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SomethingObscure

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SomethingObscure

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About this mod

This mod is an expansion and overhaul for the College of Winterhold, including two new towers, revised set dressing and clutter in many areas, changes that appear over time, door signs to assist with navigation which update as you progress through the ranks, fully integrated support for many other mods, and not a trace of hay.

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  • German
Changelogs

When I first played Skyrim in 2011, the College of Winterhold was one of my first destinations. When I returned to Skyrim to try out the Special Edition, the College remained my home base, enhanced by many amazing mods, which came packed with imaginative and fascinating new features.  As time went on I grew nostalgic for the vanilla College, so I went back to basics.  Imagine my shock when I saw what I had forgotten: hay and barrels everywhere!  I opened up the Creation Kit, (which I had only a rudimentary understanding of at that point) with a simple intention: clean the place up.  As I was working, I got in touch with the author of Immersive College NPCs, and a plan was hatched which evolved into:




To further develop of the College of Winterhold with additional and modified content that enriches the experience in ways that line up naturally with the intentions of the original design.  My objectives and self-imposed constraints are as follows:
▪  Balance between further developing existing content and introducing totally new content.
▪  Make all changes and additions blend into the game and feel completely contiguous.
▪  Maintain navigability and ease of orientation in light of the expanded scope.
▪  Ensure compatibility and offer integration with many other mods.
▪  Add quality of life features but eschew content that makes the game easier.
▪  Enhance and further develop the choices made by BGS's designers; never outright contradict them.
▪  Avoid making modifications to vanilla quests or scripts; these will be released as part of Misc. College of Winterhold Tweaks, or as a separate mod.
▪  Balance between removing "rustic" elements (bales of hay and barrels of food) while keeping the College "Nordic" by nature.


Version 1.5 is now in development.  As with 1.4, you can see what is planned for this update and my progress in its development on the Roadmap.

Version 1.4.06 tests a new setup which should make this mod much easier to maintain moving forward. By moving all of the NPC schedule changes (e.g. to have the instructors honor their posted office hours) and inventory additions into quests, I was able to put my face edits into a standalone mod. This allowed me to remove all edits to those NPCs, which in turn allowed me to delete 29 patches from the archive. Having no original NPC edits in the mod means I will no longer have to release a new patch a few times a month whenever a new face editing mod is released.  The face edits are now in a standalone mod, which has its own much smaller collection of patches to handle stat and outfit mods, such as BUVARP. This should save me a lot of time in the future. 

So why is it a test? Because even though I ran through half of the questline and didn't see a single problem with using quests to set the NPCs' schedules, I'd still like to have it out and people testing it before I make it the official current version.



A comprehensive list of everything this mod does can be found here: Detailed Additions and Changes.  This article is an overview, and does not contain patch notes, though it will be noted if certain features are introduced in later versions of the mod. Please be advised that there will be some spoilers.


This mod includes an fomod installer which will detect which other mods you have installed and recommend patches accordingly.
   ▪  The archive contains 66 individual plugins and other various files. Please use a mod manager such as MO2 or Vortex.
   ▪  This mod will still work just fine no matter when in your playthrough you install it, but doing so before visiting the College will get you the full experience.
   ▪  To avoid temporary glitching, install or update this mod while away from the College.  The City of Winterhold itself should be fine.
   ▪  If you are already using a mod OCW conflicts with, the patch may not fix everything, as some data is permanently stored in your save game.
   ▪  All patches use the esp-fe format and will not count towards your load limit. 

Upgrading: 
I work to ensure that updates to OCW will be as compatible as possible with save games in progress.  If you do upgrade and you think you've found a problem, please let me know. (And please keep your save game from before you upgraded!)

Uninstallation: 
Please create a manual save before installing this mod.  It puts some data permanently into your save game, so if you find that the mod is not to your liking, you will need this save to revert back to. 


Please read the article, Patches, Conflicts, and Load Order for detailed notes on how OCW interacts with other mods.




I keep a list of questions (and exclamations!) and answers, which also contains a lot of information which didn't quite fit anywhere else.


▪ VorpalRunner for Immersive College NPCs, the encouragement at the beginning of this project to go for it, and the feedback.
▪ Shiva182 for going above and beyond with assistance with the ESP-FE format, fomod installer, and quality face editing and exporting.
▪ Dreifels for the feedback and bug reports. 
▪ Soldierofwar for the feedback.
▪ katbird for the proofreading.
▪ Mannenyuki for being a hero and not only solving the College's LOD flickering bug, but putting together the fix for me.
▪ Estuansis for the testing help.
▪ CptMcSplody for writing the LOOT rules for OCW and Finding Velehk Sain.
▪ Artmoor et al. for Cutting Room Floor and the Unofficial Skyrim Special Edition Patch.
▪ Grantyboy050 et al. for showing so much love to the College with Immersive College of Winterhold and giving me dozens of hours of enjoyment.
▪ Qwinn for fomod installer creation advice and additional insights on the ESP-FE format.


▪ SSE CreationKit Fixes by Nukem/Nuukem which saved me a ton of time and headache while making this mod.
▪ I probably spend as much time in xEdit as I do the Creation Kit.
▪ My old friends 3ds Max and Photoshop
▪ Nif Plugin for 3ds Max by apenov
▪ NifSkope to ensure that my new and edited models work properly in Skyrim.
▪ Distant LOD created using DynDOLOD, and it onlya cost me my first born.
▪ The Voice File Reference Tool so I could find lines for Thelsa.
▪ The FOMOD Creation Tool helped me create the first versions of my FOMOD installer.  It's been rewritten since then, but I still recommend this tool.
▪ The script for the Disenchantment Font was created by XunAmarox.
▪ The Skyrim Fantasy Name Generator helped me to find names for my new NPCs.
▪ Parchment Texture by The Misguided Millennial.
▪ Fonts used: Bebas Neue, Felix Titling, Lombardic, and Luxembourg
▪ Mipmaps for Tintmasks created using DirectXTex.
▪ Tutorials by: Darkfox127Cgy95, and Seddon4494.
▪ The invaluable repositories: The Unofficial Elder Scrolls Pages and The Elder Scrolls Wiki.
▪ Character Facegeoms and Tintmasks built with the following resources: Painterly - High Res Vanilla Warpaints, Ultimate Eye Meshes RuhmasteredBetter Makeup for SKSEENB Brow FixSeamless Males


Better Dynamic Snow with Fluffy Snow, Blacksmith Forge Water Fix, Book Covers Skyrim with Lost LibraryClimates of Tamriel, College of Winterhold HDEnhanced Lights and FXEnnead Banners, Immersive College NPCsImmersive Laundry, NSUTRSMIM, Ultimate HD Fire Effects, and WACCF with Armor and Clothing Extension
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