Actually still the best patch. All patches need Rob bug fix, but Gg's Capital Whiterun need simple version without edits. And i like Fort Whiterun too. And i have nothing else this perfect combo with additional Whiterun districs, that works perfect.
Any suggestions to a load order with dawn of skyrim and northern roads. im relatively new to modding so im still trying to figure stuff out but im using mo2 and im using loot to sort the right panel but ive got no idea as to what to do with the left panel with my current set up im having a problem with the drunken huntsman and the building next to it on the interior and the exterior has grass in a lot of places it shouldnt be as well as floating buildings (Whiterun market inn, sigrid's house and barbyna's house). I tried moving stuff around in both panels however that resulted in more problems like buildings missing the door or completely gone, road disappearing or strange scaffolding on top of the building next to the drunken huntsman.
Screenshot of left panel: https://imgur.com/a/Swv19FQ
i was using the no dawn of skyrim version of your patch to check something but seems to cause less problems even with dos and i have jks drunken huntsman further down
I really enjoy the look of the CWE - DWM - FW combo, but unfortunately no matter where I move and rearrange my load order I simply can't get the navemesh to behave properly. Generally areas approaching the intersection coming into whiterun are problematic. Certain areas specifically near the carriage, right outside the market inn, and near the market stalls have some issues for me. NPCs just refuse to walk and are stuck in those areas, often if I have a follower they forced to teleport, or take the longest route to attempt to reach me. Everywhere else is perfectly functional but the area around the whiterun intersection is a bit troubling.
I just use Capital Whiterun normal + Dark's Whiterun Market (and the patch for just the two of them) and unfortunately I can report the same nav mesh issues. Any NPC that tries to walk past the carriage gets stuck there. I use Travelers of Skyrim (which generates NPCs who travel from city to city), and its people eventually give up and wander off.
Hey, I lost my video card in a power surge, been without my PC for a few months already, and I don't know when I will be able to buy a replacement, so I can't even look into that issue, but I'm 95% sure (can't really remember) I didn't alter navmeshes in those areas, so maybe they NEED a few edits in the navmeshes not that they are already altered
I strongly suspect a navmesh edit to WhiterunExterior17 is required to make CWE and DWM play nice, since there's a little broken guard tower with a door and a ramp. After resolving this in my own load order it seems to have addressed a CTD. No idea about other exterior cells since I only used the interior version of CWE.
I haven't been able to test yet, but Rob's Bug Fixes for CWRE makes some navmesh edits and might help.
(This won't fix the issue, since it only deals with interior cells, but also has useful navmesh fixes: https://www.nexusmods.com/skyrimspecialedition/mods/56084)
I had really bad terrain clipping issues and what appeared to be LOD unloading issues in Whiterun but when i disabled this mod the issues were resolved. Wish this mod worked for me, especially with all the patches i tried.
Hey, I lost my video card in a power surge, been without my PC for a few months already, and I don't know when I will be able to buy a replacement, so probably no, I don't even know which mod you're talking about because I've been very inactive
I was hoping to use this mods together, as I relly like how they make Whiterun look much more like the city it should be without going over the top, so I'm really thankful for this patch. However, I'm getting some glitched terrain under the Market Inn:
https://imgur.com/efdjoeQ
I'm not sure if it's a load order problem or if it might be because I'm also using JK's Skyrim (although it doesn't touch anything there afaik, and it was working well with just FW and DWM), but the few objects under the Inn if using tcl all seem to come from CWE:
https://imgur.com/YCJtVrS
This is LOOT's recommended load order, not sure if I should use a different one or try something else: CWE CWE - JKs patch DWM FW FW - JKs patch FW - DWM patch FW - No Jorrvaskr patch DWM - JKs CWE-DWM-FW Patch DWM - PCS (this just moves PCS away)
Hey sorry for the very late response, been occupied with a few other things (not mod related), I got to that location and for me that glitch does not show up, if it helps, thats my LO: FW FW - No Jorrvaskr patch JK FW - JKs patch DWM DWM - JKs CWE CWE - JKs patch FW - DWM patch CWE-DWM-FW Patch
The patch by "Landscape Fixes for Grass Mods" for "Cutting Room Floor" is the culprit. LOOT places it pretty low in its load order. Placing the LFGM-CRF patch after CRF and before CWE, DWM, etc (basically your list above) resolves the issue.
@S3LV4GEM, in the description you say the "patches are made without No Jorrvakr Watchtower file in mind", but here you have the No Jorrvakr Watchtower file in your LO. Is using the No Jorrvakr Watchtower file recommended for your patches? Thanks!
Oh thanks for the heads up, in this comment I replied, I was using that patch, but later when I started making the Dawn of Skyrim patch, I faced the visual problems with the No Jorvaskrr file, so I removed it, you can still use it, but you will (probably) see some walls you can go through and see through them where the watchtower was removed
Edit: I thought about making one "version" for the No Jorvaskrr patch, but I don't think it's worth the trouble
Does the CWE-DWE-FW patch work well with JK as a base (using the 3 individual JK patches for these mods)? Not sure if JK edits some Navmeshes that conflict with your own Navmesh edits
edit: also, in the file descriprion for CWE-DWE-FW you write: "I have an update for this file already planned", are there currently problems with this patch or is it working well?
Not sure what it is but whenever I use a patch for DOS (Currently using 1.5) and CWE I always get a duplicate wooden well cover in Whiterun's Market (Interior, not Dark's Exterior one). Any Idea what could be causing this?
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Screenshot of left panel:
https://imgur.com/a/Swv19FQ
i was using the no dawn of skyrim version of your patch to check something but seems to cause less problems even with dos and i have jks drunken huntsman further down
(This won't fix the issue, since it only deals with interior cells, but also has useful navmesh fixes: https://www.nexusmods.com/skyrimspecialedition/mods/56084)
conflict.
https://imgur.com/efdjoeQ
I'm not sure if it's a load order problem or if it might be because I'm also using JK's Skyrim (although it doesn't touch anything there afaik, and it was working well with just FW and DWM), but the few objects under the Inn if using tcl all seem to come from CWE:
https://imgur.com/YCJtVrS
This is LOOT's recommended load order, not sure if I should use a different one or try something else:
CWE
CWE - JKs patch
DWM
FW
FW - JKs patch
FW - DWM patch
FW - No Jorrvaskr patch
DWM - JKs
CWE-DWM-FW Patch
DWM - PCS (this just moves PCS away)
FW
FW - No Jorrvaskr patch
JK
FW - JKs patch
DWM
DWM - JKs
CWE
CWE - JKs patch
FW - DWM patch
CWE-DWM-FW Patch
Edit: I thought about making one "version" for the No Jorvaskrr patch, but I don't think it's worth the trouble
edit: also, in the file descriprion for CWE-DWE-FW you write: "I have an update for this file already planned", are there currently problems with this patch or is it working well?