Is there any possibility you would move it to one of the spots behind the current one? The East Empire Expansion repurposes this plot for its Winterhold outpost so its sadly incompatible. I absolutely understand if not, but I at least wanted to ask. And thank you regardless for the Hawking Horker and now the Smelt Cellar! I really appreciate how vanilla they feel.
Thank you for your kind words! Unfortunately I won't be able to resolve that conflict. The problem is, even if I moved it, you'd still have major navmesh conflicts (possibly landscape too) which I wouldn't be able to resolve as I don't have any of the new paid mods. So you'd end up with a half finished patch basically and I just can't intentionally do something that may break your game in some way. My permissions however, are pretty wide open so you'd be more than welcome to patch it. Not a perfect solution I know, but kinda the best we can do.
Gotcha. Navmesh is pretty much the one thing that I have never even attempted to touch because of how daunting it seems, but I really should learn at some point. For what it's worth, the EEE actually doesn't make navmesh edits at all - the Winterhold outpost specifically is an open-door exterior shack that just follows the vanilla navmesh, which I thought was pretty smart, compatibility-wise. Also, I definitely meant to say "add an optional version that moves it" and not just "move it" haha, but I think you picked up on that. Anyway, thank you again.
Unique towns modifies the house types which already exist in each area. Regrettably, Winterhold only has a couple of the house types available. As this mod does not use one of the limited existing house models in Winterhold, Unique Towns doesn't have matching meshes for it so it doesn't know to swap it to anything, or even have models to swap it too. A proper patch would have to be made which would involve re-creating the house for each variant of Unique Towns options.
I've now made a new mod which allows my store to work alongside Unique Towns, as well as any other mod added/altered farmhouse buildings in those towns. https://www.nexusmods.com/skyrimspecialedition/mods/115650
Thanks for the mod, these little additions bring life to the cities. You shared the patch for the Great City of Winterhold mod, but some landscape problems occur when COTN + TGC are used together. Especially in the area leading towards the castle that Cotn added. This creates some problems on the AI side. Would you consider adding the COTN+TGC patch?
I've now added an additional patch. It requires TGCotN patch from TGC Winterhold Patch Collection page as well as my TGC Winterhold Patch. Basically a patch for a patch for a patch, but this was the cleanest way to just forward the landscape edits.
AWESOME mod, I really like the location (closer to the College makes sense) and the vanilla style of it. Much like the Hawking Horker for Dawnstar it fits really well into the base game, just be careful not to add too many decorations to interiors, since vanilla shops are not THAT provided of goods ahah! But that's nitpicking, of course! Is a patch for Capital of Winterhold necessary at all? I can't think of any conflict... Also, will a FOMOD with all patches be available in the future? Thank you once again for your hard work!
Yeah, I stocked it quite well. I wanted it to feel a bit more like a main trading shop working closely with the college. But I also get your point on not overstocking and thank you for the feedback. I hadn’t really considered a patch fomod tbh as there weren’t many that anyone would be using simultaneously. Perhaps in the future should the need arise.
Sure, as you see fit! I just asked for a FOMOD just out of laziness ahah :D Sorry to ask again, but is the patch for Capital of Winterhold really necessary?
Necessary in that it resolves navmesh conflicts so everyone can walk around properly. Without it, you may have pathing issues. It *might* be avoidable depending on which mod wins in your load order, but the patch ensures there won’t be a problem.
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EDIT: sorry this linked patch is for COTN - Winterhold Expanded not COTN Winterhold
Unfortunately I won't be able to resolve that conflict. The problem is, even if I moved it, you'd still have major navmesh conflicts (possibly landscape too) which I wouldn't be able to resolve as I don't have any of the new paid mods. So you'd end up with a half finished patch basically and I just can't intentionally do something that may break your game in some way.
My permissions however, are pretty wide open so you'd be more than welcome to patch it. Not a perfect solution I know, but kinda the best we can do.
A proper patch would have to be made which would involve re-creating the house for each variant of Unique Towns options.
https://www.nexusmods.com/skyrimspecialedition/mods/115650
Thanks for the mod, these little additions bring life to the cities. You shared the patch for the Great City of Winterhold mod, but some landscape problems occur when COTN + TGC are used together. Especially in the area leading towards the castle that Cotn added. This creates some problems on the AI side. Would you consider adding the COTN+TGC patch?
It requires TGCotN patch from TGC Winterhold Patch Collection page as well as my TGC Winterhold Patch.
Basically a patch for a patch for a patch, but this was the cleanest way to just forward the landscape edits.
I hadn’t really considered a patch fomod tbh as there weren’t many that anyone would be using simultaneously. Perhaps in the future should the need arise.
Sorry to ask again, but is the patch for Capital of Winterhold really necessary?
It *might* be avoidable depending on which mod wins in your load order, but the patch ensures there won’t be a problem.
Winterhold - Expanded Ruins at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Edit: Thanks for the Great City Patch!