Did anyone try it with Capital Windhelm Expansion ? Based on screenshots, it looks like the outside changes don't conflict, except perhaps on the bridge where the stairs start.
As I said in my previous reply, it looks like that mod already added a similar type of stairway connection from the main bridge to the docks area so a patch would seem to be unneeded - just use that mod if you like what it does.
well, the stairs added by Capital Windhelm are a little janky because NPCs always get stuck when going from the docks to the other side, also your mod adds a pathway to the other side of the city. With that pathway people could access to the rear entrance of Windhelm where you can find the ESO Import's Old City Ruins and Capital Windhelm's dunmer houses located there.
I think you can remove the invisible pillar using CK, but yeah if the author removes it and tweaks navmesh so the guard can walk pass the pillar that would be perfect.
There is no invisible pillar, the collision on the mesh that is the exterior walls for Windhelm is not precise as it extends out past where your eyes are telling you the wall should end. Fixing this completly would require new collision to be made for that mesh as Bethesda clearly didn't think anyone would be actually walking near that part of the game. The navmesh has been adjusted so most NPCs should avoid it but as always pathing can be finicky at times.
It is so nice to have a second decent route to Winterhold that does not require me to tangle with those stinking mages at Fort Kastav! (The first route runs past Alftand and Saarthal.) Endorsed!
The exit on the winterhold side where the steps are seems to be difficult for npcs to navmesh. Not impossible but npcs tend to stand in place and then do a two foot teleport to get around it.
Pathfinding can frequently be a challenge for NPCs and that spot is on a cell border and those often cause additional problems but I specifically spent a good deal of time on smoothing over and checking that navmesh location. Given that, you may have a conflict in your load order.
Is SR Exterior Cities compatible with your mod? Its basically Open Cities but I use it over Open Cities for the synthesis patcher. Makes patches super easy. Open Cities is pretty conflict free but there is always something that gets missed when installing cell changing mods. Im going to try the synthesis patch with your mod installed and see what happens.
If that mod works the way Open Cities does a patch would most likely be required to deal with Navmesh conflicts. Other conflicts are possible as well but the navmesh is almost certain to be a conflict between both mods.
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And a special thank you for your great mod. It's definitely become a staple in my modlist :)
Just a heads up
better docks
windhelm path
lux orbis patch windhelm path
better docks patch windhelm path
Do you have any experience with those mods and does that seem right to you?
edit: I just checked, none of the navmesh from your mod is being overwritten, maybe it’s just because of the cell border like you mentioned
The Irony...