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melsharka

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113 comments

  1. melsharka
    melsharka
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    I might accidentally ignore any issues posted on Nexus, so you can also post issues and patch requests here. Feel free to ask here still, but I get emailed if you post stuff through GitHub.
  2. Tetrol88
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    Warning to users - COTN Dawnstar and Morthal latest upgrades have been compressed and esl flagged - so are not compatible with The Great Cities of JK's North Patch - use the previous versions of each mod.
    1. melsharka
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      i'll pin this, thanks!
  3. A7221
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    If you can't see the blue pillar lights infront of Winterhold College (or having blue lights flikering there): Open  SSEEdit ----> TGCoJN - Lux Orbis Patch.esp
    Go to Worldspace: Sub-Block 3,3: WinterholdExterior01: Temporary.
    you have to delete 4 placed objects:  PillarSmall and PillarSmall01, Pillar and Pillar01.
    1. ntnhan241
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      I've been looking for hours. Thank you very much for the tips.
  4. geraintwd
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    Hey there, if using Artefakes Stripped, are other patches for Artefakes (e.g. for USSEP, ZIA) still relevant? If so, what is the correct LO? I'm guessing as follows:
    Artefakes
    [patches for Artefakes]
    Artefakes Stripped
    [patches for Artefakes Stripped]

    Thanks!
    1. melsharka
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      If i remember correctly, you'd want:
      Artfakes
      Artefakes Stripped
      [patches for Artefakes]
      [patches for Artefakes stripped]

      but if theres an Artefakes patch for a mod that I haven't patched, you'd probably want that to have the highest priority
  5. Gathaeryx
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    Thanks so much for your patches! Maybe I'm missing something, but I still have an issue when using TGCOJN and Lux Orbis together: somehow having Lux Orbis active results in the Falkreath longhouse from The Great Cities overlapping with the large dead tree of COTN-Falkreath. I was hoping this patch would fix that, but it does not seem to work.. There is no issue when just using the TGCOJN patch without Lux Orbis though.. Is there something I'm missing?
    1. melsharka
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      wrong load order
    2. DeaGeLeSaTuF
      DeaGeLeSaTuF
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      +1
    3. DeaGeLeSaTuF
      DeaGeLeSaTuF
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      welche ist den die richtige ? um das alten Langhaus weg zubekommen 
  6. jstar75
    jstar75
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    City Trees Whiterun - JK's Skyrim Patch Fix.esp is missing "RU_CityTreesSE_Whiterun_JKSkyrimPatch.esp" and I have tried ALL options in City Trees, and unzipped it manually to look. Its not there. Any ideas please? Its also needed for your City Trees EEKs Whiterun patch yet it is not in this mod, City Trees mod, JK or patches, Eeks mod, Minas patches or anywhere..
    1. melsharka
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      ive been out of modding for a while - im guessing City Trees has updated at some point
  7. Kant3n
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    I've found myself puzzled with what appears to be a bit of a patch traffic jam on Dragon Bridge. Embers XD, AI Overhaul and TNOTT patches for the TGCoJN combo appear to be a part of the Rodryk's Dragon Bridge - Patch Collection page, but those are using a "Great JKs North - Rodryks.esp" as a master which naturally is incompatible with the patch here.

    Is there an optimal way things should fit together? The narrow context I've had thus far makes it appear as if AI Overhaul, Embers XD and Lux/Orbis are split between two incompatible patches which I presume isn't necessarily the case.
  8. Bazixah
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    The Fable Forest ivy add-on works with the happy forest priority patch if you clean the fable forest master out it's esp. I think the seasons add on does too but i'm not sure yet.
    I'm trying to get it so the priorty changes them to the mythic proportions sizes right atm.
  9. Brambleshire
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    Hi Mel! Thanks for the patch, its been a huge help! 

    Can I please ask you if you know anything about rocks and terrain blocking the path up to the keep in winterhold? I got everything working in TGCoJKN except that. I've seen a few other people with the same problem, but none with a solution. My main question is: do you think is this at all related to TGCoJKN or am I having 3rd party mod issues? 

    https://modwat.ch/u/Brambleshire

    Thank you for your advice!
    1. melsharka
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      Use More Informative Console and left click the rocks to see what .ESP it's coming from. Most likely that it's a load order problem or another patch messing with things.
    2. Brambleshire
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      Hi! Thank you for your help!

      When I click the rocks, the only thing that comes up is mists and clouds and such, or blowing wind. Is there a way to actually select features on the ground? I've never been able too. 
    3. melsharka
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      Try to scroll after you left click, it should just cycle through stuff in the way of the rock. Honestly, there's a chance my patches are outdated, but I've been out of the Skyrim modding game for a bit so I'm not sure
    4. Brambleshire
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      Ahh! Thank you. Well I went a looking and what I found confuses me.
      There are two problems, one is a big rock that's just sitting on the path. The other problem, is a set of steps that's just floating over the switchback to the castle. The terrain below is correctly generated, but there are these big steps just floating there and rendering the path impassable.
      Big rock screenshot
      Floating steps screenshot
      The big rock looks like its part of TGCWv4, but that ref form ID doesn't come up anywhere in xEdit. I also manually searched through the entire worldspace section of TGCWv4. I guess I really don't understand  how terrain and ground features work in xEdit.
      As for the floating steps, they are simply not selectable. Absolutely nothing comes up on the console at all.

      Would you be able to tell me if its something in the patch or not? Or tell me how to get those steps removed?
    5. melsharka
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      This is either a load order issue or there's updates on TGC Winterhold or COTN Winterhold and some patches haven't been updated for them. Try giving the TGCoJKN .esp and its patches the highest priority amongst other city mods/patches and see if that fixes it.
    6. Brambleshire
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      Yes, it already is. 
      It's below TGC, JK's, and COTN. The only stuff below it is the TGCoJKN patches that come with it, and Lux Orbis and Lux orbis patches (i dont think they would be a factor here..). 

      As for load order, I followed the order instructions quite strenuously, which I had to do to get things working as well as they are.
      My Order is:
      The Great Cities - Minor Cities and Towns
      Jk's Skyrim
      Resources - The Great Cities
      COTN - Winterhold
      The Great City of Winterhold v4
      The Great Cities of Jk's North
      Lux Orbis and patches
      TGCoJKN patches

      Would you suggest trying older versions of TGCv4 or COTN Winterhold?

      ** Alternatively, would you happen to know how to find those steps and the big rock in CK or xEdit and just delete them?
    7. melsharka
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      I'm really not sure what you should do. I haven't been an active modder for a while so I'm not aware of any TGC/COTN updates. You mentioned that the ref id doesn't show up in xEdit, so my assumption is that maybe you didn't search properly?
    8. Brambleshire
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      Haha well that could certainly be the case, I am not very good at xEdit. But what I couldnt find is the steps object in the in-game console. If I can't get the Ref ID from the console then I don't know how to find it in xEdit. I simply don't know what I'm looking for. Needle in a haystack.
  10. DCZ0
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    hello i want to ask is there gonna be an update for The Great Cities of JK's North - Patch because some of the mods it used are updated ? also is it possible to show the load order with lux and lux orbis on it?
    1. melsharka
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      It's supposed to be incorporated in the main mod now. I think my patches for it are obsolete at this point but I'm not totally sure
    2. DCZ0
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      ok thank you very much for the answer  
  11. Atroxion
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    Hello! Just thought I'd let you know that your Lux Orbis Fix patch for Rodryk's Dragon Bridge + JK's Skyrim references the "Lux Orbis - Rodryk's Dragonbridge.esp" plugin from Lux Orbis, but there's actually a "Lux Orbis - Rodryk's Dragon Bridge JK's patch.esp" plugin offered on the Lux Orbis page instead.

    I'm not sure if that's a recent change or not, but it either means that your patch uses the wrong master or is no longer necessary since Lux Orbis now offers a patch for Rodryk's + JK's together. Would be great if you could let me know which it is! :)
    1. melsharka
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      You should most likely use the official patch then, had no idea he made one now
  12. dahoom
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    I am totally confused. If the Artefakes stripper makes it a mere model replacer why do we need the original ESP? Meshes and textures are by logic required but why is the ESP a requirement? 
    1. melsharka
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      Because ArteFakes adds unique items where there wasn't one before, which needs an ESP.