Due to recent changes in Nexus policy, patches for any third party paid content are no longer allowed. Thus, this page.
FOMOD Mirror: Mod.Pub
Gallery: GDrive
(For a more Nexus-like experience, these images are also on the Mod.Pub Page)
Welcome to my collection of patches for East Empire Expansion. What began as some personal patches became a full fledged patch hub and I'm quite pleased with how it's turned out. Though the patches have slowed down there will likely be updates in the future, especially as new mods introduce new mod conflicts. I'm open to patch requests, though how fast they get done depends on my IRL schedule. Before making a patch request, make sure the mod isn't already listed here, or on this page.
If you'd like to submit a patch you're welcome to message me about it on whichever platform is easiest for you, I try to check them all at least once a week.
Bug reports not related to EEE patches should be directed to the KGC Discord or to the relevant section of the KGC Forums.
Creation - A patch for CC or VC content.
Outpost - Moves at least part of an outpost for compatibility. Usually covers a single city but there are a couple exceptions. In general, you'll only want to have a single 'outpost' patch per city, which includes combo patches.
Miscellaneous/Addons - A small patch that doesn't move the outpost in any way. Should be compatibile with other patches in this category, and any Outpost patches.
Capitals and Towns of Skyrim - Hides a section of the dock at the Dawnstar Docks to prevent overlap with EEE. (Patch by MisterionMan)
Carriage and Ferry Travel Overhaul - The new misc. version of the patch doesn't actually require EEE, but it was made with some of my other Dawnstar patches in mind. It should let you use CFTO and EEE with whichever arrangement of Dawnstar mods you'd like to use. I've only tested it with COTN Dawnstar, TGC Dawnstar, and the COTN/TGC Dawnstar combo. Your results may vary with other overhauls.
Cities of the North - Dawnstar - Cosmetic patch that changes the docks to match the new style added by the mod.
A combo patch is available for COTN Dawnstar and TGC Dawnstar, which is also compatible with COTN + JK's + TGC Dawnstar. You'll want to use a patch like the ones found on this page.
Expanded Dawnstar Docks - Moves the outpost and makes it visually consistent with the mod.
The Fairheart Remastered - Moves the Dawnstar outpost. Identical to the JK's Skyrim patch minus the Winterhold changes.
The Great City of Dawnstar - Moves the outpost further down the coast. (Patch by Cavy8)
JK's Dawnstar - Same as the JK's Skyrim Patch, but it only has the changes to the Dawnguard outpost. You'll need a self-ported version of the Oldrim mod as it isn't available for SSE.
Kingdom of the Pale - Patches available for the Standalone and AIO versions. Moves the outpost outside the city and adds a (fully navmeshed) small dock extension to give NPCs a path to/from the city.
Trailblazers (More Immersive NPCs) - Similar to the CaT patch, clears the area around the Dawnstar outpost. (Patch by MisterionMan)
Convenient Carriages - Combines elements from the EEC Outpost and Falkreath carriage driver camps, creating a more unified look. Minor adjustments made to the EEC Outpost to make sure objects weren't floating. (Xbox port)
Patches are also available for any combination of Convenient Carriages/Detailed Carriages/Nature of the Wild Lands under Misc. Files.
Detailed Carriages 2.0 - Only required if you use Convenient Carriages as well. Moves the items added to carriages to reflect the new carriage driver parking spot in Falkreath.
The Great City of Falkreath - Moves/hides overlapping objects, cleans up some grass, and adds supports to the outpost to accomodate for the new terrain.
Moonpath to Elsweyr - Requires the mod as well as the unofficial Moonpath to Elsweyr patch, as the latter moves the caravan right on top of the Falkreath Outpost. Relocates the caravan under a big tree near the Falkreath gate. Don't use my Moonpath patch if you use JosephRussell's patch for Beyond Skyrim: Cyrodiil, they accomplish the same thing.
Nature of the Wild Lands 3.0 - Moves or hides a few objects that overlap with the EEC Outpost in Falkreath. Compatible with other Falkreath patches.
The old version of the patch can be found in version 2.1.1 of the FOMOD.
Redbag's Falkreath - Moves a couple quest-related items to fit into the new Jarl's Longhouse. (Patch by Czasior)
GGUNIT's Markarth Outskirts - Moves the Markarth outpost to a non-overlapping location. Minor redesign of all 4 levels of the outpost to fit the new space. Moves a few idle markers so they aren't blocked by the new stone platform.
JK's Markarth Outskirts - Moves the Markarth outpost to a new spot by the river, adds a couple idle markers for Sha'khar and the merchant to use. (Xbox Port)
A combo patch is available for JK's + GGUnit's Markarth Outskirts. Just an FYI: this is a performance heavy mod combination. Requires the JKs/GGs patch from this page.
JK's Understone Keep - Moves a few quest-related items to fit into JK's version of Understone Keep. (Patch by Czasior)
A combo patch is available for COTN Morthal and The Great City of Morthal. Requires the TGC Morthal Patch from COTN Morthal Patch Collection.
ClefJ's Morthal - Adjusts the EEE Outpost in Morthal to fit alongside the mod. Also moves a few quest-related items in Highmoon Hall. (Patch by Czasior)
A combo patch is also available for CleJ's and ETaC Complete, which requires the main patch (ClefJ
Morthal - ETaC Patch.esp) from this patch collection.
Your load order for this mod combo should include these plugins. The FOMOD should install any requisite EEE patches if you pick the combo patch, so you won't need to select them individually.
Skyfall's Fortified Morthal - Moves the outpost to the docks outside the new city wall. Changes some elements of the outpost to fit with the new aesthetic with texture sets. Also works with Fortified Morthal + JK's Skyrim.
A combo patch is available for Fortified Morthal and The Great City of Morthal. Requires the TGC Morthal patch from the Fortified Morthal Patch Collection.
Redbag's Morthal - Moves the outpost to the exterior of Morthal to prevent overlap with the new Morthal layout. (Patch by Monkeyangie)
The Great City of Morthal - Utilizes an empty dock for the outpost, and makes minor adjustments to one of the exterior walls to fit higher levels of the outpost.
Riften:
JK's Riften Outskirts - Adjusts a few invisible markers to prevent EEE NPCs from getting stuck. (Patch by Czasior)
JK's Blue Palace - Moves a quest-related item to fit into JK's version of The Blue Palace. (Patch by Czasior)
JK's Solitude Outskirts - Adapts the Solitude outpost to the structures and JK's layout of the Solitude Docks. (Patch by Czasior)
NOT compatible with Solitude Docks Updated. Use the JK's + SDU + EEE combo patch instead. (More info below)
JK's Winking Skeever - Moves a quest-related item to fit into JK's version of The Winking Skeever. (Patch by Czasior)
The Great City of Solitude - Minor patch to fix some crates clipping into the wall at outpost level 2.
Solitude Docks Improved - Relocates a few crates and clears a the new wooden pathway added by the mod.
Solitude Docks Updated - Patch provided by Czasior. Moves the outpost around to accomodate the new dock layout and structures.
NOT compatible with JK's Solitude Outskirts. Use the JK's + SDU + EEE combo patch instead.
Also requires the JK's + SDU patch from this patch collection. Your load order for this mod combo should include these plugins.
The FOMOD should install all the requisite EEE patches if you pick the combo patch, so you won't need to select them individually.
The Brotherhood of Old - Moves the campsite added by the mod to fix the overlap with the Whiterun outpost. The two NPCs may still sandbox around the outpost, if you can't find them at their tent during their relevant quest.
If you're using any Whiterun exterior mod, check if it has a TBoO patch and try that one first.
Capital Whiterun Expansion - Moves the outpost down the road, so it doesn't overlap with one of the buildings from CWE.
Also works well with GG's Capital JK's Whiterun
If you're using the triple combo of JKs/Ryns/CWE, use the JKs/Ryns combo patch.
Civil War Checkpoints - Moves the outpost to a spot just outside the Whiterun checkpoint. Included a patch for both versions of the mod. (Xbox port)
Dark's Whiterun Market - Relocates the outpost down the road a bit into an empty spot between a couple farms. Also moves a few objects from Dark's Whiterun Market in a seamless fashion.
JK's Whiterun Outskirts - Pushes the structure back a bit between two houses, and adds a small wooden platform for the tent added by the level 2+ versions of the outpost, to work around the uneven terrain.
If you're using JK's Whiterun Outskirts and Civil War Checkpoints, use this patch.
Combo patch available for Ryn's Whiterun City Limits. Requires the JKs/Ryns patch from this page.
Lion Thane Stronghold - Moves the outpost so it doesn't overlap with the exterior of the new player home.
This patch will also work if you're using Lion Thane Stronghold with JK's Whiterun Outskirts.
Ryn's Whiterun City Limits - Moves the outpost a bit, and hides/moves a few clipping objects. Places the camp (outpost L2+) in an empty spot across the road.
Not compatible with Windyridge or Mandragora's Winterhold Overhaul, but these mods work fine without a patch.
Anna's Winterhold Restored SE - Moves the outpost into an empty spot next to the player home added by the overhaul. Minor visual consistency changes to the repaired outpost. Forces the location of the outpost to be Winterhold to work around the outpost being displayed as 'Snowstone Manor' from the EEE relic container menu.
ClefJ's Winterhold - Removes some rubble from the ruined house that becomes the Winterhold outpost.
Cities of the North - Winterhold - Didn't need to move the outpost much compared to the generic patch. Also used texture set sorcery to match the outpost to the new building style as best as I could.
A combo patch is available for COTN Winterhold and The Great City of Winterhold (v4). Requires the COTN/TGC patch from the TGC Winterhold Patch Collection.
COTN Winterhold - More Houses - Multi-mod patch, includes everything from the COTN Winterhold patch. Moves one of the new houses a bit, with the Winterhold outpost between them.
COTN More Houses will have a lot of overlap with COTN-WE and COTN + JK's Skyrim, so you'll have to pick one for now.
COTN Winterhold Expanded - Slight adjustment to the COTN patch, it should be compatible with any COTN-WE Patches as well. It's nestled between the COTN-WE additions and the Menskr patch, for reference.
JK's Winterhold - Same as the JK's Skyrim Patch, but it only has the changes to the Winterhold outpost. You'll need a self-ported version of the Oldrim mod as it isn't available for SSE.
Kingdom of Winterhold - Relocates the outpost to just outside the city gates. Compatible with the AIO and Standalone versions of the mod.
The Great City of Winterhold - Moves the outpost next to the bridge leading into the city, just outside the city gate.
Combo Patch available for COTN Winterhold and TGC Winterhold, which is also compatible with COTN + JK's + TGC Winterhold. You'll want to use a patch like the one found on this page.
Spaghetti's Cities - Winterhold - Alternate spot for the outpost if the New Outpost patch doesn't work for your load order, or you just like the spot better.
Winterhold Expanded Ruins - Shifts the outpost a bit to match the changes to the ruined farmhouse. The giant pile of snow is eventually covered up by higher levels of the outpost.
Winterhold Restored - Moves the outpost to the outer edge of the town, near the inn. Visual consistency changes to the roof.
Winterhold Restored and Enhanced - Moves the outpost into a cozy spot between the stables and a two-story building. Some of the combat training dummies added by the overhaul have been shifted around to accommodate the building. Visual consistency changes to the roof.
The patch will also work fine with the JK's Skyrim Version of this mod.
Immersive Citizens - AI Overhaul - Minor patch that moves an overlapping pile of logs and a woodcutting block at the Windhelm docks.
Windhelm Exterior Altered - Slight outpost redesign to accomodate a new pathway behind the old location. Moved the outpost closer to the EEC Windhelm Offices.
If you're using Windhelm Exterior Altered Altered, you can either use this patch or the CWE patch.
House Rule: Lawbringer for Solstheim - An extension of the new outpost patch. Includes a banner swap patch, favoring EEE's greenish banners. In addition to the other requirements, you will also need to establish the Raven Rock outpost (after Korrin's quest) before you can claim dungeons (with Lawbringer) for the East Empire Company.
Simple banner swap patches for both mods are also available, if you'd rather have House Rule's requirements unchanged. Make sure to use the New RR Outpost patch as well to prevent overlap.
the framework.
The patch also changes the 'Windhelm Docks' and 'East Empire Warehouse' vanilla map markers for consistency, given their proximity to the EEC outposts. If you don't want any changes to vanilla stuff, delete the top two entries of the .json file in the 'MapMarkers' folder.
Not compatible with East Empire Expansion Map Markers as the .json files will overlap.
Holds the City Overhaul (Complete) - Adjusts the outposts in Dawnstar, Falkreath, Morthal, Riften, Whiterun, and Winterhold to fit with the new hold aesthetics and moves them to new locations as needed. A few interiors had a some items relocated (for EEE's jarl approval quests).
Individual patches for the Modular version of the mod are also available.
JK's Skyrim - Moves the East Empire outpost in Dawnstar further down the coast, and the outpost in Winterhold to one of the new ruined buildings added by JK's Skyrim. The other outposts are fine as is.
Northern Roads - Removes a wall segment near the Falkreath outpost and cleans up some grass at the Whiterun outpost.
The Great Cities - Minor Cities and Towns - The TGC Dawnstar, TGC Falkreath, and TGC Morthal patches merged for the combined version of the mod. The patch also moves the Winterhold outpost to fit with the older version of TGC Winterhold included in the mod. The individual versions aren't interchangeable with this patch.
Compatible with the TGC Solitude patch.
Covers Dawnstar, Falkreath, Morthal, and Winterhold.
The Great Cities of JK's North - A combo patch for JK's Skyrim, TGC Minor Cities and Towns, TGC Winterhold v4, and COTN Dawnstar/Falkreath/Morthal/Winterhold. Compatible with the TGC Solitude patch.
Make sure to grab the the unofficial update by PercythePersimmon, which fixes CTDs in Dawnstar and Morthal.
Covers Dawnstar, Falkreath, Morthal, and Winterhold.
A variant of the patch is available for anyone using the East Empire Company Armor mod, that allows Sha'khar to wear both a backpack and the snazzy new EEC Clothes. If you use this version, either comment out (with a semicolon in front of it [;]) or delete the line for Sha'khar in the 'EastEmpireCompanyArmor_DISTR.ini' file.
The individual achievements have the same icon as a placeholder until I figure out something better.
Bruma Imports - Adds items from Beyond Skyrim - Bruma SE to the merchants from EEE.
Tamriel Imports - Adds items from Beyond Skyrim - Wares of Tamriel to the merchants from EEE.
Unique Items - Gives a few items from EEE a unique texture. Includes the book Korrin gives you, the EEC ring, and the final reward which I won't spoil but you can check the end of the images section if you're curious. Recipes for unenchanted versions of the ring and gift are unlocked after the third and fourth EEE quests respectively.
RekaDSLI - Xbox patch testing
Cavy8 - TGC Dawnstar patch
Czasior - Solitude Docks Updated patch, several of the patch hubs I reference
KillJoy - Patch testing and help with troubleshooting
The BGS Community - Feedback and requests, which are a large component of this collection. The nice comments mean the world and I really appreciate them (though I forget to reply to some).
The authors of the various mods I've made patches for
Fleisch - The freeware font I use (LandesFraktur) on my mod pages, including this one.
My Stuff:
Spacedroner on Nexus and other BGS-modding-affiliated sites (AFKMods, Mod.Pub, etc.)
@thatguy8995 on Discord, I don't get mad about random DMs I promise
If you're so inclined, I also have a ko-fi
FOMOD Mirror: Mod.Pub
Gallery: GDrive
(For a more Nexus-like experience, these images are also on the Mod.Pub Page)
Welcome to my collection of patches for East Empire Expansion. What began as some personal patches became a full fledged patch hub and I'm quite pleased with how it's turned out. Though the patches have slowed down there will likely be updates in the future, especially as new mods introduce new mod conflicts. I'm open to patch requests, though how fast they get done depends on my IRL schedule. Before making a patch request, make sure the mod isn't already listed here, or on this page.
If you'd like to submit a patch you're welcome to message me about it on whichever platform is easiest for you, I try to check them all at least once a week.
Bug reports not related to EEE patches should be directed to the KGC Discord or to the relevant section of the KGC Forums.
Patch Types:
Combo - An outpost patch for 2+ mods in the same location.Creation - A patch for CC or VC content.
Outpost - Moves at least part of an outpost for compatibility. Usually covers a single city but there are a couple exceptions. In general, you'll only want to have a single 'outpost' patch per city, which includes combo patches.
Miscellaneous/Addons - A small patch that doesn't move the outpost in any way. Should be compatibile with other patches in this category, and any Outpost patches.
Patch list:
Dawnstar:
New Dawnstar Outpost - Instead of making multiple near-identical patches, I made this generic patch for mods that overlap with EEE in Dawnstar, like Dawnstar Fish Market.Capitals and Towns of Skyrim - Hides a section of the dock at the Dawnstar Docks to prevent overlap with EEE. (Patch by MisterionMan)
Carriage and Ferry Travel Overhaul - The new misc. version of the patch doesn't actually require EEE, but it was made with some of my other Dawnstar patches in mind. It should let you use CFTO and EEE with whichever arrangement of Dawnstar mods you'd like to use. I've only tested it with COTN Dawnstar, TGC Dawnstar, and the COTN/TGC Dawnstar combo. Your results may vary with other overhauls.
Cities of the North - Dawnstar - Cosmetic patch that changes the docks to match the new style added by the mod.
A combo patch is available for COTN Dawnstar and TGC Dawnstar, which is also compatible with COTN + JK's + TGC Dawnstar. You'll want to use a patch like the ones found on this page.
Expanded Dawnstar Docks - Moves the outpost and makes it visually consistent with the mod.
The Fairheart Remastered - Moves the Dawnstar outpost. Identical to the JK's Skyrim patch minus the Winterhold changes.
The Great City of Dawnstar - Moves the outpost further down the coast. (Patch by Cavy8)
JK's Dawnstar - Same as the JK's Skyrim Patch, but it only has the changes to the Dawnguard outpost. You'll need a self-ported version of the Oldrim mod as it isn't available for SSE.
Kingdom of the Pale - Patches available for the Standalone and AIO versions. Moves the outpost outside the city and adds a (fully navmeshed) small dock extension to give NPCs a path to/from the city.
Trailblazers (More Immersive NPCs) - Similar to the CaT patch, clears the area around the Dawnstar outpost. (Patch by MisterionMan)
Falkreath:
Cites of the North - Falkreath - Moves a few quest-related items to fit into Hakkvild's High Hall (COTN's Jarl's Longhouse). (Patch by Czasior)Convenient Carriages - Combines elements from the EEC Outpost and Falkreath carriage driver camps, creating a more unified look. Minor adjustments made to the EEC Outpost to make sure objects weren't floating. (Xbox port)
Patches are also available for any combination of Convenient Carriages/Detailed Carriages/Nature of the Wild Lands under Misc. Files.
Detailed Carriages 2.0 - Only required if you use Convenient Carriages as well. Moves the items added to carriages to reflect the new carriage driver parking spot in Falkreath.
The Great City of Falkreath - Moves/hides overlapping objects, cleans up some grass, and adds supports to the outpost to accomodate for the new terrain.
Moonpath to Elsweyr - Requires the mod as well as the unofficial Moonpath to Elsweyr patch, as the latter moves the caravan right on top of the Falkreath Outpost. Relocates the caravan under a big tree near the Falkreath gate. Don't use my Moonpath patch if you use JosephRussell's patch for Beyond Skyrim: Cyrodiil, they accomplish the same thing.
Nature of the Wild Lands 3.0 - Moves or hides a few objects that overlap with the EEC Outpost in Falkreath. Compatible with other Falkreath patches.
The old version of the patch can be found in version 2.1.1 of the FOMOD.
Redbag's Falkreath - Moves a couple quest-related items to fit into the new Jarl's Longhouse. (Patch by Czasior)
Markarth:
City Entrances Overhaul - Markarth - Misc. patch to move a bonfire off the platform the Markarth outpost uses. Compatible with other Markarth patches.GGUNIT's Markarth Outskirts - Moves the Markarth outpost to a non-overlapping location. Minor redesign of all 4 levels of the outpost to fit the new space. Moves a few idle markers so they aren't blocked by the new stone platform.
JK's Markarth Outskirts - Moves the Markarth outpost to a new spot by the river, adds a couple idle markers for Sha'khar and the merchant to use. (Xbox Port)
A combo patch is available for JK's + GGUnit's Markarth Outskirts. Just an FYI: this is a performance heavy mod combination. Requires the JKs/GGs patch from this page.
JK's Understone Keep - Moves a few quest-related items to fit into JK's version of Understone Keep. (Patch by Czasior)
Morthal:
Cities of the North - Morthal - Matches the outpost to the COTN Morthal aesthetic with texture sets. Moves a couple quest objects to fit a new interior.A combo patch is available for COTN Morthal and The Great City of Morthal. Requires the TGC Morthal Patch from COTN Morthal Patch Collection.
ClefJ's Morthal - Adjusts the EEE Outpost in Morthal to fit alongside the mod. Also moves a few quest-related items in Highmoon Hall. (Patch by Czasior)
A combo patch is also available for CleJ's and ETaC Complete, which requires the main patch (ClefJ
Morthal - ETaC Patch.esp) from this patch collection.
Your load order for this mod combo should include these plugins. The FOMOD should install any requisite EEE patches if you pick the combo patch, so you won't need to select them individually.
Skyfall's Fortified Morthal - Moves the outpost to the docks outside the new city wall. Changes some elements of the outpost to fit with the new aesthetic with texture sets. Also works with Fortified Morthal + JK's Skyrim.
A combo patch is available for Fortified Morthal and The Great City of Morthal. Requires the TGC Morthal patch from the Fortified Morthal Patch Collection.
Redbag's Morthal - Moves the outpost to the exterior of Morthal to prevent overlap with the new Morthal layout. (Patch by Monkeyangie)
The Great City of Morthal - Utilizes an empty dock for the outpost, and makes minor adjustments to one of the exterior walls to fit higher levels of the outpost.
Riften:
JK's Riften Outskirts - Adjusts a few invisible markers to prevent EEE NPCs from getting stuck. (Patch by Czasior)
Solitude:
Enhanced Solitude Docks - Slightly remodels each level of the outpost to fit into the new space. Also adds a couple idle markers for EEE NPCs.JK's Blue Palace - Moves a quest-related item to fit into JK's version of The Blue Palace. (Patch by Czasior)
JK's Solitude Outskirts - Adapts the Solitude outpost to the structures and JK's layout of the Solitude Docks. (Patch by Czasior)
NOT compatible with Solitude Docks Updated. Use the JK's + SDU + EEE combo patch instead. (More info below)
JK's Winking Skeever - Moves a quest-related item to fit into JK's version of The Winking Skeever. (Patch by Czasior)
The Great City of Solitude - Minor patch to fix some crates clipping into the wall at outpost level 2.
Solitude Docks Improved - Relocates a few crates and clears a the new wooden pathway added by the mod.
Solitude Docks Updated - Patch provided by Czasior. Moves the outpost around to accomodate the new dock layout and structures.
NOT compatible with JK's Solitude Outskirts. Use the JK's + SDU + EEE combo patch instead.
Also requires the JK's + SDU patch from this patch collection. Your load order for this mod combo should include these plugins.
The FOMOD should install all the requisite EEE patches if you pick the combo patch, so you won't need to select them individually.
Whiterun:
Less Whiterun Grass - A small landscape patch to change the grassy area around the Whiterun EEC outpost to reduce the effect of some landscape mods overwhelming it with grass. A mod like Landscape Fixes For Grass Mods is a soft requirement to get the full effect. I've only tested this with Folkvangr but it should work for other grass mods. Make sure this patch is loaded lower than your grass mod(s) of choice, as some of them edit landscapes as well.The Brotherhood of Old - Moves the campsite added by the mod to fix the overlap with the Whiterun outpost. The two NPCs may still sandbox around the outpost, if you can't find them at their tent during their relevant quest.
If you're using any Whiterun exterior mod, check if it has a TBoO patch and try that one first.
Capital Whiterun Expansion - Moves the outpost down the road, so it doesn't overlap with one of the buildings from CWE.
Also works well with GG's Capital JK's Whiterun
If you're using the triple combo of JKs/Ryns/CWE, use the JKs/Ryns combo patch.
Civil War Checkpoints - Moves the outpost to a spot just outside the Whiterun checkpoint. Included a patch for both versions of the mod. (Xbox port)
Dark's Whiterun Market - Relocates the outpost down the road a bit into an empty spot between a couple farms. Also moves a few objects from Dark's Whiterun Market in a seamless fashion.
JK's Whiterun Outskirts - Pushes the structure back a bit between two houses, and adds a small wooden platform for the tent added by the level 2+ versions of the outpost, to work around the uneven terrain.
If you're using JK's Whiterun Outskirts and Civil War Checkpoints, use this patch.
Combo patch available for Ryn's Whiterun City Limits. Requires the JKs/Ryns patch from this page.
Lion Thane Stronghold - Moves the outpost so it doesn't overlap with the exterior of the new player home.
This patch will also work if you're using Lion Thane Stronghold with JK's Whiterun Outskirts.
Ryn's Whiterun City Limits - Moves the outpost a bit, and hides/moves a few clipping objects. Places the camp (outpost L2+) in an empty spot across the road.
Winterhold:
New Winterhold Outpost - A generic patch, works with lightweight hold overhauls like A Small Winterhold Overhaul, Spaghetti's Cities AIO, Waxing Winterhold, and Winterhold is Rebuilding. Also adds a map marker for the outpost.Not compatible with Windyridge or Mandragora's Winterhold Overhaul, but these mods work fine without a patch.
Anna's Winterhold Restored SE - Moves the outpost into an empty spot next to the player home added by the overhaul. Minor visual consistency changes to the repaired outpost. Forces the location of the outpost to be Winterhold to work around the outpost being displayed as 'Snowstone Manor' from the EEE relic container menu.
ClefJ's Winterhold - Removes some rubble from the ruined house that becomes the Winterhold outpost.
Cities of the North - Winterhold - Didn't need to move the outpost much compared to the generic patch. Also used texture set sorcery to match the outpost to the new building style as best as I could.
A combo patch is available for COTN Winterhold and The Great City of Winterhold (v4). Requires the COTN/TGC patch from the TGC Winterhold Patch Collection.
COTN Winterhold - More Houses - Multi-mod patch, includes everything from the COTN Winterhold patch. Moves one of the new houses a bit, with the Winterhold outpost between them.
COTN More Houses will have a lot of overlap with COTN-WE and COTN + JK's Skyrim, so you'll have to pick one for now.
COTN Winterhold Expanded - Slight adjustment to the COTN patch, it should be compatible with any COTN-WE Patches as well. It's nestled between the COTN-WE additions and the Menskr patch, for reference.
JK's Winterhold - Same as the JK's Skyrim Patch, but it only has the changes to the Winterhold outpost. You'll need a self-ported version of the Oldrim mod as it isn't available for SSE.
Kingdom of Winterhold - Relocates the outpost to just outside the city gates. Compatible with the AIO and Standalone versions of the mod.
The Great City of Winterhold - Moves the outpost next to the bridge leading into the city, just outside the city gate.
Combo Patch available for COTN Winterhold and TGC Winterhold, which is also compatible with COTN + JK's + TGC Winterhold. You'll want to use a patch like the one found on this page.
Spaghetti's Cities - Winterhold - Alternate spot for the outpost if the New Outpost patch doesn't work for your load order, or you just like the spot better.
Winterhold Expanded Ruins - Shifts the outpost a bit to match the changes to the ruined farmhouse. The giant pile of snow is eventually covered up by higher levels of the outpost.
Winterhold Restored - Moves the outpost to the outer edge of the town, near the inn. Visual consistency changes to the roof.
Winterhold Restored and Enhanced - Moves the outpost into a cozy spot between the stables and a two-story building. Some of the combat training dummies added by the overhaul have been shifted around to accommodate the building. Visual consistency changes to the roof.
The patch will also work fine with the JK's Skyrim Version of this mod.
Windhelm:
Capital Windhelm Expansion - Moved crates and other objects away from the new stairway added by the mod.Immersive Citizens - AI Overhaul - Minor patch that moves an overlapping pile of logs and a woodcutting block at the Windhelm docks.
Windhelm Exterior Altered - Slight outpost redesign to accomodate a new pathway behind the old location. Moved the outpost closer to the EEC Windhelm Offices.
If you're using Windhelm Exterior Altered Altered, you can either use this patch or the CWE patch.
Raven Rock:
New Raven Rock Outpost - Several Raven Rock mods overlap with the outpost in the same spot, so the dock has been moved to the middle of the Raven Rock docks. A one size fits all patch for the following mods: Jewel of Solstheim, Mnem Raven Rock Expansion Reborn, Quaint Raven Rock, Raven Rock Reborn, and Simple Raven Rock Expansion.House Rule: Lawbringer for Solstheim - An extension of the new outpost patch. Includes a banner swap patch, favoring EEE's greenish banners. In addition to the other requirements, you will also need to establish the Raven Rock outpost (after Korrin's quest) before you can claim dungeons (with Lawbringer) for the East Empire Company.
Simple banner swap patches for both mods are also available, if you'd rather have House Rule's requirements unchanged. Make sure to use the New RR Outpost patch as well to prevent overlap.
Multiple Cities:
CoMAP - Common Marker Addon Project - Gives each of the EEC Outposts a unique map marker, using the existing East Empire Company ship marker withinthe framework.
The patch also changes the 'Windhelm Docks' and 'East Empire Warehouse' vanilla map markers for consistency, given their proximity to the EEC outposts. If you don't want any changes to vanilla stuff, delete the top two entries of the .json file in the 'MapMarkers' folder.
Not compatible with East Empire Expansion Map Markers as the .json files will overlap.
Holds the City Overhaul (Complete) - Adjusts the outposts in Dawnstar, Falkreath, Morthal, Riften, Whiterun, and Winterhold to fit with the new hold aesthetics and moves them to new locations as needed. A few interiors had a some items relocated (for EEE's jarl approval quests).
Individual patches for the Modular version of the mod are also available.
JK's Skyrim - Moves the East Empire outpost in Dawnstar further down the coast, and the outpost in Winterhold to one of the new ruined buildings added by JK's Skyrim. The other outposts are fine as is.
Northern Roads - Removes a wall segment near the Falkreath outpost and cleans up some grass at the Whiterun outpost.
The Great Cities - Minor Cities and Towns - The TGC Dawnstar, TGC Falkreath, and TGC Morthal patches merged for the combined version of the mod. The patch also moves the Winterhold outpost to fit with the older version of TGC Winterhold included in the mod. The individual versions aren't interchangeable with this patch.
Compatible with the TGC Solitude patch.
Covers Dawnstar, Falkreath, Morthal, and Winterhold.
The Great Cities of JK's North - A combo patch for JK's Skyrim, TGC Minor Cities and Towns, TGC Winterhold v4, and COTN Dawnstar/Falkreath/Morthal/Winterhold. Compatible with the TGC Solitude patch.
Make sure to grab the the unofficial update by PercythePersimmon, which fixes CTDs in Dawnstar and Morthal.
Covers Dawnstar, Falkreath, Morthal, and Winterhold.
Creations:
Adventurer's Backpack - Gives Sha'khar and some of the EEE NPCs (miners and stewards) a randomized CC backpack.A variant of the patch is available for anyone using the East Empire Company Armor mod, that allows Sha'khar to wear both a backpack and the snazzy new EEC Clothes. If you use this version, either comment out (with a semicolon in front of it [;]) or delete the line for Sha'khar in the 'EastEmpireCompanyArmor_DISTR.ini' file.
Addons:
Achievement Injector - Adds 7 new achievements to unlock as you complete EEE-related tasks. The icon is the EEE icon reimagined to look closer to a Skyrim/Achievement Injector Icon. (Don't look at it too closely I'm not a graphic designer)The individual achievements have the same icon as a placeholder until I figure out something better.
Bruma Imports - Adds items from Beyond Skyrim - Bruma SE to the merchants from EEE.
Tamriel Imports - Adds items from Beyond Skyrim - Wares of Tamriel to the merchants from EEE.
Unique Items - Gives a few items from EEE a unique texture. Includes the book Korrin gives you, the EEC ring, and the final reward which I won't spoil but you can check the end of the images section if you're curious. Recipes for unenchanted versions of the ring and gift are unlocked after the third and fourth EEE quests respectively.
Special Thanks:
Kinggath Creations - East Empire Expansion. Who doesn't like Salvage Beacons in Skyrim?RekaDSLI - Xbox patch testing
Cavy8 - TGC Dawnstar patch
Czasior - Solitude Docks Updated patch, several of the patch hubs I reference
KillJoy - Patch testing and help with troubleshooting
The BGS Community - Feedback and requests, which are a large component of this collection. The nice comments mean the world and I really appreciate them (though I forget to reply to some).
The authors of the various mods I've made patches for
Fleisch - The freeware font I use (LandesFraktur) on my mod pages, including this one.
My Stuff:
Spacedroner on Nexus and other BGS-modding-affiliated sites (AFKMods, Mod.Pub, etc.)
@thatguy8995 on Discord, I don't get mad about random DMs I promise
If you're so inclined, I also have a ko-fi