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robertgk2017

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robertgk2017

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32 comments

  1. MyHouseatl
    MyHouseatl
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    How bad would things mess up to .esl WindhelmEntranceOverhaul WindhelmSSE Patch.esp?  Seems that could be esl'd.
  2. WalkerSorin
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    Do we have to download the original mod this is updating? or can we skip that mod and just download this?
    1. MyHouseatl
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      It's a patch.... So, yes. Download the original.
  3. ZacDorkus
    ZacDorkus
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    Nice, thanks!
  4. Kinater
    Kinater
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    If your stairs to the docks are blocked and you have installed lux orbis patches, try to load this patch after them. In my case this solved the problem, Lux Orbis was replacing the stair cutout bridge model from Capital Windhelm Expansion - City Entrances Overhaul Patch.
    I also remove the FE053813 entry from the Lux orbis - Windhelm Entrance Overhaul patch. This is a snowdrift that covered one of the stairs.
  5. Ocbozbey
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    Hey Rob, with your mod I have CTDs in the area of Windhelm Entrance. Shure the load order in your modgroup is correct? Author wrote in the description: 

    • Load order should be:
    ?WindhelmEntranceOverhaul.esp
    ?WindhelmSSE.esp
    ?WindhelmEntranceOverhaul WindhelmSSE Patch.esp (this mod)

    NOTE: Incorrect load order will result in landscape issues at best, and probably CTDs at worst. LOOT may not sort these correctly as above, so please check and re-order manually if needed!
    1. robertgk2017
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      Yes that's the order I used when cleaning up this patch.

      Just saying your crashing doesn't help.  I assume you've tested this explicitly with nothing else enabled.  E.G. vanilla game + ussep + these 2 mods and patch and absolutely nothing else of any kind?

      Also can you post a crash log.  I can't diagnose a crash without actionable information.
    2. Ocbozbey
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      My fault I did not test this explicitly. I just recognized - without your esp enabled - no CTD, but if enabled - CTD (on o new game). I am about to setup a new game, I will test it explicitly and give report. Thank you for your quick reply mate.   
  6. Jaguaism
    Jaguaism
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    Hello Rob, thanks for the mods! I am curious, do your bug fixes make the Navmesh Patch and Banners Fix for Entrance Overhaul completely obsolete? Also, I am not sure if you know what could cause this, but there is a snowy hillside colliding with the boat on the other side of the Windhelm bridge (not the side with the boat that takes you to Solstheim). The area down there also flickers in and out of existence when going down the stairs there. I have managed to resolve it at some point, but it keeps reappearing when I reconfigure the patches. Not sure which patch fixes this issue.

    Any idea what might cause this? I am trying to add a screenshot, but I am not sure how to do so here.
    I have all of the patches installed for Capital Windhelm Expansion (CRF version) and City Entrances Overhaul - Windhelm, except for the Navmesh patch and Banners fix (Vortex called them redundant). I can't select the Ref form ID for some reason, otherwise I could easily fix it myself.

    If you would like to see the screenshot, let me know!
    1. robertgk2017
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      it would certainly make the navmesh aspect of that other patch redundant.  the banners fix could still be used as i dont mess with any of that.

      your boat issue sounds like an occlusion issue, if you use eFPS make sure your patches are in order.
    2. Jaguaism
      Jaguaism
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      OMG You beautiful genius you. I tried completely removing the eFPS Official Patch Hub and then installing it again. Apparently it added some more patches in a shadow update, now the occlusion is gone! Thank you so much dude, I never would have thought of that.
  7. LogicZero420
    LogicZero420
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    Lad, make a patch for Ancient AF Windhelm??? ;)
    1. robertgk2017
      robertgk2017
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      That mod is just a texture replacer.  There isn't anything to patch.
  8. user1566544
    user1566544
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    Sorry for the off topic question, but Capital Windhelm Expansion adds merchants to the bridge? 
    1. robertgk2017
      robertgk2017
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      Yes it does actually!  Bout 4 or so 
  9. TheRealUrusovite
    TheRealUrusovite
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    There's a major seam on the ground on the east side of Windhelm on the outside. Does this fix this? I am using city entrances overhaul and jk and CWE. Could never find a fix for it. 
    1. robertgk2017
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      Im flynig around outside the city right now and can't find it, can you point me to where it is?
    2. TheRealUrusovite
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      Yeah, I'll put in a picture and show you next time I'm on. My LO seems to be correct but I've just had the seam for ages. 
    3. TheRealUrusovite
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      https://imgur.com/a/kRbhsrR

      Here we go. Sorry, I don't get to play but like 2 hours every 2 weeks usually. 
    4. robertgk2017
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      You have a landscape record conflict with another mod editing that area.  The base CWE JK CEO etc stuff doesnt have this.   
    5. TheRealUrusovite
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      Hmm, yeah you must be right if nobody else has this problem. I wonder what it could be though. So strange. Is it something that can be fixed via SSEEdit or do I have to use the Creation Kit? Thanks and sorry for the false alarm. Couldn't get any information elsewhere. 
    6. robertgk2017
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      You can figure out what landscape record that is, and then load up your whole load order and look at what plugins touch that record.  Would give you an idea of what plugins to disable to narrow down the causing one.
    7. Genfatss123
      Genfatss123
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      This seam is caused by JK's Sadri's Used Wares and This is the fix for it
    8. TheRealUrusovite
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      Hahaha. Yeah I actually made that fix :)
    9. robertgk2017
      robertgk2017
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      Ah good to know.  
  10. rowboatin
    rowboatin
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    Hey Rob, I'm getting a Vortex installation error for this mod stating, "The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters.
    Name: System.IO.PathTooLongException"

    When I click for details, Vortex shows:

    at System.IO.PathHelper.GetFullPathName()
       at System.IO.Path.LegacyNormalizePath(String path, Boolean fullCheck, Int32 maxPathLength, Boolean expandShortPaths)
       at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
       at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
       at System.IO.File.InternalReadAllBytes(String path, Boolean checkHost)
       at FomodInstaller.Interface.Mod.<>c__DisplayClass27_0.<GetScriptFile>b__0()
       at System.Threading.Tasks.Task.Execute()
    --- End of stack trace from previous location where exception was thrown ---
       at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
       at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
       at FomodInstaller.Interface.Mod.<GetScriptFile>d__27.MoveNext()
    --- End of stack trace from previous location where exception was thrown ---
       at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
       at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
       at FomodInstaller.Interface.Mod.<Initialize>d__26.MoveNext()
    --- End of stack trace from previous location where exception was thrown ---
       at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
       at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
       at FomodInstaller.ModInstaller.Installer.<Install>d__2.MoveNext()
    --- End of stack trace from previous location where exception was thrown ---
       at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
       at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
       at CallSite.Target(Closure , CallSite , Object )
       at ModInstallerIPC.Server.<DispatchInstall>d__20.MoveNext()
    --- End of stack trace from previous location where exception was thrown ---
       at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
       at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
       at ModInstallerIPC.Server.<Dispatch>d__23.MoveNext()
    --- End of stack trace from previous location where exception was thrown ---
       at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
       at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
       at ModInstallerIPC.Server.<>c__DisplayClass24_0.<<OnReceived>b__0>d.MoveNext()

    Any idea what I can do to work around this? I currently have installed both the original mods and both of your fixes.
    1. robertgk2017
      robertgk2017
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      I don't use vortex and don't support it for many reasons.   This is now Reason #718 to not use vortex.

      How can they legitimately not support files with longer file names. That's just absurd.   Also it's not even 260 characters long so idek what is referring too.

      Edit:. I've just been informed this is actually a windows thing.   Fix would be to move your vortex/game install folders closer to the root of a driver so that the character length of the file path is less
    2. rowboatin
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      Ahh, and now I know why they say not to leave the game installed in Program Files. Got it working after I moved the game folders, thank you for your help.