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robertgk2017

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robertgk2017

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79 comments

  1. AURORAls2001
    AURORAls2001
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    Is it fix floating and missing terrarain?
  2. promitroy
    promitroy
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    Hey, does the original mod break the Thieves guild quest Hard Answers? I'm asking cause there's no cellar in the mod and hence the original mod has a bug report and there's no answer or response to it. Would be great if you could shed some light. Would love to install this for my new playthrough. Thanks. 
  3. adto59
    adto59
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    So, is this one will be discontinued like your other COTN fixes or not?
    1. robertgk2017
      robertgk2017
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      It will be when we finish working on an update to the main mod and the patch collection.
  4. ModcrabsAlt
    ModcrabsAlt
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    Thank you for this!!
  5. jambazeus
    jambazeus
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    Hi Rob. So I'm using all your fixes for the COTN Series and JKs, but in ssedit it says my JK is loading lower than the COTN series, even though my thing is structured such as:

    JKs AIO
    Rob's Bug Fixes JKs
    COtN
    COtN Rob's Bug Fixes

    Am I doing something wrong? I don't seem to get the error when placing COtN above JKs but for load order purposes, I'm told that JKs should be before COtN?
    1. robertgk2017
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      COTN is supposed to load above JK's.  Look at the order of the masters on the COTN Falkreath - JK's Skyrim Patch.  it assumes COTN is above JKs.
    2. xenaroadwarrior
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      Thanks so much for doing all you do. Reading your responses to so many questions has cleared up a lot for me.
      If I'm using (this is my plan, not my current situation) The Great Cities and JK's Skyrim and Cities of the North, I should apparently use the The Great Cities of JK's North Patch (a mouthful lol).

      The general LO advice given on that last mod's page is 
      The Great CitiesJK's SkyrimCities of the NorthThe Great Cities of JK's North

      You say that Cities of the North should be above Skyrim because that's what is needed and expected by the CotN-JK's Skyrim patches, which I get. So patches could "dictate" what your LO has to be? 

      Would I assume then that THG-CotN-Jk's Skyrim patches must be expecting a different LO then? Hence the differing LO advice I see?

      So if I added a completely new and different mod to my LO, it's not only where in the LO that mod need to be that's important, because you might have to change the position of other mods too? Which would also explain why the Load Orders of some really large but apparently stable WJ modlists can be so different from one another?

      EDIT: Also wondering if you are available on Discord at all, because I sometimes have LO questions related to more than one particular mod, and I don't want to clutter up that mod's Posts pages?
    3. robertgk2017
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      Actually my advice would be to not use TGCoJKN *no offense Gardden you do good work* mainly because that patch requires the TGC AIO, which isn't going to be updated in the near future.  I suggest using the individual TGCs, which have had updates to winterhold, dawnstar, and falkreath.

      And you can enable/disable cities individually which is nice.  When im working on stuff i load the mods COTN > JKs > TGC > Patch if im working on a 3 way.  Although anything i work on i try to make them load order agnostic.  

      In an oversimplified way to put it, yes patches can "dictate" master plugin load order.  Its more complicated then that but thats a decent way to think about it.  Advanced Load Order Management is tricky business.

      I'm on discord all the times thats the best place to reach me.  Join The Patching Pub.  linked on Janquel/Czasior patch collection pages.
    4. xenaroadwarrior
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      Thank you for your time and effort to respond so that my aging brain could understand :) Will take your advice.
  6. Gakuren18
    Gakuren18
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    What should be the load order if i'm gonna use this with TGC Winterhold 4.0 and JKs? I put the plugins from this mod below TGCow yet I am still having clipping objects and houses on the exterior.
  7. lucabarbierisosa
    lucabarbierisosa
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    Do patches for the original esp work with this? 
  8. BloodMarshal
    BloodMarshal
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    The Missives patch from the Main mod is incompatible with your fixes. There's navmesh conflicts:
    [00:00] Start: Checking for Errors
    [00:00] Checking for Errors in [08] COTN - Winterhold.esp
    [00:00] [REFR:000177FB] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 26,24)
    [00:00]  REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000DAFD0] (in GRUP Cell Temporary Children of WinterholdExterior02 [CELL:00008EC1] (in Tamriel "Skyrim" [WRLD:0000003C] at 26,24))">
    [00:00] [REFR:000DAF21] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 26,24)
    [00:00]  REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000DAFD0] (in GRUP Cell Temporary Children of WinterholdExterior02 [CELL:00008EC1] (in Tamriel "Skyrim" [WRLD:0000003C] at 26,24))">
    [00:00] Done: Checking for Errors, Processed Records: 3610, Errors found: 2, Elapsed Time: 00:00


    Is there any chance for an updated patch?
  9. cmspence83
    cmspence83
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    Hey Rob - any chance you'd look at this mod and potentially include a cleaned up version for your fixes? It adds a much needed wall to the JK/COTN combo and I'd hope it isn't overlapping any of your work.

    https://www.nexusmods.com/skyrimspecialedition/mods/71022
    1. robertgk2017
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      Can certainly take a look.  
  10. preeum
    preeum
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    Hi! Thank you so much for the bugfixes. For the main esp file, I've noticed it's requiring CC mods (from AE) as a master. Could this please be fixed? Thank you!
    1. robertgk2017
      robertgk2017
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      It shouldn't need to be fixed because you shouldn't be removing parts of the vanilla game from your system.   Nonetheless on my next update I'll clean those out.