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Robin959

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Robin959

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34 comments

  1. Skeerimplayer64
    Skeerimplayer64
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    Would you consider patching this mod with Realistic Nord Ships? I noticed some of the ships are base game even with Realistic Nord Ships enabled. It may be an issue Windhelm Exterior Altered, though.
  2. peregrine111
    peregrine111
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    For some reason, all braziers, and some other light sources, both inside Windhelm and in the Outskirts, throw GREEN light.

    Not sure why. If it's Community Shaders at fault or this mod... or one of the two mods it's patching..
  3. DozenthTurmoil
    DozenthTurmoil
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    • 1 kudos
    has some minor occlusion issues but that might be because i use eFPS
  4. hmteach
    hmteach
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    Permission to port to Xbox?
  5. LordBamajab
    LordBamajab
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    Trying to build a patch off of this that adds compatibility with JK's Windhelm Outskirts and Windhelm City Entrance Overhaul. It's been pretty difficult with CK crashes. Wonder if you have any tips?
    1. Robin959
      Robin959
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      Besides using "Creation Kit Fixes"? Not much, at least for me CK seems to run stable with fixes, like it only crashes like once a month or so
    2. Robin959
      Robin959
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      You ever got around to do that patch? I was thinking about making one myself, but if you already have one and are about to publish it, that would be a waste of time.
    3. LordBamajab
      LordBamajab
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      I haven't been able to! If you were to start working on a patch that'd be best, my progress has been at a deadend with school and needing to learn creation kit.
  6. MyHouseatl
    MyHouseatl
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    • 15 kudos
    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.  
  7. ChunksAhoy
    ChunksAhoy
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    • 3 kudos
    Ties both mods nicely, except for the westernmost exit (the gate next to the watermill) where there's an awkward stairway (that previously led to the moved guardhouse) trailing into the air and really messy terrain. Fixed: load order issue, I need glasses.
    1. ZolarZun
      ZolarZun
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      My order is the same as in the patch description, but still the same problem that you indicated ._.
  8. sukeban
    sukeban
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    • 26 kudos
    Anyone else have weird NPC pathing with this installed along with Capital Windhelm Expansion?

    I find that there's a weird Bermuda Triangle zone right at the entrance of the Windhelm Bridge where NPCs get stuck.

    There are a few more glitchy spots on the span of the bridge as well.
    1. sukeban
      sukeban
      • supporter
      • 26 kudos
      Some of this was fixed by manually un-deleting the deleted navmeshes but the bridge remains precarious for NPCs.
  9. Vrigadier
    Vrigadier
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    just to let you'all know... not compatible with clockwork

    PICS
    1. TheDarkDragon7
      TheDarkDragon7
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  10. TeutonicDragon
    TeutonicDragon
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    Looks like this conflicts with Skyrim Sewers
    1. Robin959
      Robin959
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      I mean neither of the original mods is compatible, so I'm unsure why you would think it would be compatible ¯\_(?)_/¯
    2. NeiqaS
      NeiqaS
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      • 2 kudos
      I found a solution to this and posted here:
      https://www.nexusmods.com/skyrimspecialedition/mods/5824?tab=posts

      Search my name for it and read the comments above me.
    3. TrophyTwink
      TrophyTwink
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      • 4 kudos
      @Neiqas omg thank you <3 kudos!