Just Released! Compatibility Patch - Dungeonless -------------------------------------------------------------------
Same as the normal compatibility patch, letting Winterhold Expanded Ruins play nice with other Winterhold altering mods, only without the vast, underground dungeon.
Also, the ESM and ESP files are now merged into one. Future versions of the main file will be in merged form as well.
------------------------------------------------------------------- ---------------- NOTES on future versions ----------------
While ideally, i'd love to have options for every play style people might want, it's near impossible to keep updating between 8 and 10 versions of the same mod. Example: Main, Dungeonless, Compatibility, Dungeonless Compatibility, Home, no home, ect.. And the Skyrim original versions double that.
That said, Some options may become modular. Such as the Player home option. Other options, may see little to no updates, unless necessary. Such as Dungeonless versions, as aside from potential bug fixes or added compatibility tweaks, are quite complete as is. Most updates will likely focus on the versions containing the dungeon, as my immediate plans (time willing), are tweaks, optimizations and expansions upon that.
Winterhold - Expanded Ruins v2.25se is the Skyrim Special Edition version of: http://www.nexusmods.com/skyrim/mods/30554/?
The optional Dungeonless Edition contains only the ruined remains of the once great Winterhold, without the cavern system and entombed lost section of city.
There's no new features in this version. Any updates done to this mod, will also be done to the original. Basically, I'll update the original and just convert any changes over to this version here, that way people won't feel left out if they prefer one Skyrim over the other =P
As always, any bugs, problems or suggestions, feel free to post! Comments and feedback are always welcome, and if you enjoy this mod, please Endorse. Thank you.
There are minor incompatibilities between this mod and "College of Winterhold - Quest expanded". Namely, NPCs get stuck in the rubble north of the College. Collisions for those ruins are also misplaced and makes them and animals get stuck
Great mod! With this and Midden Expanded really adds so much to the arcane lore and mystery behind Winterhold, the College and their past. I was wondering where the main partwas but so glad i didn't look up but instead just stumbled on it con my way down to Riften- but so glad to get side-tracked by more than just the trolls and werewold that met me in the cave... thanks for all your work :) EDIT - to avoid being too specific on the location!
Says in Vortex that plugin WinterholdDestruction.esm is intended for oblivion and i had to disable it. It says it's an master file also. Should i disable it ?
Vortex is misreading it. It's for Skyrim, not Oblivion. And yes, an ESM is a master file. That's normal. ESP is the average file type (Elder Scrolls Plugin). Many mods use ESM though (Elder Scrolls Master). A master works like a core file for other plugins to be able to work together with. This is intended and won't harm anything.
Is it still accessible for the Sedimentary mod for the College of Winterhold? I use it because the Midden (much less the expanded Midden) actually fits into College Isle as I tend to think of it.
I can't say 100% yes or no, as I'm unfamiliar with the Sedimentary mod. It all depends if the mod alters the same world cell the entrance to the Frozen Tunnels rests in, as well as if it modifies the cliffside the tunnel entrance is in.
As far as I know, the base of the College island doesn't quite overlap the cliff of Winterhold, I'll take a look. If worst comes to worst I should be able to do the no caves version.
Hi. Can someone make a patch (for both normal and town mods compatibility version) that doesn't have the walls with names on them? Thanks.
I really like the mod, especially the dungeon and the crypt and the ghost, but the walls are simply weird because they are unique and only for Windhelm.
Nice dungeon, but if you mean to include a player home, it should have direct access to the surface. Going through the frozen caves every time could get tedious, and once the cavern is cleaned out, there isn't much down there to merit a return visit. On the other hand, you could simply do a patch giving the player access to Broken Bluff, and the problem is solved.
253 comments
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Same as the normal compatibility patch, letting Winterhold Expanded Ruins play nice with other Winterhold altering mods, only without the vast, underground dungeon.
Also, the ESM and ESP files are now merged into one. Future versions of the main file will be in merged form as well.
-------------------------------------------------------------------
---------------- NOTES on future versions ----------------
While ideally, i'd love to have options for every play style people might want, it's near impossible to keep updating between 8 and 10 versions of the same mod. Example:
Main, Dungeonless, Compatibility, Dungeonless Compatibility, Home, no home, ect.. And the Skyrim original versions double that.
That said, Some options may become modular. Such as the Player home option. Other options, may see little to no updates, unless necessary. Such as Dungeonless versions, as aside from potential bug fixes or added compatibility tweaks, are quite complete as is. Most updates will likely focus on the versions containing the dungeon, as my immediate plans (time willing), are tweaks, optimizations and expansions upon that.
-------------------------------------------------------------------
Winterhold - Expanded Ruins v2.25se is the Skyrim Special Edition version of:
http://www.nexusmods.com/skyrim/mods/30554/?
The optional Dungeonless Edition contains only the ruined remains of the once great Winterhold, without the cavern system and entombed lost section of city.
There's no new features in this version. Any updates done to this mod, will also be done to the original. Basically, I'll update the original and just convert any changes over to this version here, that way people won't feel left out if they prefer one Skyrim over the other =P
-------------------------------------------------------------------
As always, any bugs, problems or suggestions, feel free to post! Comments and feedback are always welcome, and if you enjoy this mod, please Endorse. Thank you.
thanks for all your work :)
EDIT - to avoid being too specific on the location!
I really like the mod, especially the dungeon and the crypt and the ghost, but the walls are simply weird because they are unique and only for Windhelm.