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.
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?
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.
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.
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.
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.
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Not sure why. If it's Community Shaders at fault or this mod... or one of the two mods it's patching..
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.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.
PICS
https://www.nexusmods.com/skyrimspecialedition/mods/5824?tab=posts
Search my name for it and read the comments above me.