Skyrim Special Edition

File information

Last updated

Original upload

Created by

Sleepingbadgr

Uploaded by

Sleepingbadgr

Virus scan

Safe to use

Tags for this mod

About this mod

JPSteel2's 'Northern Roads' is a beautiful mod that completely revamps Skyrim's roadways. Yet, like any large overhaul mod, there are a few inconsistencies and bugs present in the base version. This mod sets out to fix those

Requirements
Permissions and credits
Changelogs
Overview

What this mod does:
  • Fixes missing and incorrect object collision (1 of which was game-breaking; you could walk into the object, but not out of it)
  • Adjusts a few rock piles and objects to hide exposed world gaps
  • Fixes a handful of floating plants and objects not addressed in other patches/fixes

A huge shoutout to 4R4NDMbGY3 for his help troubleshooting in my fight against .nif files. Go check out some of his work!

These are all issues present in the latest version of "Northerm Roads" (1.3.1)


Installation

There are two ways to install this mod:

1. The Simple Way
  • Download this mod through your mod manager of choice

This mod MUST be overwriting 'Northern Roads' assets for the collision fixes to take effect

2. The Manual Way (NOT referring to manually installing mods directly to data folder)
  • Download this mod and unpack the .zip file using your program of choice
  • Download 'Northern Roads' and unpack its .zip file
  • Take the 3 included .nif files from my mod and replace the .nif files of the same name in 'Northern Roads' with them
  • Repack both mods into their separate .zip files and install with your mod manager of choice

The 'Manual Way' ensures that the collision fixes will be working regardless of where you load my patch

Compatibility

I strongly recommend you download and use ALL of the below fixes; this patch is designed to work with them


If you use JPdreamer's Northern Concept - Northern Roads:
  • Compatible, download the appropriate file from this mod's 'Optional' section (parallax or non-parallax meshes) and merge with my mod. My mod must load after
 
F.A.Q.

1. How does your mod differ from the above mods?
           My patch primarily acts as a collision box fix for several meshes. There were 2 meshes I found that you could walk right through and 1 you could walk into but not out of. With the help of 4R4NDMbGY3, these collision meshes were fixed. On top of this, I've located some floating objects and world gaps not addressed in the above mods.

2. Why must my mod load after the other patches?
           My patch was designed so that even those running ONLY 'Northern Roads' and nothing else will have the listed fixes. Some of the mods listed above, on the other hand, were designed to work WITH each other as a hypothetical master (i.e. their changes would only work right if the other mod was installed, but are not actually listed as a master). If one or the other wasn't installed, the issue wouldn't be fixed. My patch forwards the proper changes so that regardless of which other patch you have installed, you'll get the proper fix.
           With Smultron's patch, it is an optional choice. I adjust the position of 3 Jazberry Bushes so they are off to the side of the road rather than on the road. I think this makes more sense; those berries would be crushed if they remain on the road. How sad...

3. Does this work with <insert mod name>?
           Probably.


Additional Bugs?

'Northern Roads' spans a huge amount of in-game space and I am one busy, busy man. If there are other issues you'd like to see fixed that I have not covered, let me know in the 'Comments' tab. I will not be including fixes that the other patches do; please use those mods for those fixes. And please, include photos and cell locations so I can find things


Permissions

From JPSteel2's page:
Modification permission: You are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me




Enjoy and happy modding!