Whiteriver Chapel with a pretty sweet added priory but of course conflicts with ETaC- any chance you would consider patching the Priory with ETaC? 

    Thanks again!

    1. jedp15
      jedp15
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      Why would it conflict with ETAC? Doesn't even touch the same locations. ETAC edits Riverwood.... down the road.
  2. agentw
    agentw
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    Just a minor bug but Maerie Illwreath has a Key to Ranmir's House/Key to Birna's Oddments in her inventory.

    Edit: Found another weird bug. Cell data of Memory Gate Goods use a lot of stuff from Whiterun (Lighting template, Weather, Image space).
  3. qwertypol012
    qwertypol012
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    When checking for errors using Tes5edit for ClefJ Left Hand Crossing, i got this error: REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:0001995F] (in GRUP Cell Temporary Children of LeftHandMineDaighresHouse "Daighre's House" [CELL:000198DE])">
    1. kojak747
      kojak747
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      I vaguely recall fixing this...weird. See if you can enter his house with a follower in tow. Also see if Daighre has any quests, and is they can be completed or not. I'm wondering if the teleport door to his cottage isn't navmeshed properly and he's stuck in his house, waiting to complete a quest or something like that?
  4. waeq17
    waeq17
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    Hey kojak747. Two things. Is there any chance we may have a Dragon Bridge patch for Etac Complete? Currently we only have one for Etac Modular.

    And where do I donate to you
    1. kojak747
      kojak747
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      Change the fileheader in tes5edit so that etac modular.esp now reads etac complete.esp

      I don't allow donations, they don't work and cause more harm than good and should be removed completely IMO. However, I might look into a patreon.
    2. waeq17
      waeq17
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      Alright, thanks.

      And I understand your point of view. Its definitely a divisive topic in the community Lol. If you ever do a Patreon, let me know
  5. BryndenRivers3eyed
    BryndenRivers3eyed
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    • 1 kudos
    Why lightscripts are required?
  6. waeq17
    waeq17
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    Thank you very much for all of these patches. Your work is very underappreciated.
    1. kojak747
      kojak747
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      Thankyou. Kudos :)
    2. waeq17
      waeq17
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      Kudos much appreciated!
  7. skeletonking
    skeletonking
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    Awesome to see these, I'd been dying to add many of ClefJ's mods but they tended to be incompatible with my load order.

    Right off the bat; it looks as though the Karthwasten for ETaC Modular patch requires ETaC - Complete as a Master. I'd also like to know if the Karthwasten.esp should replace ClefJ's Karthwasten.esp.

    Edited in: As an aside, do you have any idea if these patches are safe to be merged together?

    Double edit: Dragonbridge, while slightly heavy on the FPS, is amazing. Looks to work pretty flawlessly with ETaC and a hefty load order, I'm really impressed.
    Triple edit: Doing a quick run through the town, a few things to point out: It looks like the stone wall underneath the Four Shields Tavern gets cut off a bit early. I don't believe the player can access it, and disabling them seems to work fine. Up by the Penitus Oculatus Outpost there seem to be a few very, very minor things as well. The fire pit right next to the Penitus Oculatus Outpost door is floating very slightly, the bench is partially submerged, the ferns from ETaC in the corner are floating a bit, and there is a small gap between the ground and the stairs near the little storage area. I also dropped through the floor the first time I entered Memory Gate Goods, but I have no idea if that was due to some obscure vanilla game error or if there was a misplaced marker or something.
    1. kojak747
      kojak747
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      Karthwasten.esp should replace ClefJ Karthwasten.esp. Keep reporting, will do a few edits.
    2. skeletonking
      skeletonking
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      Yup, that's what I figured, thank you for confirming. As another note, you will be unable to open Karthwasten.esp in xEdit if you use ETaC - Karthwasten and not ETaC - Complete due to the master issue. I had to change Karthwasten's master in Wrye Bash as opposed to xEdit, but it appeared to work fine after that point.

      Karthwasten has a floating pile of logs on the porch of the broken house and the chimney/dwemer pipe right next to it does not appear to have collision (I don't think these have collision in general). There appears to be an unsmoothed portion of landscape right next to the chimney as well (Vanilla perhaps?). The Ravenscale Cabin is also not perfectly aligned with the rock behind it, leaving a small gap. Rikve clipped through the porch in front of Hagbar's Dry Goods, but that could be an ETaC problem as I didn't see anything nearby that ClefJ's Karthwasten touched. I don't believe the one or two houses without interiors is a bug, but I figure it's worth a mention as well. You may also want to raise the arch on the first house to the right after passing through the gate, as you can not access the patio without jumping over the fence, and it is easy to get stuck underneath the arch with followers.

      But yeah, I really, really like how it gives the towns a very distinct feel to them. Definitely worth the download, good work. I'll have to see if I can merge a bunch of the patches down into one .esp as I'm working with very few slots left.
      Edited in: Looks like MergePlugins throws some NavMesh errors when trying to merge some of the patches.