Great job, I couldn't figure out what was going on with the Falskaar and Wares of Tamriel mods when I had all of the patches installed for Cities of the North. Didn't realise those wouldn't also work for Great Cities. :P
I've just noticed that the now off-site "Bring Out Your Dead" mod has conflicts with some of the Dawnstar mods, and was wondering if a patch to just move it further out to sea would be a possibility?
I've commented on the AFK site aswell as here.
Here are some screenshots of the conflict: https://imgur.com/a/gn3omPU
Does the door fix actually only remove the door in the interior of the Jarl's Longhouse? When I added this mod in, it also added a door on the exterior of the longhouse, sticking on the wall where the actual entrance in vanilla would be. I was wary of deleting the door in the CK myself because a warning popped up about possibly breaking a quest, but I would guess it's actually fine since the actual doorway in The Great Cities mod is functioning as intended.
Huh. That door shouldn't normally be visible. Not quite sure why my patch is reenabling it. I don't recommend deleting anything in general, but it should be safe to disable, either through the console or in the CK. Whenever I get around to updating the patches I'll take a look, see if it's something I need to change.
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Though I think I'll look into how you patched Falskaar and then try to do the same thing to HTBM
I've just noticed that the now off-site "Bring Out Your Dead" mod has conflicts with some of the Dawnstar mods, and was wondering if a patch
to just move it further out to sea would be a possibility?
I've commented on the AFK site aswell as here.
Here are some screenshots of the conflict:
https://imgur.com/a/gn3omPU
Though, I am curious. Will this ever be expanded to cover those, or will be they be kept separate?
This mod is now featured on my True Graphics and Immersion List
theres conflicts on 4 Navigation Meshes
thank you for this mod!