I think this mod has a compatibility issue with Zim's Immersive Artifacts in regards to the Oghma Infinium. I couldn't Zim's effect & i suspect this mod as the culprit
I see this doesn't touch the collage, and it looks less overwhelming than many Winterhold overhauls, so I'll give it a shot. The only things Ive ever bothered with for Winterhold were The Winterhold Beacon- which I removed in the end- and "The Mage's College', which I still use. I like my location overhauls to do more with less, so this is definitely worth a go.
My dumb@$$ installed this and windybridge and made a smash patch. Is there anyway to remove windybridge from the patch without running the smash patch again? Any help would be appreciated
This mod is great, it's a balanced and lore-friendly compromise between the boring vanilla Winterhold and Expanded Winterhold Ruins, which has navmesh issues and goes overboard. Like you, I like to weave a modding experience that enhances, but maintains integrity with the vanilla game.
The only thing I don't like about this mod is the player house. Yeah, I don't expect you to do anything about it since this was a personal project of yours. It's just that I also use Magical College of Winterhold and any time I do make Winterhold my home, well, I obviously live in the Arch-Mage quarters. So the new player house with its crafting services are redundant. Still though, I guess I could either A) ignore the new player home or B) give it to a homeless follower like Illia (she is a mage after all) since I use Nether's Follower Framework which allows one to assign follower homes.
Have you considered providing an option to replace the player home with something else, like, say, a generic alchemist shop? I always found it odd how the college is able to maintain their alchemy stocks in such a desolate region.
Finally, I just wanted to mention that this mod, from a cursory but confident test run, has zero conflicts with three other mods that add more life (and defense) to Winterhold. I highly recommend mentioning them on your description page because they perfectly compliment your mod and help make the hold look more "lived in". Links below:
Winterhold Gate. Two more vanilla asset guards added to Winterhold - https://www.nexusmods.com/skyrimspecialedition/mods/13283
Winterhold Temple of Julianos - https://www.nexusmods.com/skyrimspecialedition/mods/13284
CFTO - Winterhold Carriage. This is actually a part of a greater mod called Carriage and Ferry Travel Overhaul - https://www.nexusmods.com/skyrimspecialedition/mods/27236
Cool thanks for the mod info now i can add those 3. kudos :) Know if it works with Jobasha's as well? https://www.nexusmods.com/skyrimspecialedition/mods/13285/?
22 comments
I hope you don't mind I uploaded a tweak that adds an abandoned smithy near the smelter you placed.
It also makes the snowberry bushes snowy.
Like another poster, I hope this plays nice with Immersive Citizens.
I'm so happy your mod is compatible with CFTO Fixes and Winterhold! I checked.
thank you
download this mod, ae update broke some textures.
This mod is great, it's a balanced and lore-friendly compromise between the boring vanilla Winterhold and Expanded Winterhold Ruins, which has navmesh issues and goes overboard. Like you, I like to weave a modding experience that enhances, but maintains integrity with the vanilla game.
The only thing I don't like about this mod is the player house. Yeah, I don't expect you to do anything about it since this was a personal project of yours. It's just that I also use Magical College of Winterhold and any time I do make Winterhold my home, well, I obviously live in the Arch-Mage quarters. So the new player house with its crafting services are redundant. Still though, I guess I could either A) ignore the new player home or B) give it to a homeless follower like Illia (she is a mage after all) since I use Nether's Follower Framework which allows one to assign follower homes.
Have you considered providing an option to replace the player home with something else, like, say, a generic alchemist shop? I always found it odd how the college is able to maintain their alchemy stocks in such a desolate region.
Finally, I just wanted to mention that this mod, from a cursory but confident test run, has zero conflicts with three other mods that add more life (and defense) to Winterhold. I highly recommend mentioning them on your description page because they perfectly compliment your mod and help make the hold look more "lived in". Links below:
Winterhold Gate. Two more vanilla asset guards added to Winterhold - https://www.nexusmods.com/skyrimspecialedition/mods/13283
Winterhold Temple of Julianos - https://www.nexusmods.com/skyrimspecialedition/mods/13284
CFTO - Winterhold Carriage. This is actually a part of a greater mod called Carriage and Ferry Travel Overhaul - https://www.nexusmods.com/skyrimspecialedition/mods/27236
https://www.nexusmods.com/skyrimspecialedition/mods/13285/?