Skyrim Special Edition

I hope this Troubleshooting Guide for JK’s Interiors will help you along the way to easy modding and playing.

Three Basic Steps of troubleshooting are:-

  • Open the console and click on the item to see which mod made the last change. This will show you mod conflicts and indicate if you need a patch. More Informative Console is highly recommended.
  • At the Bethesda logo console "coc whiterunorigin" (etc) to bypass your save. This will determine whether an issue is baked in your save or a mod conflict.
  • Make sure you have installed the correct patches and sorted your load order.

Clipping / Floating objects
  • Lights (double lights, floating candles, etc). This is the most common issue since most people use lighting mods. Patches are available for popular lighting mods which will fix conflicts. Check that you have the correct patches installed first.
  • Furniture (chairs, crafting stations). These can be trickier. It might be a simple conflict that can be resolved with a patch. Use the console to identify the mod (Step 1 above). It is possible that another mod (let’s say a follower mod) edits a chair for their NPC to use and that chair will become a persistent object. Changing the chair in a patch doesn’t matter as the chair is baked into your save when you first started the game. You can test this with (Step 2 above) bypassing your save. If the object is persistent only a new game or Falrim tools can fix this.
  • Trees / Plants. Mods like Skyrim 3D Trees edit the tree mesh so there is no hard conflict. If you see floating or clipping objects (lantern, hanging moss) around trees it is because those are added for the vanilla model but you are using a modded tree with a different size and shape. A patch is needed to fix the issue, check if one is available.
  • Other Objects. Simply click on the object with the console open (Step 1) to identify the conflicting mod. Check for patches and see if bypassing your save (Step 2) fixes the issue.

Missing Walls, Floors, etc
  • Holes in walls are caused by occlusion planes or room markers and are generally added / edited by lighting or optimization mods. Generally this is from ELFX or Skyrim Project Optimization. Make sure you are using the appropriate patches.
  • If a particular wall piece with a window is missing it might be caused by a mod editing your windows. Use SSEEdit to check the Cell / Wall piece for conflicts.
  • In a rare case a shadowmark added by another mod caused a misplaced wall piece. Use SSEEdit to check the Cell / Wall piece for conflicts.

CTD (Crash to Desktop)
  • If your CTD occurs when entering a building it is highly likely that it's save related. At the Bethesda logo bypass your save (Step 2) and if you can enter the building without a CTD then the issue is your save. For some inexplicable reason this has been known to fix CTDs on an existing save. Yay Skyrim.
  • If you CTD at the Bethesda logo then you have a patch loaded that is missing a master. Check your load order.
  • If you have self compacted a master mod any patches we provide for that mod will have missing references and could cause a CTD.

NPC Pathing / Navmesh
  • If all your NPCs are gathering in one spot or teleporting around the location then you have a navmesh conflict, i.e. broken navmesh. You most likely have another mod changing the navmesh causing a break at a navmesh border. You need to open all your mods in SSEEdit and see what is editing the navmesh. It is generally caused by another mod adding a load door in the Cell. Load order can help otherwise check for patches.

Texture Issues

  • JK's Interior mods only places vanilla assets which is why the file size is so small. Any missing, purple, blurry objects are caused by whatever texture mods you have installed.
  • If a particular object (mostly food) has a misaligned texture it is generally caused by a mesh and texture combo replacement mod. JK is placing the vanilla object but the mod added texture doesn’t fit on the vanilla mesh as the replacer mesh isn’t being used. This will need patching.

Checking for Errors
  • If you check a mod for errors always check it in isolation. Often when checking with a full mod list a patch further in your load order will overwrite a tri in the master navmesh record flagging a false error. This is fine and can be ignored. Just remember to check each mod in isolation. Of course we are all human and can make mistakes so if it is a genuine error then please let us know.

Finally, if you still have a problem and need help then please post a screenshot to show the issue. If you don’t show us your problem and it looks normal from our end then we have no idea what we are looking for. A screenshot will also show minor detail that is often the clue to resolving conflicts as every mod and load order is different.

Cheers, Teabag86

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Janquel

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