Skyrim Special Edition

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Silly Silver Songbook

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SillySilverSongbook

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33 comments

  1. Crondon
    Crondon
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    Error I'm getting from DyndoLOD
    am I doing something wrong? 

    ?Error in Ruined Winterhold.esp RW_Post2Fwd2 [REFR:4E0250FD] (places SoldierWallIdle [FURN:000BFB04] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 26,26)

    1. SillySilverSongbook
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      Are there any other errors? I ask because there are a lot of idles outside on the walls. My first thought is that it may be a conflict with another mod in that area. I used DyndoLOD as well (but I've only done it once) and, as far as I know, I didn't get an error. I will look into it further but I don't know exactly how.
    2. Crondon
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      This was the only error. I'll take another attempt report back.
    3. Axarien
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      I also get a DynDOLOD error:

      Unresolved FormID [7D027C39]
      Error in Ruined Winterhold.esp RW_Post2Fwd4 [REFR:7D026C07] (places SoldierWallIdle [FURN:000BFB04] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 26,26)

    4. SillySilverSongbook
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      I see the idle marker in question but I am unclear what the error is. The only thing I can think of is that perhaps the idle needs ownership information to match that of CELL:00000D74? Are there any other mods that you run that change Winterhold? If you list them I'll load them up and see what I can find out.

      I have looked at the data in xEdit and I can't find anything overtly off from other idle markers in the game (yes, I realize that not everything is as it should be.) but I am no expert.
    5. Sordahon1
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      Same error, can someone check if you get crash or something near Winterhold then?
    6. SillySilverSongbook
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      Those Idle markers have been there since version 0.2 at least and I haven't ever gotten a crash there. My current play through however, I get occasional crashes (which invalidates my play through for testing). But I have yet to enter or come close to Winterhold in it. Nevertheless, I have seen the guard using those markers get "confused" and stand elsewhere close by. I have also had the other set of Idle Markers do something similar, but I have attributed all of that to a heavy load order on my potato PC.

      What version of Skyrim are you running?
  2. Alan7337
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    Sir, can you please make a compatible patch between Cities of the North - Winterhold and this mod? i love both mod together.... hopefully patch provided..
    1. SillySilverSongbook
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      Thank you for the interest. While I have an idea of how to make the patch you are requesting, I have never done a patch like that before. I simply don't have the time to complete your request. You, or anyone else, may complete the patch if you(they) wish. I know the answer isn't what you want to hear but all these mods are born from the desire to change something about the game to fit your desire. Maybe this mod idea is yours.
  3. steelfiredragon
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    will you be posting an image of the main road gate?
    1. SillySilverSongbook
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      Just did, sorry for the delay.
  4. steelfiredragon
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    if it is not too much trouble to ask, but how compatible is this with
    https://www.nexusmods.com/skyrimspecialedition/mods/66740?tab=files
    1. SillySilverSongbook
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      From the pictures it looks like it is. Funny thing is that I was working on an optional front wall but now...
    2. steelfiredragon
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      well you still do the option for those who would not want to use the linked mod.
    3. SillySilverSongbook
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      Yes, I actually re-did it(almost finished now). That mod inspired me and I found a different "gate" style than what I was going to use.

      I will have the as-is or with the optional (new) front gate. I just wish I knew how to make a Fo-Mod installer.
  5. Brickon
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    Hey, thanks for making this! I think this seems like quite a good option out of the very few minimalistic, vanilla+ style Winterhold expansions. Seems neat and quite compatible with things like the Winterhold carriage, missive board, Arthmoor's bring out your dead, etc. I did notice though that the guard tower items aren't marked as stealing if you take stuff from there. Do you think this could maybe, possibility get a fix? I'll go ahead and put it in the bugtracker as well.

    Also, do the guards on your walls and in the tower get swapped over on an Imperial victory?

    P.S.
    Also, saw in a comment further down you said you have no plans on editing the southern side of the town. Sure I can't change you mind? :P
    I'm not loving the option of Winterhold Gate SSE as it seems rather messy with Nav Mesh issues (though someone in the comments posted a fixed version), a shovel clipping into part of a structure, issues with the torches on the gate, and maybe the alignment of the fire in the brazier (at least when using Embers XD). 
    1. SillySilverSongbook
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      I'm glad you like it, thank you for taking a moment and letting me know your thoughts. I thought about putting an owner on the items but was in a hurry. Your right, it should be owned by the guards, I'll put that on the to-do-list.

      Since your the second one to mention it, I'll look into a South gate (hopefully) option. I dropped that mod out of my LO before starting my current playthru cause: 1) I couldn't live with all the mistakes (and didn't want to fix it). 2) It' added too many guards for me. 3) The gate seemed too far away from the edge of town. But it would make sense if you had another mod, like JK's Skyrim that already had a gate, of sorts.
      What would be your vote? Gate Near or Gate Far? One or Two guards?

      Please let me know if you run into any other issues.
    2. Brickon
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      Thanks for the reply! 

      I suppose I'd vote for it being far, if that's around where the gate for the other mod was. It seems like a pretty good position for a smaller gate and I feel like if it was too much closer either a tree would have to be removed or it would be so close that it'd make the mod-added Winterhold carriage look a bit more odd. Depending on the size of the gate you chose, one guard would probably be fine. Two if you wanted one guard up top and one and patrolling around the entrance. If instead you decided to put something like another bigger exterior stone wall similar to the one on the other side that could have been there pre-Great Collapse (but maybe crumbling off the edge of the cliff into the ocean), probably at least two would be good. Ultimately it's up to what you want to put though. :)

      Also, from what I can tell from another quick glance, there doesn't seem to be any other major issues. Upon looking again, I did notice a salmon steak sitting underneath a plate at the table on the top floor of the guard tower, but that's about it. :P

      Btw, I don't think you mentioned, do the guards on your walls and in the tower get swapped over on an Imperial victory?
    3. SillySilverSongbook
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      If I do another gate at the front entrance, it will be in the same style as the one at the south entrance. The old wall was demolished for the placement of the Yarl's residence. I want to keep the small feel of the town intact which is why I lean towards putting the gate closer to the town. Of course the gotcha for that is compatibility with other mods that I don't use. Which is why I ask to see if there are any ideas I hadn't thought of.

      If you can describe to me where the carriage mod you use ends its edits (or even a photo, or mod page that shows it), I can see what kind of creative juices I can draw from my stunted imagination?

      I'll try to find that salmon steak and plate and not allow either to havok settle. ;-)

      The guards should swap over in an imperial victory. I referenced the same marker the other guards reference (if I don't they both spawn in and start battling each other). However, I don't know how to fully test that (I'm not that far into my playthru).
    4. Brickon
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      I personally use Carriage and Ferry Travel Overhaul - Fixes and Winterhold.

      Pictures of where the carriage is put:
      https://i.imgur.com/ckPSRuY.jpg
      https://i.imgur.com/UDEtmGW.jpg

      So it's not really out of town at all, my concern would mostly be that if the wall was too close it would look even more like the carriage was stuck or would have a hard time leaving. It already looks like it might be somewhat stuck between some rocks in the released version of that mod. :P
    5. SillySilverSongbook
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      Working on that front gate now. Will likely only add one sentry. I'm concerned about the guard count exceeding the town population!
    6. Brickon
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      Oh! Thanks for working on that and fair concern about the guards!
  6. revotter
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    Compatible with JK's Skyrim?
    1. SillySilverSongbook
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      I don't know. For various reasons I don't use that one anymore. While I believe it will be compatible, I would need confirmation from one of you fine people.
  7. SillySilverSongbook
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    The new version has the guards as they were intended to be and the fixes for the load door clipping. Please let me know if you have any issues.
  8. keyah111
    keyah111
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    Sorry for miss titling Pic, it's actually Less Desolate Winterhold and Winterhold Gate. Your mod has become a must have for me along with the other two.
    1. SillySilverSongbook
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      Corrected in the text, thanks. Very kind words. I'm working on getting the guards on the walls. I keep going back and forth on putting them on a full AI schedule (which I have worked out) or just posting them. I don't like the mass exodus of NPC's in and out of buildings as the AI packages catch up to the current play clock. Since I don't hang out with the guards, I don't see a down side. What are your thoughts?
    2. keyah111
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      Maybe have just two on the wall and one have full guard AI package to give the appearance of switching guards and a few just wondering around inside tower using idle markers, I mean they rest really don't need to go outside, just the one for the wall, on a side note, it appears Anna's Winterhold Restored puts a wall around the city including where your mod goes...well at least the three YouTube videos I've watched. 
  9. Alexander066
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    Pretty good overhaul to Winterhold, I like especially the Guard Tower in style of the College Building. The only thing I noticed is that there are no Guards in the Guards Tower. But besides that pretty good work.
    1. SillySilverSongbook
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      Thank you, I have guards added however they aren't showing up I believe it has to do with the civil war quest line. I will not add guards just to have them spawn into battles depending on the quest. I have someone looking into this for me but I thought publishing this would be a good Christmas gift. Merry Christmas!
  10. keyah111
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    Will this mod work with "Less Desolate Winterhold" because from what I can tell, LDW makes no modifications to that area basically keeps it vanilla and the additions it does make is to the west side of town before I forget, are there going to be changes made to the south entrance into town?
    1. SillySilverSongbook
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      I have no plans on editing the southern entrance to the town. I wanted to make sure that this mod was as compatible as possible with anything else you may want to combine with it (so long as they don't occupy the same space). It does look like the mod Less Desolate Winterhold will work just fine according to the sites pictures.
    2. keyah111
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      Thank You, I'm always looking for mods for Winterhold and usually most mods are too over the top for me, trying to keep it as close to vanilla as possible only changing textures. Never really understood why a player home in Winterhold when one can use College of Winterhold, that's just me. Again thanks for your work and happy modding. All these mods working together: Immersive College of Winterhold, Less Desolate Winterhold, Winterhold Gate and Ruined Winterhold. https://youtu.be/GbllWKlu8LE