The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Winterhold Ruins
35 Comments
Maddog -HH- Nov 1, 2018 @ 8:14pm 
i would like this mod to not be in ruins.... LOL get it?
shawolf89 Oct 5, 2016 @ 10:43pm 
Unfinished or not this is my favorite winterhold mod. Its the only one I've been able to find so far that does the ruins well.
CB129  [author] Sep 30, 2016 @ 10:58pm 
It could be possible by messing with lighting, although making custom textures for ruined buildings would do it. But this mod is actually unfinished, and was part of a larger town/village overhaul mod that I abandoned due to the number of mod confilicts changing the terrain would introduce.
Anger Gingermane Sep 30, 2016 @ 8:53pm 
This is the most accurate looking Winterhold I've seen here. I really like the amount of rubble and ancient nord touches in the design. Just a small thing; the lights are still on in some of the buildings that have fallen off the cliff. I don't know if there was any way to change this, but it would go along way to making it even more realistic.
Netharia Mar 18, 2016 @ 8:44pm 
Small point, follower pathing seems to not be the best. The city wall's southern gateway blocks pathing, causing them to have to go around the long way past Saarthal, and they don't seem able to follow into the new walkable areas (though a dragon landed out there just fine, so idk). Not a big criticism (follower pathing bugs out enough in vanilla content even of course), but I felt making note of it might help. Otherwise fantastic mod, love it!
Stirling Feb 28, 2015 @ 8:49am 
Dude, take all of my love.
Mr and Mrs Shadow Feb 4, 2015 @ 8:38pm 
Subscribed to check somethimg out. Suspicions confirmed. I will be unsubscribing this mod. This mod interferes badly with the Winterhold house you get with the 4Corners mod. The wall for your mod goes right through my Winterhold house. So yeah this mod conflicts with the 4Corners mod.
TGS Jan 21, 2015 @ 6:55am 
Yup, that's how I knew. I removed the 5-6 that it had to be and installed them 1-by-1. When I installed your mod it appeared. It could be a conflict, but I didn't try your mod w/o the other because I definitely wanted the college mod for now.
CB129  [author] Jan 21, 2015 @ 5:24am 
And does removing the mod fix it?
TGS Jan 20, 2015 @ 10:35am 
Addition to below, this was the college mod.

http://steamcommunity.com/sharedfiles/filedetails/?id=75079383
TGS Jan 20, 2015 @ 10:33am 
Does this mod affect the college? For some reason this seemingly very nice mod did this to the area outside Whiterun. http://cloud-2.steamusercontent.com/ugc/535134943329213615/ECACBAED89E471A0D9F0C08EA4F49D5A43CF4EA0/
Hamsterbytes , bits and nibbles Dec 20, 2014 @ 3:39pm 
Have you ever thought of adding the sunken part of the city under the water. There must've been some old rock structures that would have survive. Stone buildings, wells, metal blacksmith's caldren etc...
pikmonwolf Jul 9, 2014 @ 2:18pm 
If what s_lemarr says is true, can yo uadd compatability for Agent of Righteous Might? I had this mod a long time ago and really liked it, but I'm not going to give up a cool questline for it.
Sigma Mar 1, 2014 @ 6:48am 
this looks amazing! good job!
BarkRuffalo Feb 28, 2014 @ 4:31pm 
Somebody finally did it!
Ser James Jan 29, 2014 @ 11:59pm 
Completely love it, save for it doesn't mix with Agent of Righteous Might, cause the Shrine of Stendar door ends up in the wall. Kinda figured they wouldn't meld so not too bummed, it really is a beautiful overhaul of the city though.
Mithniir Jan 18, 2014 @ 4:40pm 
Huh, i didn't think of that.
CB129  [author] Jan 18, 2014 @ 3:51pm 
well I'm not going to be adding piles of children skeletons at the bottom of the ruins. and any kids that were there would be 80 years old now. so proably dead anyway
Mithniir Jan 18, 2014 @ 1:40pm 
Nice! Maybe i'll try this out! Hmmm...you could put some children in there though it make seem like some children went to their graves when it happened and i could imagine one of them is braith! lol. Besdies i don't see any children in winterhold so i just assume they all died when it fell.
CB129  [author] Jan 17, 2014 @ 3:00pm 
it did fall in. that's why I made a large slope of ruins going down into the water, instead of the rock cliff and a few planks of wood in the water down bellow
Mithniir Jan 16, 2014 @ 9:16pm 
I thought some of it fell into the sea.....
CB129  [author] Dec 27, 2013 @ 7:35am 
there are ruins in vanilla. if you look at the very bottom of the gorge betwen the village and collage, you will see a few small blocks and planks of wood down there.
Lavrentiy Beria Dec 27, 2013 @ 12:47am 
This mod should be added to the vanilla version, if Winterhold was that great they should have put ruins.
SeverTheBonD Dec 23, 2013 @ 9:35pm 
Cherudimarcher I know how you feel I wish there was a mod that could rebuild winterhold to if that could only happen.
Charlemagne Dec 21, 2013 @ 1:43pm 
While this is certainly a step in the right direction, I believe like cherudimarcher that more needs to be done to make the still standing city more credible. A few more people, some more houses that are still in use, things like a smith or a stable. After all, despite the catastrophe this is still a hold capital with a jarl and all. A jarl of what? Two citizens?
cherudimarcher Dec 20, 2013 @ 10:09pm 
am i the only one who wants a mod to rebuild winterhold instead?
SBB66 Dec 14, 2013 @ 6:11am 
I believe we are talking about the tes5edit (though V does represent 5). Yes, the CK is where you build your mod, but Tes5edit is where you clean it up. I'm amazed at the amount of junk the CK will put in your esp file.
Livnthedream Dec 14, 2013 @ 12:48am 
....
I was being nice. I pointed out issues/potential issues with his mod. It is unfortunate that the ck on its own is not really that great of a tool. It has a significant number of overlooks and issues. For a first piece of work this is pretty solid, but it has a number of novice mistakes, as I pointed out. Tesvedit will do wonders for pointing out many of the things that the ck lacks, like just clicking on a cell will save it to your .esp even though you did nothing to it, and allow you to quickly and easily fix them. The hand navmeshing could just be an error on your part, or it could be a false positive in tesvedit (it is just a tool, not perfect by any means) but that high of a number is rare and generally a sign of something wrong.
DanW Dec 13, 2013 @ 9:32am 
thanks subscribing now
CB129  [author] Dec 13, 2013 @ 9:20am 
nope, no DLC is required for this.
DanW Dec 13, 2013 @ 8:40am 
do you need any dlc's
CB129  [author] Dec 13, 2013 @ 8:30am 
...and this is my first try with things like navmeshing and stuff. and for the record, in creation kit (not this tesvedit) you mention, I did the 5 exterior cells I changed by hand, since I coundt figure out how to link up two cells automaticaly, or not generate the entire world instead of just a little bit
Thord Dec 13, 2013 @ 4:57am 
No such thing as Tesvedit :D C'mon, be nice!
Livnthedream Dec 13, 2013 @ 2:45am 
You have 150 deleted references that should be disabled instead (good way to cause ctd) and 32 deleted navmeshes (and even better way to cause ctd) along with 41 identical to masters, which is just a good way for some really odd clipping depending on mods and load order. You should get acquainted with Tesvedit and learn how to hand navmesh.
Keeeeeenny Dec 13, 2013 @ 1:37am 
I like !