Storage house changed to Innkeepers private house. Dockworker Quarters is now a storage area. Guard Post at the end of the dock/harbour. Better AI and more NPC's. Prison with guards and prisoners. Dockworkers got a new place to live in. and connected both the docks.
If you have any problems with it please comment. Don't forget to endorse!
GREAT LOCATION! I'm not a modder and i can't use tesedit or CK or other (and sorry for my english).. I use Northern Cardinal. A part of rocks, wooden crates and sacks, of this mod, cover the pier and the shop placed by Northern Cardinal. SO...... - first i installed this mod (in the last position of my plugin.txt file). - By console, i've "Markfordelete" objects positionet on the pier of Northern Cardinal. - Visually and mechanically everything worked for the player but the problem was that my followers and NPCs fell into the water and did not recognize the first part of the Northern Cardinal pier. - I changed the load order in my plugin.txt . I placed this mod before the Northern Cardinal. It seemed logical to me. Is it insane? I didn't want to give up on both mods Now everything seems to work....
For anyone having problems with some of the boats having conflicts with some of the landscape near WIndhelm, manually moving the Windhelm Exterior esp towards the bottom of my load order helped!
Hey guys, If you use this mod with Skyrim Sewers, you can use this mod as a fix. It is meant for something else but its a standalone with only a requirement of the Skyrim ESM, It moves the sewer entrance clipping into the dock below it and blocks off the internal, the grey quarter sewer load in text will clip through the floor when you pass over it, but wont teleport you so it's more of just a visual annoyance.
Love this mod! Alters the exterior/dock area of Windhelm without causing ctd's like certain other notorious dock mods... Lot's of detail too! Superb add-on. However, with all that said, I've run into my first complaint: In the aftermath of the Civil War, when the Imperials have overtaken the city, there are still Windhelm guards, dressed in Windhelm guard gear, on duty near the scaffolding, and in the dock jail, and possibly elsewhere. There are, however, still Imperial guards about, inside the city walls and even outside. This means that scraps break out between the Imperial Soldiers stationed, say, on the bridge above near the main gate, and the remaining Windhelm guards stationed below. This is oddly charming but no less a bug needing to be fixed. If this is the result of having a mod that conflicts with this one, then what can I do about it? How might I use the creation kit, TesVedit, or something to fix it myself. Any help from the author or the community would be greatly appreciated! Cheers! Great mod :)
You'll have to manually delete everything in "tamriel world" but the door and it's door reference in TESedit, and then manually move those two things either onto the docks or to the side in the CK. Be sure to set the LIbrary mod as the active file and flag this mod as an ESM in TESedit beforehand so they aren't merged together, if that matters to you anyway. The door is the only important thing on the exterior, so it's okay to delete everything else (DON"T delete anything in "Windhelm world").
tried this mod aswell and have the same issue (with jks open cities). at least i guess its that mod, i dont believe i have another mod thats changing something in this area.
Looking through TESedit, this mod needs some cleaning and has a deleted navmesh which is altered by the Dragonborn DLC. Some of the Nav's conflict majorly with Dragonborn DLC & USLEEP and since this mod doesn't require Dragonborn, I'd say it was never intended to work with it. But loading this with the DLC in the CK didn't bring up any noticeable conflicts.
Compatible with Windhelm Docks Pathways? I mean, i do doubt it but i do like the shortcut to the bridge so asking doesn't hurt i guess. EDIT: tried them out, they're not compatible at all.
134 comments
Reworked almost everything.
Storage house changed to Innkeepers private house.
Dockworker Quarters is now a storage area.
Guard Post at the end of the dock/harbour.
Better AI and more NPC's.
Prison with guards and prisoners.
Dockworkers got a new place to live in.
and connected both the docks.
If you have any problems with it please comment.
Don't forget to endorse!
Not gonna happen!
I do not support them or their business regarding the modding community.
screenshot : https://ibb.co/eJiNka
I'm not a modder and i can't use tesedit or CK or other (and sorry for my english)..
I use Northern Cardinal.
A part of rocks, wooden crates and sacks, of this mod, cover the pier and the shop placed by Northern Cardinal.
SO......
- first i installed this mod (in the last position of my plugin.txt file).
- By console, i've "Markfordelete" objects positionet on the pier of Northern Cardinal.
- Visually and mechanically everything worked for the player but the problem was that my followers and NPCs fell into the water and did not recognize the first part of the Northern Cardinal pier.
- I changed the load order in my plugin.txt . I placed this mod before the Northern Cardinal.
It seemed logical to me.
Is it insane? I didn't want to give up on both mods
Now everything seems to work....
https://www.nexusmods.com/skyrim/mods/88822?tab=description
Now I just gotta find a fix for clipping with Snow City :')
I'm not expecting anyone to fix this--just thought I'd post it here in case anybody else runs into this.
tried this mod aswell and have the same issue (with jks open cities). at least i guess its that mod, i dont believe i have another mod thats changing something in this area.
EDIT: tried them out, they're not compatible at all.