Skyrim Special Edition

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Bjs_336

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bjs_336

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  1. bjs336
    bjs336
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    Version 2 now released!

    Hope you like it!

    Don't forget to endorse and ofc comment!

    Windhelm Bridge Overhaul - Vanilla

  2. 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.
  3. jdsmith2816
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    I just thought I'd share, feel free to delete it if you don't want the patch shared. Cross posting to the other page.

    https://mega.nz/#!KwQzHLDA!6sRSFkde0X_I6gsn_Dqd8HbVtiE6WC6oeOM4mIxsCh8

    Fixes all navmesh issues between Windhelm Bridge Overhaul and Windhelm Exterior Altered
    * fixed all warnings/errors/pathfinding issues identified by the ck in the navmesh.. holy s#*! on a stick
    * fixed landscape tears caused by Windhelm Bridge Overhaul
    * applied relevant USSEP updates as of 4.1.3
    * fixed all but one water flow issue; i cannot ascertain the cause of the strange water by the house on the west side of windhelm docks

    I assume you've cleaned the deleted navmeshes in WBO and WEA... I have no idea how the patch will behave if you have not. Always clean deleted navmeshes from mods... always...

    Tested the entire bridge and dock area is fully navigable by running along spawning clusters of falkreath and windhelm guards and watching them navigate across each section to reach each other to duke it out civil war style... One or two out of a couple hundred soldiers in all got stuck but that was all.. and that was due to clipping an edge while trying to climb that crazy twisty wooden staircase.

    Isolated load order... Windhelm Bridge Overhaul -> Windhelm Exterior Altered -> Patch ...
    Expanded load order that i'm running... JUSTICE -> JK -> Dawn -> JK Dawn Patch -> Windhelm Bridge -> Windhelm Exterior -> Windhelm Lighthouse -> Patch

    All rights to patch are waived; feel free modify it, incorporate it, sell it, distribute it without credit or contact...
    1. MUSTk1LL
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      Much appreciated thank you!
    2. BinakAlgo
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      Thanks a lot! I hope bjs_336 can test it and upload it.
    3. PhoenyxWolf
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      The patch works great for the upper half on the bridge.
      2 spots still alters the terrain land tears.
      Right in front of the bridge on the road.
      As well as river bed just right in front of the first Ship same side as Haalu farm.
      Is it possible to fix?
    4. jdsmith2816
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      I don't have things setup to check right now but that patch does include fixes for all landscape tears between windhelm bridge overhaul and windhelm exterior altered. Either your mods are in the incorrect order or you have another mod interfering in that area.
  4. peppupeikko
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    Doors that do not work, NPCs that do not speak, snow floating in the air, tears in textures, dirty edits and deleted navmeshes, AND it tanks my FPS hard - and this is after using the patch from jdsmith2816. I can't even imagine how bad this mod was before. I can see the idea behind it and it's a good idea, just that this mod (and the docks one from the same author) requires a lot of polishing and fixing.
    jdsmith2816
    jdsmith2816jdsmith2816
  5. KingMushy
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    Is there a patch for this mod and Eli's Routa cabin mod? all the ground around the cabin is bugged and the smithing area is under the ground
  6. AndurilWielder
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    How do the guards react when the Civil War is occuring there? Are the guards disabled during the siege?
  7. BeingShotAt
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    really cool idea, a pity it has deleted navmeshes that haven't been fixed or patched
  8. MikiMosky
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    The guards area only version works really good with Capital Windhelm Expansion!
  9. no1cares
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    I love this mod but I don't know whether or not to continue using it because for some reason the mod creates massive frame drops
    1. sephirothryan
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      After some testing i found that this mod cause draw calls to be high
  10. SpookyDovah
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    This looks cool, building mod list and testing things so will be good to see how this looks, also grabbed the nav mesh fix when I cleaned the two mods it found 9 deleted meshes between this and the exterior overhaul which I grabbed. Now gonna go see how they look in game. :)

    EDIT
    Wow the bridge now feels so alive, can't ride my horse down to the gates now but that's no problem, love looking at the wares being sold and the fixes above solved any issues and it works with Frostvale Estate without burying it in snow like City Entrances Overhaul - Windhelm did. Walking around the docks feels more like a proper dock now and the easy way to get from the docks to the bridge without going through the city is a fab idea.
  11. kingjnl1
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    • SSEEdit v4.0.2 found 9 ITM records and 4 deleted navmeshes. It is strongly recommended not to use mods that contain deleted navmeshes as they're known to cause crashes. Deleted navmeshes must be corrected manually (a complex process that should be done by the mod author). More information on deleted navmeshes is provided here.
    I really love the idea. Especaly the added merchants. But sadly I won't use it because of stability.
  12. cjmaese915
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    To bjs_336:
    You've made an excellent mod.
    It really livens up the bridge leading into Windhelm, and I have no idea how I've tolerated the vanilla layout until now.

    To everyone else (possibly bjs):
    I'm not sure if this is a good place to ask this, but I had a quick question about the mod's files.
    I have another mod called Windhelm Bridge Archways and Doors that adds arches to the rectangular doorways leading into the bridge's interior.
    It also adds grating in the openings facing the road running adjacent to the bridge, just like this mod.
    The grating from both mods overlap each other and make that side of the bridge look really goofy.
    I would like to keep the grating and arches from the WBAD, and I want to go into this mod's files and delete the one(s) that add(s) its grating (I'm assuming that's how it works).
    I don't have any software to read them with and have very little modding experience.
    I'd rather not delete a vital piece of information and have to go through the rigmarole of deleting and reinstalling the mod over and over again to get the results that I would like.
    Does anyone know which file(s) in the mod add(s) the grating?
    Would the change I'm attempting produce the results that I want?
    Would the author disapprove of a change like this?
    Am I even asking the right questions?
    Am I an idiot?

    Any advice is much appreciated.
    1. Dustosaur
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      ggs
  13. Rrezz
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    If anyone is still having Tearing Issues from where the Bridge Meets the Road I have a solution that might work. I use Windhelm Bridge Overhaul Full, but I don't use Windhelm Exterior Altered. So I don't know if it'll work or if its necessary if you use Windhelm Exterior Altered.

    Open the Plugin in SSEEdit.
    Find 0000C4FC, 0000C4FD, and 0000C51E.
    Find the entries for VNML - Vertex Normals and VHGT - Vertex Height Map.
    Copy the entries over from Update.esm over to Windhelm Bridge Overhaul.esp.
    Once you do that the text should turn Green with a Yellow Background.
    Exit SSEEdit and save Windhelm Bridge Overhaul.esp.

    So I did that, and it completely got rid of any Tearing near where the Bridge meets the Road.
    I hope this helps. And if the Author want's they can incorporate it in the Mod if they feel it's necessary.
    1. satellite28
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      Wow! Thank you! It worked beautifully! I learned something new also, as I am a SSEEdit "noob". I was about to ask how to find the entries (I did manage to find the three cells by expanding the trees but was confused after that), I clicked the cell number on the left and (poof!) there it was on the right side! Thanks again!

      EDIT: Also, if you have the Routa house (sits near stables) make sure you have the overhaul load AFTER the house or there is a BIG tear in the road at the bridge. If Bridge Overhaul loads immediately after the Routa house it looks perfect!