I'd like to thank you all for you patience and to anyone that updated the mod and made patches during my absense and shared it with others, so you could keep using it even if I wasn't around to fix things.
Would you be able to post your load order? I've been using that same patch with no luck unfortunately. It's mainly Winterhold which ends up with a nasty seam just before the bridge to Stonecold Fortress and a disjointed mountainside on the pathway leading up.
Did you ever figure out how to fix this? Same thing happens to me with the patch. Really wish Gardden would come back and release a proper Northern Roads compatibility patch with this merge :(
Okay guys, here's an updated updated working load order for you to follow. (This is re-post from last year for better visibility, as I'm back into my yearly Skyrim modding adventure)
I'm running a downgraded version of Skyrim SE, version 1.5.97.
I've checked all the main locations where errors are seen and have not seen any as of yet. If not using Lux just ignore it, but the main page should have gotten you there anyway.
- Lux(Lux Orbis Master Plugin.esm, Lux Resources.esp, Lux Via.esp, Lux Master plugin.esm) - Resources - The Great Cities.esp - The Great Cities - Minor Cities and Towns.esp (You can add the other locations from the The Greats series here: Kynesgrove, Mixwater Mill, etc.) - Lux Orbis - TCG Patch(es) - JK's Skyrim - Lux Orbis - JK's Patch - Cities of The North Dawnstar/Morthal/Falkreath/Winterhold - Lux Orbis - COTN Patches - The Great City of Winterhold V4 - Lux Orbis - The Great City of Winterhold V4 Patch - The Great Cities of JK's North (This mod) - TGCoJN - Lux & Lux Orbis Patches (Mo's Ongoing Patches - Required)
The farther down the last 2 are in your load order, the better most likely.
More notes gathered from elsewhere that are good to keep in mind:
1.
Mo's Ongoing Patches for LUX requires all individual city mod patches from the Lux / Lux Orbis installer. DO NOT install any crossover/combo patches from thier installer.
2.
This patch already does all the work to make the City mods work together, so DO NOT install other patches that do the same (Example: The Great City of Winterhold v4 patch for The Great Cities, or The Great City of Winterhold v4 patch for CotN Winterhold, CotN patches for JK's Skyrim, etc.
I know technically this isn't part of this load order but TGT Ivarstead has a special exception with this overhaul because it's not covered by the patch, it exists outside of TGC Minor Cities and Towns and is also extensively affected by JK's Skyrim.
For me what worked was putting TGT Ivarstead and its combo patches (mandatory to combo with JK's) below JK's Skyrim and COTN in the load order. That includes the actual plugin for TGT Ivarstead, then the Lux (Orbis, etc patches) and then the combo patch from Ivarstead's patch collection for TGT Ivarstead + JK's. Then you need the combo Lux patches for both from their respective patch hubs.
At the time of me writing, eFPS does not have an updated plugin for the CURRENT v1.3.3 Ivarstead AND JK's, there is an unofficial eFPS plugin standalone for v1.3.3 but it will still give issues when combining with JK's, so best not to use it for now I think.
Can someone help me? I've installed all necessary plugins and I have ordered them as told in the description (creating LOOT rules for each step), but in Falkreath, there is an issue where the Jarl Longhouse from The Great Cities overlaps with the tree from COTN-Falkreath. It seems like not all walls are removed properly by the GCOJKN patch. Does anyone know what I might be doing wrong?
(The building is not the regular Jarl longhouse, the building pieces have the BYOH tags like the Great Cities longhouse)
Do you have any other mods that are affecting Falkreath that are NOT part of the TGC/COTN/JK combo? Literally any other mod?
I had a similar issue with Dawnstar and realized it was due to NSUR, as it was creating it's own snow layers.
As an aside, you could also consider doing the separate TGC/COTN/JK combo patches that come from the COTN specific patch series. I am using that now as it work's really well, and considering its separate mods it's easier to navigate any issues.
Found out that Lux Orbis was apparently responsible, the patch for LuxO and TGCOJN requires a different load order, and I was still using the default TGCOJN one.
Sorry to bug you this much later but I'm having the exact same issue and have been struggling to troubleshoot it for a while. What load order worked for you?
This is perhaps a silly question, but is it alright to use this patch with only some of these mods? Specifically I'm Using JK's Skyrim, The Great Cities - Minor Cities and Towns, Cities of the North - Dawnstar, and Cities of the North - Morthal, but not the Cities of the North - Winterhold/Falkreath, or The Great City of Winterhold.
in my game everythign seems to be working fine other than some issues in winterhold and I cant find anything about the problem but in the inn (frosthall) the npcs (theives guild high elf, innkeeper, and child spawn outside the walls floating in the void with a lot of props that seem to be missing like the beds in the rooms and the bar) idk what ive done wrong everything should be installed and in the proper load order because every city is working fine but those few npcs and objects in the inn at winterhold
All of the city mods are clipping together as if i don't even have the patch installed. I'm on 1.5.97.0, new game, correct load order, using the most up-to-date versions of all the requirements, and the only other mods I have installed are SMIM, Skyland AIO, USSEP and Alternate Start (USSEP and AS are both for 1.5.97.0). Even when I remove Alternate Start, SMIM, and Skyland, the problem persists. Is this a problem with v6 or can someone point out what I'm doing wrong?
1972 comments
Hello everyone!
Should release version 6 of the mod this week.
I'd like to thank you all for you patience and to anyone that updated the mod and made patches during my absense and shared it with others, so you could keep using it even if I wasn't around to fix things.
Would you still be open to working on a Northern Roads patch?
I'll try to make a patch for Northern Roads, yes :D
https://www.nexusmods.com/skyrimspecialedition/mods/101329?tab=posts
https://imgur.com/9KVRoLJ
https://imgur.com/mwAQ8br
TGCOJKN + LUX (ORBIS) WORKING LOAD ORDER
Okay guys, here's an updated updated working load order for you to follow. (This is re-post from last year for better visibility, as I'm back into my yearly Skyrim modding adventure)
I'm running a downgraded version of Skyrim SE, version 1.5.97.
I've checked all the main locations where errors are seen and have not seen any as of yet. If not using Lux just ignore it, but the main page should have gotten you there anyway.
- Lux (Lux Orbis Master Plugin.esm, Lux Resources.esp, Lux Via.esp, Lux Master plugin.esm)
- Resources - The Great Cities.esp
- The Great Cities - Minor Cities and Towns.esp (You can add the other locations from the The Greats series here: Kynesgrove, Mixwater Mill, etc.)
- Lux Orbis - TCG Patch(es)
- JK's Skyrim
- Lux Orbis - JK's Patch
- Cities of The North Dawnstar/Morthal/Falkreath/Winterhold
- Lux Orbis - COTN Patches
- The Great City of Winterhold V4
- Lux Orbis - The Great City of Winterhold V4 Patch
- The Great Cities of JK's North (This mod)
- TGCoJN - Lux & Lux Orbis Patches (Mo's Ongoing Patches - Required)
The farther down the last 2 are in your load order, the better most likely.
More notes gathered from elsewhere that are good to keep in mind:
1.
2.
For me what worked was putting TGT Ivarstead and its combo patches (mandatory to combo with JK's) below JK's Skyrim and COTN in the load order. That includes the actual plugin for TGT Ivarstead, then the Lux (Orbis, etc patches) and then the combo patch from Ivarstead's patch collection for TGT Ivarstead + JK's. Then you need the combo Lux patches for both from their respective patch hubs.
At the time of me writing, eFPS does not have an updated plugin for the CURRENT v1.3.3 Ivarstead AND JK's, there is an unofficial eFPS plugin standalone for v1.3.3 but it will still give issues when combining with JK's, so best not to use it for now I think.
(The building is not the regular Jarl longhouse, the building pieces have the BYOH tags like the Great Cities longhouse)
I had a similar issue with Dawnstar and realized it was due to NSUR, as it was creating it's own snow layers.
As an aside, you could also consider doing the separate TGC/COTN/JK combo patches that come from the COTN specific patch series. I am using that now as it work's really well, and considering its separate mods it's easier to navigate any issues.