Storage house changed to Innkeepers private house. Dockworker Quarters is now a storage area. Guard Post at the end of the dock/harbour. Better AI and more NPC's. Prison with guards and prisoners. Dockworkers got a new place to live in. and connected both the docks.
If you have any problems with it please comment. Don't forget to endorse!
It's saying it uses data that are invalid to use in ESL plugin. Reinstall the thing and choose the ESP option. Tho I stopped trying to get DynDOLOD to work. I'd rather look at wrong LODs than break my game for the 3rd time "xEdit cleaning of official files doesn't do harm" my wide arse
Here is a fix for the deleted navmeshes. Nothing else has been touched so that it stays compatible with all the patches available for this mod (I am using Capital Windhelm, Windhelem Exterior Altered Altered, JK's skyrim outskirt + patches, Icy Windhelm + patches and The Citadel of Snow - Lively Windhelm Bridge with no apparent issue).
Bjs336, I will of course take it down if you ask, but feel free to reupload it yourself, or I can alternatively upload it on nexus myself if you give me permission. All credits to you, this mod is fantastic.
Would you mind sharing your load order with the mods you listed and your patch? No matter what I do I can't seem to get rid of this weird snow drift floating above the dock by the watermill and random occlusion culling around that area and the steps up to the inn. Been trying to get this to work for days and you're legitimately the most recent poster with the same mods. I appreciate it in advance!
I'm really sorry but I just moved my modding folder and cannot access my game right now... I'll come back to it in a month or so, I'll let you know then if you haven't found a solution.
In the meantime, if you can take screenshots of the issue and tell me what mods you are using, I might be able to help you :3
No worries at all! Apologies for the delay! I'm stubborn so I kept chiseling at it but I got it fixed.
It was Folkvangr getting replaced with Depths of Skyrim which was generating "grass" over the dock by the mill as well as over the steps under the bridge. (Your navmesh fixes were amazing, by the way so thank you!) I guess it was preserving the old slope from vanilla so I went into SSEdit and deleted its records that altered the landscape in that particular quadrant using More Informative console and cross referencing the coordinates it gave me because I literally couldn't click anything to get the FormID or reference to find out what it was. 😭
It also wouldn't load into CK.
I was tipped off when I was swimming by the docks and noticed Depths of Skyrim kelp slowing walking up parallel to the slope. Tried to edit that and it didn't have anything editing the landscape in that quadrant. Realized it was just Depths of Skyrim textures overwriting Folkvangr which altered the landscape along with the grass.
Here's a photo of the issue prior to fixing it though! I really appreciate you responding. Your'e like my first time comment on Nexus because I was clueless and you commented recently. Now on to Solitude. CWE/JK's Skyrim and Great Cities of JK's North: Down.
Would you upload this as its own mod? I am working on a new collection for the GOG edition and don't want to base it on something that might be unavailable in the future.
Found a problem with Ordinator. Under (Or nearly under it.) the bridge, Ordinator places a bone altar if you choose the conjuration perk. Windhelm Exterior Altered hide the altar. Any Chance for a patch?
So I have re-made my previous alterations but with some improvements. I have merged the Bridge and Exterior Altered into one mod and renamed it Windhelm Expansion accordingly (some issues couldn't be fixed with a patch). I also incorporated jdsmith's patch. Beyond that I have done the following: * Fixed water flow for RWT users (Not sure if it will work without it... dont care to test it) * Fixed some additional land tears * Added a sign for the Sailors Rest (No more FISHERY!) * Fixed deleted navmeshes * Fixed some floating plants and a snow mound
Any chance for an Enhanced Landscapes patch? It's just a few rocks and trees conflicting, I used the console to remove them but I still get their lods appearing.
I have made patches for Enhanced Landscapes and Skyrim Sewers, and, since people have asked, I'll leave the link for them here. EL patch is simple, I moved that could be moved and removed everything clipping/floating/etc. I also removed planks on the stone stairs left city gates, as they were causing pathfinding issues to me. With Skyrim Sewers I had to change entire sewer entrance, since I couldn't find any place to put original one. The entrance is in the same place, but instead of a tunnel it's manhole now(see image). I also changed inside of the sewers to reflect the change.
I hope I don't violate any permissions, although it's just a patch, so I doubt it. I'll remove it if needed. My load order is as follows: Enhanced Landscapes Skyrim Sewers Windhelm Expansion EL Patch SS Patch Windhelm Expansion MUST go after Enhanced Landscapes even if you use patch, I recommend adding it as a rule to LOOT. Here's the link: https://drive.google.com/file/d/1Btu2SQNJCCBNb0v5e0ALIK6se7Am0B_f/view?usp=sharing
Thank you for uploading that little fix/combination of the 2 mods, I was actually searching around for a possible solution or fix/patch for a snow mound i had floating in front of the Sailor's rest/tavern building in the exterior due to iNeed and decided to attempt trying out your tweak to see if it by chance caught that spot and sure enough it did.
For those who have installed the mod (through vortex, in my case) and it doesn't work for them, I recommend unizp the mod, create a folder called "data", put all the files inside that folder and compress the folder with the same name as the mod (windhelm expansion). Before doing that the mod was not working for me until I did this which I mentioned above.
Sorry for the newbie question...I tried to install the Enhanced Landscapes patch that kadok1 provided using Vortex and adding it as a mod but it doesn't seem to work. I suspect the missing master error on the plugin has something to do with it. Is there another way to load/use it?
For those using Capital Windhelm Expansion, get Windhelm Exterior Altered Altered and the Windhelm Expansion Patches by kadok1 in this comment. If you use Windhelm Expansion, change the master of Windhelm Exterior Altered Altered to Windhelm Expansion. Otherwise change the master of Windhelm Expansion Patches to Windhelm Exterior Altered.
Was changing the esp file name, and related folders/files back to the original file name (so that it's easier to check up on patches and stuff, plus I edited this edit to remove the WBO stuff {didn't care much for it}), and saw that the NPCs facegeoms still had their facetint texture file path still set to the original mods, as opposed to Windhelm Expansion.
If you use ESO Imports and have a bad landscape tear by Old Windhelm behind the city, I figured out a fix. Just remove the worldspace edits in Windhelm Exterior Altered to the cells (34, 10), (35, 10), and (35, 9) and it will be fixed. bjs added some plants and snow to the area but there being no patch for ESO Imports leaves the landscape torn - so the best solution without making a patch in CK is just to remove the edits! These cells do not include the Docks or front of Windhelm. This fix worked fine for me so far, but always try to understand what you are doing in xEdit before you do it!
230 comments
Reworked almost everything.
Storage house changed to Innkeepers private house.
Dockworker Quarters is now a storage area.
Guard Post at the end of the dock/harbour.
Better AI and more NPC's.
Prison with guards and prisoners.
Dockworkers got a new place to live in.
and connected both the docks.
If you have any problems with it please comment.
Don't forget to endorse!
Not gonna happen!
I do not support them or their business regarding the modding community.
Tho I stopped trying to get DynDOLOD to work. I'd rather look at wrong LODs than break my game for the 3rd time "xEdit cleaning of official files doesn't do harm" my wide arse
Windhelm Exterior Altered Fixed.7z
Bjs336, I will of course take it down if you ask, but feel free to reupload it yourself, or I can alternatively upload it on nexus myself if you give me permission. All credits to you, this mod is fantastic.
In the meantime, if you can take screenshots of the issue and tell me what mods you are using, I might be able to help you :3
It was Folkvangr getting replaced with Depths of Skyrim which was generating "grass" over the dock by the mill as well as over the steps under the bridge. (Your navmesh fixes were amazing, by the way so thank you!) I guess it was preserving the old slope from vanilla so I went into SSEdit and deleted its records that altered the landscape in that particular quadrant using More Informative console and cross referencing the coordinates it gave me because I literally couldn't click anything to get the FormID or reference to find out what it was. 😭
It also wouldn't load into CK.
I was tipped off when I was swimming by the docks and noticed Depths of Skyrim kelp slowing walking up parallel to the slope. Tried to edit that and it didn't have anything editing the landscape in that quadrant. Realized it was just Depths of Skyrim textures overwriting Folkvangr which altered the landscape along with the grass.
Here's a photo of the issue prior to fixing it though! I really appreciate you responding. Your'e like my first time comment on Nexus because I was clueless and you commented recently. Now on to Solitude. CWE/JK's Skyrim and Great Cities of JK's North: Down.
I am working on a new collection for the GOG edition and don't want to base it on something that might be unavailable in the future.
* Fixed water flow for RWT users (Not sure if it will work without it... dont care to test it)
* Fixed some additional land tears
* Added a sign for the Sailors Rest (No more FISHERY!)
* Fixed deleted navmeshes
* Fixed some floating plants and a snow mound
https://drive.google.com/file/d/1IpXdxRnNlNzpNqDIk3RscU41KeMw2tRr/view?usp=sharing
its entrance stands right on top of the connector piece between the two docks, blocking there.
Edit: I tried it out, and it seems to work from what I can tell. Thanks for this
Many thanks!
I have made patches for Enhanced Landscapes and Skyrim Sewers, and, since people have asked, I'll leave the link for them here.
EL patch is simple, I moved that could be moved and removed everything clipping/floating/etc. I also removed planks on the stone stairs left city gates, as they were causing pathfinding issues to me.
With Skyrim Sewers I had to change entire sewer entrance, since I couldn't find any place to put original one. The entrance is in the same place, but instead of a tunnel it's manhole now(see image). I also changed inside of the sewers to reflect the change.
I hope I don't violate any permissions, although it's just a patch, so I doubt it. I'll remove it if needed.
My load order is as follows:
Enhanced Landscapes
Skyrim Sewers
Windhelm Expansion
EL Patch
SS Patch
Windhelm Expansion MUST go after Enhanced Landscapes even if you use patch, I recommend adding it as a rule to LOOT.
Here's the link:
https://drive.google.com/file/d/1Btu2SQNJCCBNb0v5e0ALIK6se7Am0B_f/view?usp=sharing
What bridge are you talking about? Is it a mod?...
Cheers
-=DD=-
Thank you for sharing this!!
Thank you for this incredible mod! ^^
Windhelm Exterior Altered Altered:
https://www.nexusmods.com/skyrimspecialedition/mods/62656
How to change masters:
https://stepmodifications.org/forum/topic/15332-how-to-change-a-mods-master/
also thx for the sewer patch