Skyrim Special Edition
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gutmaw

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gutmaw

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27 comments

  1. azufelt00
    azufelt00
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    does this still need an esp? latest file doesn't have one
    1. gutmaw
      gutmaw
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      Sorry it's in there now
    2. azufelt00
      azufelt00
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      thank you!

      Another issue: the ground mesh at the graveyard (maingraveyardV2.nif) appears to have lost collision and with this mod enabled I'm falling straight through the floor. Can you please verify?
    3. gutmaw
      gutmaw
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      Do u have my meshes overwriting all other meshes?  (From main CWE, Icy Windhelm, etc??
    4. azufelt00
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      Lux orbis overwriting was the issue. I just read your description page that says you integrated the changes so I deleted the offending meshes from Lux orbis and the problem was fixed

      Thanks so much and sorry for the trouble.
    5. Sekrion227
      Sekrion227
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      pls port this to xbox
    6. JayOfBouvet
      JayOfBouvet
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      Can confirm this works perfectly, for those who are having the collision issue in the graveyard
    7. Baconator96
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      Want to add to this since I had problems long after reading this. When they say put it toward the bottom of your LO they mean WAY the hell at the bottom. I put it with my end of list patches and loaded the plugin just above flat world map framework and can confirm no more hole to hell in the graveyard.
  2. xSmokeDawgx
    xSmokeDawgx
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    This mod absolutely causes a sink hole in the grave yard section, removing it no longer makes me fall through map but now i have floating candles by the wall i have to fix somehow.
    1. gutmaw
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      This mod absolutely doesn’t just cause that, It’s a conflict in your load order, something is overwriting this mod.  See below posts for examples. 
    2. xSmokeDawgx
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      i eventually found out what it was, it was not my load order per se but it was overwritten meshes in the left pane of mo2. No mater how many times i sorted with loot i was not able to fix the issue but last night i just tried dragging the mod files below everything else and now i no longer have a sink hole but unfortunately i still have floating candles and flickering palace of king textures. And for some reason in the market area there is so many split ground textures of some parts of the ground having snow and others dont.
  3. nexusbla18
    nexusbla18
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    Hey, thanks for the meshes, just wanted to ask, if this is compatible with Icy Windhelm?
  4. Magink666
    Magink666
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    Could you tell me how do u add collision for them? Thank you:)
  5. zinghunt
    zinghunt
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    thx for the latest update, time for some meshes unhiding :)

    EDIT : looking at the meshes in MO2, looks like whhouseNoBackNoSide.nif didn't get the fake window fix treatment ? 
    EDIT 2 : looks like your patch for 3D Fence is for the custom texture version, right ? I chose vanilla path version to have Skyland apply to it but with your mesh it's purple. Is it possible to have a version with vanilla path ? Thx !
    1. gutmaw
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      thx for letting me know...
      1) I just added the correct one
      2) correct, it's just for the custom texture version...I didn't think vanilla textures worked right on it (and I don't really want to make multiple versions)?
    2. zinghunt
      zinghunt
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      It's alright, you don't have to of course. thx !
  6. Agent2121z
    Agent2121z
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    mate you are a fucking saviour!
  7. it44123
    it44123
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    What is this mod's relation to this mod in terms of conflict? https://www.nexusmods.com/skyrimspecialedition/mods/66063
    1. gutmaw
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      Well, that mod is for Whiterun…I’m assuming no conflicts :)
    2. it44123
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      LMAOOO sorry they're easily confused... silly me xD
  8. 1Mac
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    From the description, it sounds like this would largely work with Open Capital Windhelm, with just the exterior repositioning tweaks absent, correct?

    Looks great. I’m looking forward to not clipping through the floor outside the arena!
    1. Fuzzlesz
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      Open Capital Windhelm already has proper collisions for all the custom meshes, I did the work for it and they're open perms.

      Dom, the porter/author of Open Cap Windhelm also already removed all the collision cubes, made alignment adjustments, and occlusion planes etc. So this mod here by gutmaw is actually now bringing the non-open cities version up to par with our work, and you don't need it if you're using Open Cap Windhelm. (though it's possible gutmaw did a better than me, I haven't actually looked, so it's prbly an overall wash lol)

      If you're clipping or anything you should post a bug report on Open Cap Windhelm so one of us can fix it.

      EDIT: The patch for 3D Fences should be compat tho, I'll prbly use it myself lol
    2. 1Mac
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      Oh okay. I think Dom knows about the dodgy collision for the arena exterior mesh, as he mentions it on the Open Capital Windhelm description page.
    3. Domenicus7
      Domenicus7
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      oh steady on I think we fixed the original bug I was referring to in that comment, can you put a a screenshot or video of the issues you're referring to so I can check? Prefereably with just Consistent &  open Capital Windhelm enabled so I can verify that it's our mod
    4. gutmaw
      gutmaw
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      Lol, well that’s a ton of work I probably didn’t have to do 😳.  I originally was just going to fix a few bugs for a mod list, then went down the modding rabbit hole.  Well, like u said at least this will be good for non open cities, and the Skeever patch. 
    5. Domenicus7
      Domenicus7
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      Also let's take any further discussion off this mod[age so we're not spamming Gutmaw's comments
  9. Kramn1k
    Kramn1k
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    Dam,  maybe someday CWE will actually get fully fixed. Thank you for this mod, kind sir!