Skyrim Special Edition

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Noxaelis

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Noxaelis

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About this mod

Patch hub for Cities of the North - Winterhold Expanded

Requirements
Permissions and credits
Changelogs
Disclaimer
Just to be clear, this patch hub is for Cities of the North - Winterhold Expanded mod,  
NOT  Cities of the North - Winterhold!  THESE PATCHES DO NOT WORK WITH ONLY COTN - WINTERHOLD! THEY ARE FOR MY EXPANDED MOD! YOU NEED BOTH !

I realized too late that maybe this naming convention was a bit confusing... Hopefully it's not too bad.

Main mod here: Cities of the North - Winterhold
Main mod's Patch hub here: Cities of the North - Winterhold Patch Collection

Expanded mod here: Cities of the North - Winterhold Expanded
And THIS page, is the patch hub for that mod. Simple, right? Anyways.



PLEASE READ THE PATCH DETAILS BEFORE JUST RANDOMLY DOWNLOADING. THEY ARE NOT ALL STRICTLY COMPATIBILITY, AND YOU MAY NOT WANT/NEED WHAT THEY ADD/DO!

ALL PATCHES ARE ESL-FLAGGED ESPs


Once again, these are only somewhat tested by one person... I don't have unlimited time and I put a lot of effort into all this already. Please give me a break if something doesn't work right or I missed a detail. I may or may not make/update patches. Don't demand or assume I will. I released this mod and it's patches because I wanted to and I can remove it or whatever else if I want to as well. Keep that in mind.



Compatible with no patch
  • Just make sure to load them and their COTN/Other patches AFTER this mod and it's patches. Of course, I didn't make a patch for the interior or exteriors so you won't have the same cool lighting lux offers unless someone else makes a proper patch. But it won't conflict with lux's changes to the already existing areas/interiors (if you load them after).
  • Probably most College of Winterhold overhauls? I'm not sure if many actually edit Winterhold itself. Should be fine mostly.
  • (Awaiting your reports...)


Compatible with patch from this page
  • Removes the Abandoned House from my mod, moves Ambriel's house into its place.
  • I wanted to make the abandoned house into ambriel's house, but the authors permissions are ambiguous at best.

  •  Removed random ruins from the area where the houses I added are (and collision markers)
  • Added a grindstone by the door
  • Added torch & light source to front door area
  • I thought about adding new AI packages to the 2 NPCs to visit the bathhouse, but they already go to the tavern, so no need I think.

  • Completely navmeshed the wall top/stairs, as it had no navmesh before.
  • Adds 2 guards (one day, one night) to patrol the wall top. They have similar schedules to the others.
  • Added ownership to the various loose clutter items on the wall. No more risk-free ingots!
  • Added/Removed/Changed some statics to make things not clip/make pathing easier for NPCs. Looks 99% the same.
  • Removed 4 lights from the main archway (There were 6 there by default, which caused lighting bugs)
  • If you don't mind disabling a few floating things with the console, and don't want the rest of it, you could live without this patch.

  • Currently just adds some soaps to the vendor list for The Toasty Horker staff. The water always has worked with the mod.

  • Lux-Like Lighting Patch DOESN'T ACTUALLY REQUIRE LUX OR ANY OTHER LIGHTING MOD
  • This simply changes the ambient lighting to make the interiors of my mod more dark away from light sources, it should be more similar to what LUX interiors look like. Doesn't require any mods or plugins. I would recommend that you are using ENB or CS with particle lights or some of the interiors may be very dark.

  • Simply swaps the workbench and log cutting stations out front to prevent landscape clipping. If you don't care, you can skip this one.

  • Missives - Version 2.03 - Don't use this with the Missives patch from the COTN-Winterhold page! Pick one!
  • Moves the missives board to the front of the COTN - WE Barracks so it's not clipping/hidden/etc.

  • Replaces the well I added outside The Toasty Horker with the Outlaws Refuges door
  • Changed the well mesh out for the one I used (the base one has no snow, looks a bit odd)
  • Added appropriate factions, and a couple items to the 3 NPCs
  • Added AI packages to them, they use the bathhouse, mage visits nelcar at inn, thief sneaks around town late at night
  • The fence will now only deal with you if you're in the Thieves' Guild.
  • If you don't like these changes: This is an alternate option, just make sure to load it before COTN-WE, and other patches. (Don't use both)

  • Carries over the landscape paint, so that in summer the roads and etc. look correct.
  • Has seasonal swap file for ambriel, and for menskr so the buildings properly swap out in summer.
  • Because Seasons of Skyrim does not support swapping DOOR records, I have included a Base Object Swapper (BOS) file for Outlaws Refuges, it will swap the well out for one that doesn't have snow. Due to BOS not having a seasonal check, it will never have snow. If you don't mind snow in summer on the well you can delete the _SWAP.ini file. If you don't use BOS, nothing will happen and there will be no issues. There is a better way to do this, but I will need some time to get around to doing it.

  • Removes a ton of statics that are clipping/under the ground and moves others.
  • This also removes the walls added by the mod (for the most part). If you want walls, use Fortified Winterhold & the patch above.

  • Removes some clipping objects, adds stairs


Not Compatible

  • I checked into making a patch for this, but upon loading it into xEdit, I noticed it has 6 deleted navmeshes. The house mesh also was straight up not there for me in game. I have no idea what issue would cause that, but it was enough for me to move on without further research.

  • These are obviously going to clip heavily as it's the same area. A very lightweight alternative to my mod though, which might be worth considering!

  • Any other large Winterhold overhaul besides COTN - Winterhold. Literally. None of them will work with this, I promise. Don't bother.

  • Versions of the mods I made patches for that are NOT the ones I told you to get in the green text.

  • Probably other stuff. Please be specific (Screenshots, More informative console, etc.) if you're going to report something.


Load Order Information

1. Base Game/DLCs/USSEP/ETC

The order of the main mods doesn't really matter for the patches, whatever you have is probably fine.
But something like this:

2. Winterhold - Expanded Ruins Compatibility Version
3. Outlaws Refuges
4. Ambriel
5. Missives
6. Fortified Winterhold - Ancient Winterhold Wall for COTN only

7. COTN - Winterhold
8. Blacksmith For COTN Winterhold
9. Menskr - COTN Version

10. COTN - Winterhold Patches
11. COTN - Winterhold Expanded

My Patches (COTNWE) don't generally conflict with each other so the order shouldn't matter; following the order you put the main mods in is probably for the best in most cases. But, for example:

12. COTNWE - Winterhold - Expanded Ruins Compatibility Version
13. COTNWE - Outlaws Refuges
14. COTNWE - Ambriel
15. COTNWE - Missives
16. COTNWE - Fortified Winterhold - Ancient Winterhold Wall for COTN only
17. COTNWE - Blacksmith for COTN Winterhold / COTNWE - Winterhold - The Bubbling Brew
18. COTNWE - Menskr - COTN Version
19. COTNWE - Lux-Like Lighting Patch

Whatever other mods, etc.

19-999. Lux/Lux Orbis/Lux Via/Patches for those mods (and probably other lighting mods would be here too I assume)

Your order may not look exactly like this, that's probably fine. The most important thing is that my main mod, COTN - Winterhold Expanded, is winning against anything else that modifies the landscape/navmesh in Winterhold.



TODO List
  • Ambriel 2.0 patch that turns the abandoned house into her house - Needs Permission
  • Juniper's House for Aranea
  • Holidays (add them to winterhold)
  • Not sure if Clockwork needs one yet, so maybe that when I get to it