About this mod

A series of compatibility patches for 'East Empire Expansion' by Kinggath Creations.

Requirements
Permissions and credits
Mirrors
Changelogs
Donations
What started as a couple of personal patches turned into this. Includes patches for mods I've used and requests from the community. Packaged into a FOMOD for ease of installation. Quick patch updates and requested patches will be posted under 'Updates' so they can be used right away instead of waiting for my arbitrary update schedule (aka chaos). 

***Several of these patches move persistent objects. Adding patches to a save in progress may result in objects not being moved over correctly.
Bug reports not related to EEE patches should be directed to the KGC Discord or the KGC Forums.



Patch types:
Outpost - Moves part of, or the entirety of one or more outposts added by East Empire Expansion. Usually limited to one city. Small additions like idle markers or navcut boxes might be added to give the area better NPC interactivity, but they are intended to blend with the existing outposts.
Miscellaneous - A small patch that doesn't require moving any of the EEC outposts. They can be used alongside outpost patches, including those made by other authors.
Combo - An outpost patch that covers multiple mod conflicts with East Empire Expansion. May not be limited to a single city. If a single outpost patch can cover a multi-mod conflict, I'll mention it in that patch's description.
Creation - An integration patch for Creation Club or Verified Creation content. Also includes any small addons I make for EEE.

I've set the FOMOD up to only allow you to select patches you have all the prerequisites for. If a patch is appearing when it shouldn't, or vice versa, please let me know. Generally you'll only want to have one outpost/combo patch per city. 

Current patch list:
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Dawnstar:
New Dawnstar Outpost - A generic patch for light Dawnstar overhauls or smaller mods that overlap with the EEE outpost, like Dawnstar Fish Market.

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. 


Falkreath: 
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.


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. 


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.

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.

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.


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. 

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 JKs/SDU/EEE combo patch from the JK's Solitude Outskirts Patch Collection instead.


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 OverhaulSpaghetti's Cities AIOWaxing 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 COTN 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 RebornQuaint 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 within 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.

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.

East Empire Expansion - Addons:

These are small, random addon patches I made for EEE that aren't related to moving outposts around. Changes to the EEE merchant inventory are done via script for compatibility. 

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. 



I've also put together a list of mods that I've tested that didn't end up needing a patch. 

FAQ:
"Will you make a patch for X? / Does EEE work with X?"
Maybe. When I have the time I'll usually check for mod conflicts on a per-request basis. Screenshots and a link to the mod page are super helpful for mod conflicts, please provide them if you can.
Check the comments and make sure it hasn't already been requested. Priority is given to single mod patches, specific multi-mod combo patches generally take longer to do.

"Can you upload X patch for Xbox?"
Happily. But, since I don't have an Xbox, I'll need you to test out the patch for me. There haven't been any issues (that I'm aware of) with the few I've uploaded so far, fortunately. If you'd rather port it yourself you have my full permission to do so, all I ask is that you link back to the Nexus page.

"I installed x patch but the chest and some items aren't in the right spot."
If the patch was installed on a save in progress, persistent items like the delivery chest won't be moved over correctly. 


More East Empire Expansion Patches:
Capitals and Towns of Skyrim / Trailblazers 
City Trees
ClefJ's Morthal
COTN Falkreath
East Empire Expansion Map Markers - A light alternative to the COMAP patch that only adds markers for the outposts.
East Empire Expansion Modified
JK's Riften Outskirts
JK's Solitude Outskirts
Redbag's Falkreath

Complimentary East Empire mods:

East Empire Company Armor - built-in support for EEE
East Empire Company Improved - Overhauls the vanilla EEC areas in Solitude and Windhelm
East Empire Strongbox Logo
East Empire Pendant Quest Markers
High Visibility East Empire Logo

Special Thanks:

Kinggath Creations - East Empire Expansion. Who doesn't like Salvage Beacons in Skyrim? They also put up with my occasional questions which is always super appreciated. 
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 patched for:
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Alaxouche - Fortified Morthal Patch Collection
Anduniel - Anna's Winterhold Restored SE
Archinatic - The Great Cites Mods
Arthmoor - Provincial Courier Service
AssyMcGee (original) and Featherstone (update) - Solitude Docks Updated
Axis1211 - Kingdom of Winterhold, Kingdom of the Pale
BAPWAS - Jewel of Solstheim
Bjs_336 - Windhelm Exterior Altered
CarpeNihil - COTN Winterhold More Houses
Ceftadzime - Civil War Checkpoints
ClefJ - ClefJ's Winterhold
Czasior - multiple incredible patches for city overhauls
Darkmaster06 and Pymous - Dark's Whiterun Market
Fremennik (original) and PayloadG (SE Port) - The Fairheart Remastered
Galandil - Holds The City Overhaul
Gardden - The Great Cities of JK's North Patch
GeraldMods - Detailed Carriages 2.0, Solitude Docks Improvement
GGUNIT - Markarth Outskirts
Gwendragon - Lion Thane Stronghold
Janquel - Whiterun Exteriors Patch Collection (JK + Ryn's)
Jelidity - COMAP and COMAP devkit
JKrojmal and Teabag86 - JK's Dawnstar, JK's Winterhold, JK's Skyrim SSE, JK's Outskirts Whiterun/Markarth
JosephRussell - Unofficial Moonpath to Elsweyr Patch
JPSteel2 - Cities of the North Mods, City Entrances Overhaul - Markarth, Northern Roads
Kinaga - Carriage and Ferry Travel Overhaul
kojak747 - Enhanced Solitude Docks
lvlnem - Mnem Raven Rock Expansion Reborn
Mannenyuki - Winterhold Restore
MuppetPuppet and An_Old_Sock - Moonpath to Elsweyr (SE version maintained by Illiani)
Noxaelis - COTN Winterhold Expanded, COTN-WE Patch Hub
PercythePersimmon - The Great Cities of JK's North unofficial update
Pomelo8765 - Nature of the Wild Lands
RemixandRevive and Soddenwill - Winterhold Restored and Enhanced
RubberSpaghetti - Spaghetti's Cities
Ryn - Ryn's Whiterun City Limits
Skyfall515 - Fortified Morthal
SolarTails - Winterhold Expanded Ruins
Surjamte - Capital Whiterun Expansion, Capital Windhelm Expansion
Symonson - Capital of Winterhold
Tarlazo - Convenient Carriages
TateTaylorOH - House Rule
Tom Tesoro - The Brotherhood of Old
Undriel - Quaint Raven Rock
YsCordelan - Simple Raven Rock Expansion


My stuff: 
@thatguy8995 on Discord
Spacedroner on pretty much any Bethesda community/server
If you're so inclined, I also have a ko-fi
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