There is a conflict with this overhaul and the special job erikur gives you for the thieves guild faction quests. The modmaker buried the balmara blue chest underneath terrain to where it is unobtainable, even using a cheatroom to obtain the quest item will not recognize it as being obtained.
Holy Moly this looks stunning! And exactly as Solitude should be! Full to the brim with everything! :O However, this time around I want my Skyrim to be immersive but playable. So it will have to wait for my next modding of the game when I'll go on a photo tour again. I look forward to it! :D
There is a somewhat minor but glaringly annoying conflict with 'DK's Realistic and Lore-Friendly Nord Ships' mod, sadly. The ships from that mod tend to take over the spot occupied by the ships in this mod, but will visibly leave said original ships sticking halfway into the new ships. I wish there was a compatibility patch...
Its really pretty, but I think I'm having some issue with the mod. in the original pathway down to the docks meant to clip with the new path added by this mod?
The mod conflicts with SMIM and a few other textures mods. So I just placed the mod far below in the load order and then used Jaxonz Positioner to fix minor incompatibilities ingame. Now everything works like a charm!
"Disabling via console is only a temporary fix. If you load up a new save the issue will arise again."
In the console, using the "disable" command will solve the problem. And yes, while the item that is disabled will still be loaded into the cell, it will remain invisible even on concurrent saves.
is anyone else having the exterior door that leads to the windmill from the docks getting pushed out like five feet, so when you exit solitude you load behind it and cant proceed?
To whom it may concern, this mod isnt compatible with anna's NPC mod because of a ship in the harbour being added. If you like me can't live without either of these mods you can just disable the stonearch and gate house there, it's not amazing but no clipping will be present if you're careful.
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However, this time around I want my Skyrim to be immersive but playable. So it will have to wait for my next modding of the game when I'll go on a photo tour again. I look forward to it! :D
Here's a couple of screenshots to illustrate these minor clipping glitches:
https://ibb.co/8dc7MRm
https://ibb.co/frPv8Dx
https://ibb.co/3rpNXsK
https://ibb.co/3Bq611v
The mod conflicts with SMIM and a few other textures mods. So I just placed the mod far below in the load order and then used Jaxonz Positioner to fix minor incompatibilities ingame. Now everything works like a charm!
In the console, using the "disable" command will solve the problem.
And yes, while the item that is disabled will still be loaded into the cell, it will remain invisible even on concurrent saves.
Thx for your work!!