Skyrim Special Edition

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xlolox

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xlolox

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50 comments

  1. FlashFatman
    FlashFatman
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    Sticky
    I've noticed that the extra guards are now congregating on the bridge blocking faralda from lighting the magic basins. They are just standing there all the time.
    1. xlolox
      xlolox
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      Their path (xmarkers) doesn't go on the bridge by any means. I suggest you travel a couple of times and come back, this should solve the problem.
    2. rage0976
      rage0976
      • supporter
      • 28 kudos
      I've been having that issue too, though only two or so are hanging out on the bridge. Are you running "A Follower Pack" by ElectricWarrior77 by any chance? It adds a lot of mages to the college that have a wander package that takes them into town to the Inn regularly, and the guards might be catching some of the pathing from that.
    3. xlolox
      xlolox
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      I found out that this issue has to do with load order. Try putting my mod on the bottom of your sorting and it should solve it. I've noticed it myself when I mistakenly put it just after the esm's. I'm afraid it's something about game save mechanics so it probably doesn't happen with a new game. As I explained before, the guards path is made of linked xmarkers and of course none of them are on the bridge.
    4. farazon123
      farazon123
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      • 7 kudos
      You obviously have a mod conflict as stated move it to the bottom of your load order or use Tedit to fix the conflict.
  2. dasik84
    dasik84
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    Hi. I loaded this mod with Anna's Winterhold Restored and the result looks great (but your guard can't move for some reason).

    Also, LOOT says:
    # RealisticWinterhold.esp- Load Order Index: 08- Attributes: Active, Dirty, Loads Archive
    ## Messages- Warning: [SSEEdit v4.0.3](https://www.nexusmods.com/skyrimspecialedition/mods/164) found 77 ITM records, 36 deleted references and 1 deleted navmesh. It is strongly recommended not to use mods that contain **deleted navmeshes** as they're known to cause crashes. **Deleted navmeshes** must be corrected manually (a complex process that should be done by the mod author). More information on **deleted navmeshes** is provided [here](https://www.creationkit.com/index.php?title=Fixing_Navmesh_Deletion_Tutorial).

    Could you please fix this issue with ITMs, deleted references and the navmesh? And maybe create a patch for Anna's WR?

    Thanks.
  3. SNOWMANCER
    SNOWMANCER
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    This bridge fix is just dumb. The reason the bridge can just float there is because of a magical barrier that keeps the college safe. That is why the college is still there when everything else is gone. Remember the College of Winterhold is a place of magic.
    1. xlolox
      xlolox
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      Well it's your opinion. However you should refrain using rude words. There is some work behind the mods and it should deserve at least some respect even if you don't agree with it.
    2. SNOWMANCER
      SNOWMANCER
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      yea sorry about that, dumb was rude. I just get testy when it come to source material and other lore stuff. That's probably the reason why I despise star trek discovery so much.
    3. A6MZero
      A6MZero
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      "There is some work behind the mods and it should deserve at least some respect even if you don't agree with it."

      Also you, about Immersive College: "This mod is mainly cosmetic and of a little use, except for the soulgem font in the midden which is the only useful thing of the whole pack. Of course it has been set at the less accessible place possible so even that is of a limited interest

      Extended flora wings full of nothing, WTF? Tons of NPC's piling in the entrance each time you come in and messing each combat scene, WTF? Tolfdir archmage instant CTD, WTF?, spiral stairs totally unpractical, WTF? (and additionally, they go nowhere). Rooms and rooms and rooms added, for what use? (and how funny to close them with auto closing doors making the search for somebody particularly tedious?) All the displays, lights added, for what use? Okay, you click an activator, +50 points of XP, wow, fascinating. Repeat 50 times...
      Where are the normal NPC's? With that mod, you have to chase them constantly, they're nowhere they're supposed to be. What are these guards with the same stupid dialogs than vanilla game, even when you're archmage? After seeing such a mess, I dismissed the mod so I can't tell about the included quest.

      That kind of mod is really a loss of time. I reckon the author probably put time and dedication in it but he made the fatal mistake to think what fits for him fits to everybody. This should have been a personal mod , not intended to be published."
    4. Timmiii
      Timmiii
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      @A6MZero
      comrade, that's your view
      it's a free mod, don't like it, don't use it
    5. Farazon1234
      Farazon1234
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      • 43 kudos
      All mods are created by the maker for their own use then they decide to share and it's up to you the user if you want to use it. Know where did the person who created this say, you have to use it. So go troll somewhere else since you are talking about is a different mod from this one anyway.   
  4. bientje
    bientje
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    EDIT: mod works well with JK.
  5. FlashFatman
    FlashFatman
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    Just want to let you guys know that this works very well with JK's Skyrim.
    1. deleted66442511
      deleted66442511
      • account closed
      • 4 kudos
      thanks bro
  6. OregonPete
    OregonPete
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    This mod immediately fascinated me when I found it because I always wanted to see the bridge as it originally must have been. So I installed it together with Obscure's College of Winterhold. Thank you!

    Problem is, the latter (i.e. Obscure's CoW) has a patch for this mod that makes the rebuilt bridge revert to the broken form. Does anyone know why or how to solve that? If I can't find a solution, I'll probably revert back from Obscure's CoW to the Magical CoW.
  7. rage0976
    rage0976
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    So, there's an author named Rheknir that has created a mod, Less Desolate Winterhold ( https://www.nexusmods.com/skyrimspecialedition/mods/16954 ), which restores the ruined buildings in the vanilla part of town. No quest, they're just already there. Same ones that you rebuild with Qaxe's mod basically, just without the questing and rebuilding part. But I thought it would be another nice compliment to this mod for any who are interested.

    P.S. I may have also plugged your mod on that mod's page so people who get that one can swing by and grab this one to compliment it. ^_^
    1. Kedavix
      Kedavix
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      Thank you for sharing! I have been looking to combine the best of both worlds. Had it not been for you, I'd be sitting here with a plan to test this mod with Qaxe's mod. I think I'll go download Less Desolate Winterhold and try it out with this one. :)
    2. farazon123
      farazon123
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      • 7 kudos
      this mod works fine with Quaxe's mod
  8. FNULNU0219
    FNULNU0219
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    Does anyone know if there is a clipping issue with Immersive College of Winterhold? Specifically, since with that mod the messed up bridge is an illusion spell.

    *Update*
    FYI, I found no issues with Immersive College of Winterhold or Qaxes Winterhold Rebuilt. They all worked well together.

    Also, I haven't had the issue of the crowds at the bridge entrance that many people are complaining about.
  9. Jeronimino
    Jeronimino
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    It would be nice to see if it was compatible with JK's Skyrim https://www.nexusmods.com/skyrimspecialedition/mods/6289
  10. H3LLGHa5T
    H3LLGHa5T
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    Thank you so much, this weird bridge always bothered me and the mod even works with Qaxe's Winterhold rebuild/Questorium. But is there chance for a version without ruins or intact houses?
  11. hageja
    hageja
    • supporter
    • 2 kudos
    I really like the aesthetic of this mod! Just one thing: it appears to make the Shrine of Azura really big and blue when I take a look at my map. Could you look into this?