Awesome mod! If you ever re-visit this mod, it would be great if you could add gates and maybe a watchtower to the entrance near the Jarl's Longhouse. Thank you!
There are 2 problems with the CFTO patch - with this and the other mod capital of hjaalmarch: 1) there are two knapsacks inside the wall (in the original position of the carriage before the patch). Easily disabled via console (although they are already hidden) 2) In addition to 1) I have to say that unfortunately the CFTO covered carriages addon is incompatible (because the canopy stays in the original position pre-patch).
I'm glad you like it. Are you using a texture replacer by any chance? An other user contacted me a while ago reporting a similar issue, then it was caused by a replaced texture for the walls. I don't know what you mean about the location of Harlaug's boat, sorry.
By holes in the city walls: it turned out that wall models were to blame. Another thing is strange: there are walls in Whiterun, but they disappeared in Dawnstar. I removed the problematic meshes and everything worked out. Thanks again for the mod.
I use all your beautiful Capital mods except this !
Why - because there are some flaws, I also have holes but also it uses wrong textures some places..
Most of the long wall pieces uses farmhouse wall textures, and the wall topcap also uses farmhouses, believe me - these errors has nothing to do with texture replacers :) (topcaps has it's own texture also in vanilla)
So I will with kindly respect ask you to go trough the nifs, to check what textures they are set up to... If they use vanilla Whiterun textures it'll work 100% for all users - Thanks :)
The nifs are fine, I didn't alter them. Instead I retextured the wall pieces intentionally with a texture of the Imperial Walls and Forts via a texture set in the Creation Kit and applied some snow effect to the wall pieces. Due to that I created the wall pieces as new records (had to, because the vanilla Whiterun Wall pieces didn't fit for me) in the Creation Kit, so my guess is, that some texture replacers are conflicting with these new records and the fact that they got a texture set applied to them, because in vanilla Skyrim it works just fine.
But some of them is from Whiterun walls, that doesn't make sence, and you are using topcap nifs with Imperial textures, only the Whiterun set has textures for these, topcaps are ment to look like a top of a broken down wall... And the so called conflict is not persistent, because they can be seen on most parts, that implies at least for me that something must be wrong with some of the nifs :) "because in vanilla Skyrim it works just fine" alright, but none of us uses vanilla textures...
Sorry I know I'm rambling, I just wanted to use your mod - the others works like charm, but your mod - your rules :)
Hi, I was just wondering what you thought about making a compatibility patch between this mod and "Dawnstar Defended" https://www.nexusmods.com/skyrimspecialedition/mods/43283?tab=description
It's a mod like yours that doesn't completely change Dawnstar, this one just gives a light perimeter defense along some old sea defenses. It doesn't modify anything inside Dawnstar itself, just the perimeter. I was just thinking it would nicely complement your mod, the crumbling sea wall/towers, adding some additional wooden defenses to fill gaps.
Let me know if it sounds like a cool idea or not.
Edit: I just saw that you've also made a AIO pack of your capital/town mods, should I use that one instead (as in are you only supporting that one now)? I'll just copy my comment to the AIO pack incase this one is retired.
Uhm... just wanted to report that I have some strange flickering to the flames (not the light, the flame itself) of the torches of this specific city and the same for Capital of Winterhold. I find it strange because other torches around the world don't have that problem :/
You should consider ESL-flagging these mods; They have few enough records, and small patches like the fishing spot plugin especially don't need to be taking up an entire plugin slot.
Found the issue with the snow on the walkway roof in the docks area: it has something to do with Seasonal Landscapes. From the mod author himself:
"My mod actually includes a fix to make snow consistent across all tiled roofs. In vanilla, some roofs had a max snow angle of 90 and others only had 30 (these were not fixed in USSEP since these specific assets are unused in vanilla). Since changing seasons cause these assets to appear in game during winter, I fixed that bug so every roof has an angle of 90. Capital of the Pale seems to have encountered the same issue when it added these assets into the game...only it did the opposite and modified the other assets to have an angle of 30...hence the discrepancy. Reverting that change would cause Seasonal Landscapes to include a bunch of ITM records, which would make the plugin quite dirty. But you can change this manually by deleting the five static records from Seasonal Landscapes that start with the word walkway."
85 comments
1) there are two knapsacks inside the wall (in the original position of the carriage before the patch). Easily disabled via console (although they are already hidden)
2) In addition to 1) I have to say that unfortunately the CFTO covered carriages addon is incompatible (because the canopy stays in the original position pre-patch).
I liked the mod, but there are some holes in the city walls:
https://ibb.co/fxzH71c
https://ibb.co/MnsBnyS
https://ibb.co/hV9xcRL
With what it can be connected?
And it's a pity that there is no separate mod for the new location of Harlaug's boatman.
Are you using a texture replacer by any chance? An other user contacted me a while ago reporting a similar issue, then it was caused by a replaced texture for the walls.
I don't know what you mean about the location of Harlaug's boat, sorry.
https://staticdelivery.nexusmods.com/mods/1704/images/34218/34218-1656321963-1241827975.png
Thanks again for the mod.
Why - because there are some flaws, I also have holes but also it uses wrong textures some places..
Most of the long wall pieces uses farmhouse wall textures, and the wall topcap also uses farmhouses, believe me - these errors has nothing to do with texture replacers :) (topcaps has it's own texture also in vanilla)
So I will with kindly respect ask you to go trough the nifs, to check what textures they are set up to...
If they use vanilla Whiterun textures it'll work 100% for all users - Thanks :)
Due to that I created the wall pieces as new records (had to, because the vanilla Whiterun Wall pieces didn't fit for me) in the Creation Kit, so my guess is, that some texture replacers are conflicting with these new records and the fact that they got a texture set applied to them, because in vanilla Skyrim it works just fine.
But some of them is from Whiterun walls, that doesn't make sence, and you are using topcap nifs with Imperial textures, only the Whiterun set has textures for these, topcaps are ment to look like a top of a broken down wall...
And the so called conflict is not persistent, because they can be seen on most parts, that implies at least for me that something must be wrong with some of the nifs :)
"because in vanilla Skyrim it works just fine" alright, but none of us uses vanilla textures...
Sorry I know I'm rambling, I just wanted to use your mod - the others works like charm, but your mod - your rules :)
https://www.nexusmods.com/skyrimspecialedition/mods/43283?tab=description
It's a mod like yours that doesn't completely change Dawnstar, this one just gives a light perimeter defense along some old sea defenses. It doesn't modify anything inside Dawnstar itself, just the perimeter. I was just thinking it would nicely complement your mod, the crumbling sea wall/towers, adding some additional wooden defenses to fill gaps.
Let me know if it sounds like a cool idea or not.
Edit: I just saw that you've also made a AIO pack of your capital/town mods, should I use that one instead (as in are you only supporting that one now)? I'll just copy my comment to the AIO pack incase this one is retired.
"My mod actually includes a fix to make snow consistent across all tiled roofs. In vanilla, some roofs had a max snow angle of 90 and others only had 30 (these were not fixed in USSEP since these specific assets are unused in vanilla). Since changing seasons cause these assets to appear in game during winter, I fixed that bug so every roof has an angle of 90.
Capital of the Pale seems to have encountered the same issue when it added these assets into the game...only it did the opposite and modified the other assets to have an angle of 30...hence the discrepancy.
Reverting that change would cause Seasonal Landscapes to include a bunch of ITM records, which would make the plugin quite dirty.
But you can change this manually by deleting the five static records from Seasonal Landscapes that start with the word walkway."