A real "patch" to blend JK's Skyrim with Capital Windhelm Expansion in a seamless way. Other available patches disable most if not all of JK's work on Windhelm, Now you can have both mods installed, patches for EmbersXD, Skyrim Sewers and more are coming.
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File credits
Capital Windhelm Expansion by Surjamte JK's Skyrim by jkrojmal
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Changelogs
Version 1.0.6
A bunch of position fixes for lanterns floating in air, now properly hanging in trees.
A fair bit of collision boxes added to actually make railings behave like railings. No more ghost bars.
Version 1.0.5
Fixed some clipping issues and added a few collision boxes.
Version 1.0.4
Fixed seams by market entrance properly. Tested with ENB AO, Shadows, parallax, etc. Should work for everyone.
Version 1.0.3
Attempt at masking ground seam in the market.
Brought down a hay pile levitating above ground slightly, outside of the player home in the Gray Quarter.
Version 1.0.2
Removed the wooden staircase near the docks in the Gray Quarter. //Might find a way to add it back later, but it causes too many issues for the npc's. It's simply too tight.
Dog in gray quarter has had it's spawn moved. //Blocks path too often, trying different position
Version 1.0.1
Moved the ground and opened up the well in the market. //Now you can properly see the barrel and the flowing water from the sewer system. (sound makes sense now)
Removed the goat and the cow in the market. //It looks weird having no place for them. Chickens will do. This is a second entrance after all.
Version 1.0.0
First release
So I love the Capital Windhelm Expansion mod, it truly makes Windhelm feel like the old capital of Skyrim... but. I also like a lot of JK's work with JK's Skyrim areas such as the graveyard, the gray quarter, the market and more. Since the available patches for these two mods simply disable most of JK's work, I took it upon myself to make my first mod for Skyrim to blend the two together.
Now, for those that don't like either mod, perhaps check this out anyways and see if the mix makes both mods work for you, and for those who liked one but not the other, same goes for you, try it out. Now I appreciate any and all feedback, bug reports, etc.
My first real mod release, so be gentle.
↓↓↓ PLEASE READ BELOW! ↓↓↓
THIS IS NOT A COPY PASTE OF JK's SKYRIM INTO CWO!
THIS PATCH HEAVILY EDITS SEVERAL PARTS OF BOTH MODS!
THIS IS AN ATTEMPT AT BLENDING THE TWO MODS SEAMLESSLY!
NO CONTENT HAS BEEN CUT FROM CWO EXCEPT FOR A FEW IDLE MARKERS!
YES, IT SLIGHTLY ALTERS THE PLAYER HOME!
Load order: JK Skyrim.esp WindhelmSSE.esp CWE - JK - United.esp --\--PATCHES--/--
More... (tree mods and the like will probably need a patch for re-placement of trees to reduce clipping)
OBS!
If a patch exists for JK Skyrim, that alter windhelm, then they will most likely be incompatible with "CWE & JK - United". Please direct me to these patches in the posts and I will convert them into a "CWE & JK - United" version or make an entirely new one. Same goes for patches that removes, adds or otherwise alter Capital Windhelm Expansion.
As a general rule tho, this mod is probably incompatible with any mod that alter anything inside the walls of Windhelm, besides the mods that have a patch and ofc the two main city overhauls this whole mod is dependant on, in the sense that you will experience clipping. This mod has so far only edited static objects, very few light sources and ofc navmesh. No edits whatsoever have been done to scripts, quests, perks, or anything else rly.