Skyrim Special Edition

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BJS_336

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bjs_336

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  1. bjs336
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    3.2 is here see description and change log for more info.
    Legendary Edition: https://www.nexusmods.com/skyrim/mods/38158

    if you have an earlier version, update would be recommended.
  2. bjs336
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    Would like to thank Arthmoor for help with update 3.0/3.1/3.2
    and for a SSE version.
  3. bjs336
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    To everyone that want the mod on Bethesda.net.

    Not gonna happen!

    I do not support them or their business regarding the modding community.
  4. Beckiboos
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    I'm not sure how to get this mod to work, I have bridges inside one another no matter where this goes in my mod order. Thought Jk's skyrim might be the problem but the patch doesnt seem to help. Beautiful mod just cant get it to work
  5. Rouar
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    Just wondering if anyone has had the same problem. I have a relatively large mod list and something must be interfering with Skyrim Bridges, because the roofs over some bridges in e.g. Riverwood are replaced by dwemer roofs, instead of the wooden ones, and I have no clue what is going on.
    1. TrippyPapii
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      "ALT - Markarth's Forge" you have to remove it as it replaces the mesh used in this mod
  6. nicola89b
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    Is the patch for Provincial Courier Service still required? Because the building from PCS was moved far from the bridge so the edited navmeshes have no point at the moment.
    1. Maldaraan92
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      No the patch for PCS is no longer required
    2. Bectile
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      I'm bumping this because I recently added the Provincial Courier Service, I already had Skyrim Bridges, and it's nice to know the patch is outdated :D
  7. KenachiUchiha
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    any chance this and northern roads will work together?
    1. Jinchurik
      Jinchurik
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      +1
  8. Jinchurik
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    The best bridge mod, neither Lux Via, nor Northern Roads convinced me with their bridges.
  9. JonThackery
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    Hi thanks for the mod man.

    I have a lttle issue: i have The Great city of Winterhold 4.0.3 installed but the FOMOD does not check it,and when i 've installed your mod, then MO2 says master missing...

    Thanks again for your mod, and your help.
  10. Zerin99
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    Does the JK's Skyrim patch cover JK's Whiterun outskirts?
    1. Altiax
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      Doesn't seem so. The bridges from both mods overlap one another. Nothing game breaking, just looks a bit jank.

      What's cool is that both models seem to complement each other well. If a compatibility patch was released that just tweaked the positioning of either one, it'd look really nice. As it stands, one of the models is off center to the other, and the columns of JK's model don't reach the floor of the ones in this mod.
    2. Citachi0
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      I have to say, on this situation, I can do nothing but go to SSEEDIT and mark some from JK's Whiterrun outskirts as deleted.
      Till now,I have found 2 visual problems that could be solved by this way,one happens on bridge,the other happens on the riverbank of White river near the bridge and east path to Whiterun's gate,both seem to be results of visual confliction caused by this mod and JKWO.
      Yet you can simply download Skyrim Bridges Tweaked to solve this.
      EDIT:I found this:Whiterun Exteriors Patch Collection.That's the direct.
  11. KayraMargal
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    First of all thank you very much! I love this mode! although I would like to suggest only 1 thing: The possibility of choosing which bridges to install and which not, so it could be perfectly complemented with mods like Riverwood By Nesbit.
  12. bjs336
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    Yeat another update. was still a navmesh border error on the same bridge as before but it should now be fixed.
    1. KorruptkSwades
      KorruptkSwades
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      Riverwood bridge navmesh cell to vanilla cell on the west side of the bridge towards whiterun hold. Faendal follower couldn't get through the navm cells.
      I have noticed many auto generated navmesh island cells in the mod. Exemple: there are two near the whiterun bridge.
    2. KorruptkSwades
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      I have noticed "MarkarthAttack#3" the bridge in that cell of "Tamriel worldspace" has a cell junction problem. one vertice is way off, causing npcs to use the water crossing navmesh instead. simply need to match both vertices and it should fix it.
    3. Niteshade0
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      Is this possibly why i can't get npcs/followers coming from Riverwood to cross the bridge heading toward Bleakfalls/Whiterun?


      Would it be something fairly easy to troubleshoot/fix thru xedit?
  13. AnakinTheWeird
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    Is the CRF patch download broken for anyone else?