With version 1.2.3 and above the FOMOD-installer will (hopefully) work with most mod managers.
As far as I can see, the 'Better Dynamic Snow' patch isn't any longer needed/compatible if you are updating to version 3.0 of BDS. As the .esp name of BDS 3.0 changed, the patch won't be installed anyway.
JK's Skyrim won't need a seperate patch, but if you don't like the sign positions (because of objects or walls in front/under the sign) choose the 'alternate position' variant during installation. Positions for Dawnstar, Falkreath, Morthal and Solitude signs will be altered if the option is choosen.
I don't know incompatibility if I don't use these mods myself. Tell me which mod needs a patch and I will take a look.Would be also helpful if it's only related to the normal sign positions or the alternate ones, too.
Oh, that! I'm not the original artist behind the town textures, so I can't guarantee that I could create something similar. The best I can do is attempt to make a new picture from a screenshot, as I can't recreate it by hand. However, I can't promise that it will be anywhere near as good.
If you're willing to provide me with some iconic screenshots of the towns with those mods installed, I'll at least give it a shot!
I have managed to patch out the posts etc but cant seem to get rid of just the illustratuon itself. Im trying to use with winterhold gate, and city entrance overhaul - windhelm. Those are the 2 signs that clip
I love what this simple mod does but, there are too many variables that we can't ajust. If you made this modular, it would allow us to pick which location works best for each town. Also, we could eliminate the ones that just won't work with our mod setup. Just a thought
As far as I can tell - after I watched the showcase video - it could work. You'll have to try it. But to be honest: The main file of that mod has so many depencies on other mods which I don't use. I don't know if I would made a patch if one is needed.
Hey there Thanks for that GREAT Mod. JK's Skyrim does not need a patch, right, but JK's Dragonsreach would need one. Is there any light on the horizon, that there will be a patch soon? JKs Dragonsreach looks sooo awesome.
Why does JK's Dragonsreach needs a patch? The town signs are outside of the towns and not in interiors. Also there is no 'Dragonsreach' sign, which could be out of place, so...what exactly is the incompatibility your are meaning?
files do not install in the correct place. Managed to edit the files needed and created my own version and installed successfully. Endorsed, brilliant mod and thanks.
Could you please explain, which files weren't installed correctly? Haven't seen this issue myself (with the newest installer/version) so I need more information to fix it.
Edit: As no one else seems to have this issue and you never answered the question I'll put this to bug section as 'not a bug' but I'll let it open, so if anybody does have this problem and could tell what's wrong there is a possibility to fix it.
Hi there, very nice mod and endorsed... but one suggestion... An alternative shield position for Morthal would not be bad. With JK's Skyrim and Skyrim Bridges, the shield in Morthal is directly and very close to bridge piers and the bridge canopy. This makes the sign barely visible/ noticeable (the first time it took me 10min. to find the sign at all) and no one could put a poster there on the front in reality with such a positioning since you can not even reach the front side let alone work on it.
Hi there... Thanks a lot for the update... just tried it... in any case better in Morthal... just one question... wouldn't it make more sense to place the Morthal sign towards the road, since that's where the main entrance to the village is? Now the sign is at the back entrance to the swamp.... I think the public traffic reaches Morthal more through the road...
You got me again. But this time I think I'll make it an optional file instead of integrate it into the main installer, because I want this to stay 'mostly' to the original mod idea, even if I really don't know why the morthal sign would be at the back door.
But nevertheless a good suggestion to put it to the maingate (which, together with JK's Skyrim, is infact a real citygate). Or should I make the 'alternative sign position' for Morthal the position at the front...I'll have to think about it (and so I'll have to edit the patch for The Great Cities, too...)hmm
Edit: Have to redo the patch for TGC anyway, because I just noticed, that there is an unnecessary master (Resources - The Great Cities) in it. So a fix for that and the edited position for Morthal is in the pipeline now. Edit2: Done.
These signs are awesome and look beautiful in the game. There is one issue with one sign that stands out. The sign for Solitude is way on a mountain side with a tree in front of it's view. You think you would want it to be more eye level, and not to have something in front of it. Maybe you can put it more up along the road to Solitude, like your going towards the city gate, about midpoint from where you have it now.
One more thing, both Dawnstar and Falkreath have walls either in front and underneath the signs. Is there any way to turn them or get them to be in front of the walls. It just doesn't look immersive. Either way I downloaded the mod, and will be endorsing the mod, just asking please if you can fix these small issues.
The wall in dawnstar, for example, comes with Jk's Skyrim. Will see how it could be done with max compatibility to other mods, will be a bit tinkering though.
49 comments
As far as I can see, the 'Better Dynamic Snow' patch isn't any longer needed/compatible if you are updating to version 3.0 of BDS.
As the .esp name of BDS 3.0 changed, the patch won't be installed anyway.
JK's Skyrim won't need a seperate patch, but if you don't like the sign positions (because of objects or walls in front/under the sign) choose the 'alternate position' variant during installation.
Positions for Dawnstar, Falkreath, Morthal and Solitude signs will be altered if the option is choosen.
Tell me which mod needs a patch and I will take a look.Would be also helpful if it's only related to the normal sign positions or the alternate ones, too.
If you're willing to provide me with some iconic screenshots of the towns with those mods installed, I'll at least give it a shot!
I can only suggest that you look into the plug-in yourself (i.e. with xedit) and delete the corresponding records for the time being.
https://www.nexusmods.com/skyrimspecialedition/mods/40879
But to be honest: The main file of that mod has so many depencies on other mods which I don't use. I don't know if I would made a patch if one is needed.
Thanks for that GREAT Mod. JK's Skyrim does not need a patch, right, but JK's Dragonsreach would need one. Is there any light on the horizon, that there will be a patch soon? JKs Dragonsreach looks sooo awesome.
Thanks mate
Also there is no 'Dragonsreach' sign, which could be out of place, so...what exactly is the incompatibility your are meaning?
Haven't seen this issue myself (with the newest installer/version) so I need more information to fix it.
Edit:
As no one else seems to have this issue and you never answered the question I'll put this to bug section as 'not a bug' but I'll let it
open, so if anybody does have this problem and could tell what's wrong
there is a possibility to fix it.
very nice mod and endorsed... but one suggestion...
An alternative shield position for Morthal would not be bad. With JK's Skyrim and Skyrim Bridges, the shield in Morthal is directly and very close to bridge piers and the bridge canopy. This makes the sign barely visible/ noticeable (the first time it took me 10min. to find the sign at all) and no one could put a poster there on the front in reality with such a positioning since you can not even reach the front side let alone work on it.
Edit:
Added Morthal to the 'alternative sign position' option with version 1.2.1
Thanks a lot for the update...
just tried it... in any case better in Morthal... just one question... wouldn't it make more sense to place the Morthal sign towards the road, since that's where the main entrance to the village is? Now the sign is at the back entrance to the swamp.... I think the public traffic reaches Morthal more through the road...
But this time I think I'll make it an optional file instead of integrate it into the main installer, because I want this to stay 'mostly' to the original mod idea, even if I really don't know why the morthal sign would be at the back door.
But nevertheless a good suggestion to put it to the maingate (which, together with JK's Skyrim, is infact a real citygate).
Or should I make the 'alternative sign position' for Morthal the position at the front...I'll have to think about it (and so I'll have to edit the patch for The Great Cities, too...)hmm
Edit:
Have to redo the patch for TGC anyway, because I just noticed, that there is an unnecessary master (Resources - The Great Cities) in it.
So a fix for that and the edited position for Morthal is in the pipeline now.
Edit2:
Done.
Thank you
One more thing, both Dawnstar and Falkreath have walls either in front and underneath the signs. Is there any way to turn them or get them to be in front of the walls. It just doesn't look immersive. Either way I downloaded the mod, and will be endorsing the mod, just asking please if you can fix these small issues.
Thanks for your time.
Lord Lucian
The wall in dawnstar, for example, comes with Jk's Skyrim.
Will see how it could be done with max compatibility to other mods, will be a bit tinkering though.
Awesome mod!
You can choose the alternative positions during the Installation now.