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  1. bjs_336
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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. bjs_336
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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. Millsc13
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    question for you bjs_336
    have you ever watched this
    https://www.youtube.com/watch?v=lVisK0C3upo
    he does have something to say about the bridge..
    and was curious if you could add more to your bridge...or what you thought of his opinion about the city's bridge

    and can some tell me how to do links.....
  5. LiasForce
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    I really like this mod, but I noticed that just when you arrive at the bridge there is a gap in the floor/snow anyone else has this problem?
    1. LupusHegemonia
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      Exactly the same, a huge "earthquake crack".
    2. kestrelhawk
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      Hmm, I don't have that, I've been using it for a while now. The poor vendors, they need some heat sources too!
    3. LupusHegemonia
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      It's obviously a MESHES problem.
      It's not SMIM, I've check it before I installed anything. It shows after I installed some textures packs, PERHAPS with meshes changes too.
      (Or Realistic Road! )

      The meshes problem WAS FROM START, I've check the "vanilla" staff BEFORE I've changed anything - although the "issue" was way less visible (but there was! ).

      I don't know WHAT can fix that.
    4. LupusHegemonia
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      Before you (all) install anything, if you fast-travel (via "tmm 1" and select the marker) to Winthelm bridge, you'll see a strange (bad) meshes on the start of the bridge, when the snow-road meet/touches the snow-bridge.

      AFTER you install the SMIM (by selecting SSE and "All" ), you'll see now a small "earthquake crack" on that bad-ugly originally vanilla spot. Now, if you install after SMIM the "Winthelm Bridge Overhaul"... now you have A BIG LARGE CRACK on this spot!

      I've checked it twice last night, doing the same in different PCs, with fresh SSE installation...

      I tried even the (marvelous) "Realistic Road", loading it after all the mods... but nothing changed.
    5. kestrelhawk
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      Sorry, I don't have SMIM or anything altering roads. I tried fast traveling there, and still do not have the 'crack' you describe, the mod is working perfectly for me. I can't imagine what's causing it for you.
    6. LupusHegemonia
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      Excuse me... but... you're playing Skyrim WITHOUT the SMIM? Seriously?

      USSEP... Cutting Room Floor... SMIM... Ruins Clutter... are the four mods you're start modding with!
    7. kestrelhawk
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      USSEP, Cutting Room Floor, oh yes. SMIM, meh, no. I use different texture mods to get the look I want, all-in-one texture sets don't work for me.
    8. LupusHegemonia
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      SMIM is not a "texture" mod, is a TOTAL MESHES overhaul mod. Those that Skyrim SUFFERS SO MUCH from the beginning (vanilla).
    9. kestrelhawk
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      Yes, you're correct, I should have said textures AND meshes...but I still choose my own and what I want 'fixed' or not.
    10. dinadan95350
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      I get where Kestrel's coming from. I'm starting to get to the modding point where, "if you want this goodie, then go back and re-install SMIM with custom options and exclude the redundant model." It gets tiresome. Lupus, you're a texture nerd. I'd love an explanation why SMIM starts getting in the way of even loose texture and mesh additions. Stuff that according to the rules, seems like they should get loaded last. And which NMM tells me it has properly configured as load-last, but actually hasn't. So far I've only seen this happen with SMIM. I am no expert but I read that perhaps some other mods in my load order treat SMIM as a kind of master. That could be bs, but something about it (and not other texture mods) can get in the way of overwrites.

      Oh, BTW, I use SMIM and don't have your crevasse problem.
    11. Ruiner87
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      I can confirm to have either the same problem, or a very similar one. Messing around with the load order didn't help at all, and of course this nasty seem disappears when I uninstall the Bridge Overhaul. It's unfortunate too, because this mod breathes a lot of life into the Windhelm exterior.

      https://i.imgur.com/wFienGY.jpg
    12. bjs_336
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      The "seam" is the bridge mesh itself, think i just removed a snowpile/snowdrift and its there even in a fresh installed game without mods its there but hidden.
    13. RexPopuli
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      Any path to fixing it though?
    14. bjs_336
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      cover it up as it was before or mod the mesh itself.
  6. psyphie
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    just wanted to come by to Endorse and give thanks. this mod adds a level of realism and depth that makes Windhelm less depressing and much more enjoyable to visit.

    i do feel bad for the merchants freezing their butts off though!! lol would be cool if they had a couple braziers to path to every now and then to warm up.

    thanks so much for this!!
  7. rik2236
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    is this compatible with "Windhelm Docks Pathways" ?
    Edit: nvm answer below
  8. RexPopuli
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    Compatible with Open Cities?
    1. bjs_336
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      kinda, but i would only use one mod.
  9. rasser80
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    only did a small test as i by misstake delete my mods and rebuilding it all again, but what i saw some guards seem to get stuck when patroling on the bridge.
  10. rage0976
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    Alright, since people have asked for testing, I guess I'll give it a try. Adding this to my current playthrough, in which I plan to go Imperial, so I'll report the results once I get to the siege on Windhelm.
    1. rage0976
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      Just finished the Civil War today with this installed, and didn't seem to have any issues. The only oddity I detected was one of the NPCs (Siv or something like that) seemed to be getting whacked on by somebody, but it was out of sight and I couldn't figure out where she was. I could just hear it. Didn't affect the gameplay at all, though. My troops all gathered outside the main gate to Windhelm, we ran into the city and kicked butt. There were the fires along the bridge that are part of the vanilla seige, though there was no rubble there to be burning, but that was a very minor thing to me. Point is, the new and improved bridge doesn't hinder the soldiers in any way, nor does it seem to have any negative effect on mechanics. Everything acted as it should for this playthrough. There was a slight issue with getting Rikke to leave the Imperial camp to join at the gate, though I think that was likely due to Open Civil War bugging out a little and had nothing to do with this, but once inside the city, she was there fighting alongside us, so again, made little to no difference anyway.
    2. peter4real
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      Thanks for testing.
    3. BinakAlgo
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      So, your test was with Open Civil War and Vanilla or only Open Civil War?

      Thanks for the testing, btw.
  11. DMA0972
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    good idea and endorsed, however the men and women have dark faces and white bodies.
    nothing major just a heads up.
  12. GameDuchess
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    I see that you made both Windhelm Exterior Altered and Windhelm Bridge Overhaul, but they have a lot of conflicting records in TES5Edit, so I'm a bit concerned about using them together? Some of them involve Navmesh, so that has me particularly concerned.

    Windhelm Bridge Overhaul also gives some conflicts in TES5Edit with Windhelm Docks Pathways, so I would be cautious using the two together. A proper patch would be amazing as they do look good together. But I'd be concerned with possible CTDs as there is NavMesh involved.
    1. dinadan95350
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      I watch this author's mods sorta carefully, cuz I wish more folks would get on the "appreciation bus" for bite sized thoughtful pretty expansions like these. These are a permanent part of my load order. They just make the approach to Windhelm (and Solitude, go look at that one) so dang, um, immersive.

      That said, a few points:

      1. The author thoughtfully invented and placed NPCs, but you'll notice in all of them that NPC activity isn't super active. They don't wander and chatter very much. So, to the concerns about NavMesh, I haven't noticed issues with these mods themselves, but I'm also betting it wasn't the toppest thing in this author's bag of tricks.

      2. You can see this author isn't super-active updating his exterior expansions. (My suggestion long ago was to change the ivy model in the Solitude Addon to look like it comes from this game. Hasn't happened.)

      3. Wow, a few kick-a-- authors have posted here. You guys tell this author he did some great work, and encourage him to come back and do a minor rev. Or help him out. That would be awesome. There are some folks in this thread that could knock ivy out of the park!
  13. cristian6970
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    Hello,

    The only thing in conflitct with open cities is that the entrance gate from windhelm is doubled, forcing you to enter the alt windhelm and not the open cities version
    1. dinadan95350
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      This and the author's other mod convinced me to unplug Open Cities. Open Cities rebuilds the shell of Windhelm, and so also conflicts with the other Windhelm exterior as well. Open Cities pretty much means you can't use any mod that alters anything anywhere near city walls, inside or out. That's just too much to ask. Unless your _only_ sport in this game is dragging enemies into cities. Then by all means.
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