Skyrim Special Edition

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  1. BeyondSkyrimDC
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    Don't post bug reports in the posts section, report them in the bugs section.
    Before reporting any issues you've encountered, ideally remove all other mods whilst troubleshooting them:

    • If you've downloaded the mod with MO2 or Vortex, redownload and install the mod manually.
    • Make sure you've downloaded and installed the DLC Integration Patch.
    • Check that the load order is BSAssets.esm, BSHeartlands.esm, BS_DLC_patch.esp, and any patches after that - LOOT seems to be sorting them incorrectly for some users.
    • If you have Beyond Reach, an Alternate Start patch, A Quality World Map (or similar), or any translation installed, remove these and see if the issue persists.

    After taking these steps, if the issue continues, please make a post only(!) in the bug report section with the following:

    • How did you download and install the mod?
    • Do you have any external mods that may be affecting Bruma? This includes translation patches, patches for other mods, bodyslide presets, or anything editing equipment or visuals within Bruma.

    Common Issues:

    • Generating custom LOD (like DynDOLOD) for the areas outside the accessible zone is not supported - technical limitation for Bruma (Cyrodiil will be fine)
    • Flickering LOD around city Bruma: Inconsistent, but may be fixed by editing shadow-cast settings, reinstalling the mod, or re-running any LOD mods you have.
    • Trying to load new locations just returns you to your current location: If you have the mod "Identity Crisis" installed, either uninstall it or install the Bruma patch for the mod.
    • The terrain appears to be missing and/or character falls through the ground: You've likely left the playable area. Make sure world borders aren't disabled.
    • Applewatch has missing textures or buildings: Uninstall Beyond Reach, or find and download the patch for it. They use an outdated version of some of our assets, leading to a conflict when loaded in-game.

    Getting distant objects and tree LOD like in the screenshot above:

    • In SkyrimPrefs.ini add/edit these settings
    [TerrainManager]
    fTreeLoadDistance=300000.0000
    fBlockMaximumDistance=300000.0000
    fBlockLevel1Distance=100000.0000
    fBlockLevel0Distance=70000.0000
  2. BeyondSkyrimDC
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    Update 1.6 is out featuring new custom map markers!
    You might have seen in our showcase updates that we've figured out how to implement entirely new map markers into the game.
    Although there have been recent developments such as CoMAP, the Beyond Skyrim way is not to depend on SKSE for our mods.

    What does that mean for me?
    You just need to download the latest update and everything will work out of the box.
    However, there are some mod conflicts that can occur. Specifically, UI mods overwriting specific files will conflict with the implementation of our map markers. While we support SkyUI out of the box, other UI mods may need to develop patches.
    Note that you won't be able to see the new map markers if you unpack SkyUI and let those files overwrite our interface files.

    I'm an SKSE user, what should I do?
    Nothing, unless you have other UI mods than SkyUI installed. In this case, install CoMAP and don't choose to install custom map markers in the fomod or delete the interface folder in BSAssets.

    I'm NOT an SKSE user, what should I do?
    Nothing, unless you have other UI mods than SkyUI installed. In this case, you need to check for compatibility patches between Beyond Skyrim and UI mods. If there are none, you have to let one mod overwrite the other. Note that if you let Beyond Skyrim take priority, your UI mod will break in the HUD and map. If you let the UI mod take priority, you'll not be able to see the new map markers. We suggest you install the optional plugin "No Custom Map Markers" in this case.

    Skyrim VR is not supported.
    Note that we currently don't support map markers for Skyrim VR. Install the optional esp to remove the map marker changes and delete the interface folder in BSAssets as well.

    Wouldn't it be easier to just use CoMAP instead?
    Yes and no.
    For SKSE users it is definitely easier just to have the CoMAP integration that is from now on part of the mod, next to our manual map marker implementation through interface files. Those interface files are the ones that can conflict with UI mods other than SkyUI which is why we didn't include the modified interface files in the BSA. This way you can simply choose not to install custom map markers in the fomod installer or delete the interface folder from the mod and no patches for UI mods will be needed for you.
    Non-SKSE users still don't need to go through the process of installing it and depending on SKSE updates with new game updates. They just need to install the latest update and potentially patches for UI mods.

    BSHeartland - Meshes.esp is missing after the update?
    We've been able to remove BSHeartland - Meshes.esp and put everything in BSHeartland - Meshes.bsa into BSHeartland - Textures.bsa. This prevents installation errors and declutters your load orders.
    When loading an existing save game, this will be noted. Just click ok, you won't have any issues with your save game.
    If you have patches that require BSHeartland - Meshes.esp as a master, you will need to clean your patch via xEdit.
  3. POWERXCIV
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    As far as I'm concerned this is a must have mod and fits seamlessly into the base game. My dragonborn ended up in Bruma on a Dawnguard quest and has been waylaid with helping the good folk of Cyrodiil since. The environments are gorgeous, the new creatures are well made, and the new quests are often much more interesting than just "go here and kill".

    I will say while most voice acting is incredible, there are a few that are out of place and the volume can be slightly off (even between lines within the same character) and some of the weapons textures are not that good, though I like most of the meshes.

    But it's definitely a very successful proof of concept which fits well into my modlist with relatively little patching required, and I'm enjoying it greatly. Would recommend.
  4. Cinjero
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    Hey Folks,

    For the most part no issues except DynLOD is spitting out several mesh/textures errors---- files it can't find.

    Yes I have all three BSAssets, BSHeartland (and textures), and BS_DLC load and in order.

    Sample errors:
    File not found Meshes\bscyrodiil\architecture\bravil\interiors\bravilmediumhouse01_groundfloor.nif. Used by BSHeartland.esm CYRBravilMediumHouse01Intground [STAT:160FC19B]
    Warning: File not found Meshes\bscyrodiil\architecture\kvatch\interior\kv_lc_floor_con01.nif. Used by BSHeartland.esm CYRKVLFloorcon01 [STAT:160E0DAB]

    etc...

    I don't believe this is causing any game issues, but it would be nice, I guess, to use them as indented if DynLOD is looking for them.

    Are the mesh/textures downloadable separately? And/or where would they be placed?

    Thanks for any help.
    1. godfearingrobot
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      I ran into this too. Turns out it's a known issue that many of the original files used to generate the LOD for Bruma aren't included in the BSA. Fortunately, somebody's got our backs!
      https://www.nexusmods.com/skyrimspecialedition/mods/112962
    2. Cinjero
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      Great! Thank you.
  5. NarayanShad
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    It's impressive to discover what your team already build outside of the "playable" zone °°
    (Currently in a complete village at the entrance of Sancre Tor, will try to go further south next, then Imperial city, then the east °°)

    Skyrim would get few more years of life-time if Bruma developed even further =)
  6. Bernardini
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    Will this mod work on version 1.6.1170?
    1. YoUoBoEoL
      YoUoBoEoL
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      The mod does not use SKSE.
      It works on any version of SE/AE.
    2. SirCadsimar
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      Yes.
  7. Xirtzz
    Xirtzz
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    I cannot seem to be able to activate BSHeartland.esm. I installed the mod manually. Only the BSAssets.esm show up in the load order.
    1. SirCadsimar
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      Using Vortex or Mod Organizer 2?
    2. Xirtzz
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      It's ok, got it working. Sorry for the late reply.
    3. SirCadsimar
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      Ok cool :)
  8. preyka
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    I have some Bruma NPCs in Whiterun. What can be the reason? 
    1. SirCadsimar
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      How many and who?  One of them, Avar, is supposed to go to Whiterun after you talk to him and he gives you a letter to send to his brother in Bruma.
    2. preyka
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      This one. I also use Unofficial Fixes for Bruma if it can be the reason. There is no conflict shown in my SSEEdit.
    3. SirCadsimar
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      That must be an NPC that originally exists outside of the playable zone/"invisible barrier" of Bruma, because no such NPC by that name exists in Bruma county.  He/she must be from somewhere else in Cyrodiil, part of some incomplete location (hence why those invisible barrier walls exist).  As to why they're in Whiterun, there's gotta be some sort of hidden mod conflict going on.  I have had secret conflicts going on before where a bunch of NPCs from expansion mods like Bruma, Wyrmstooth, Falskaar etcetera ended up inside a house mod I use (even though it was locked from the start), there were AI Package issues going on that have since been fixed by that house mod's author.  There's probably some weird programming bug/glitch going on with that Bannered Mare/Whiterun overhaul mod you are using.
    4. preyka
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      Thank you for a long answer. She does exist though, there's information on her under unofficial bruma fixes change log. I have also started a new game since then and tried to tp to her - she was an innkeeper in some strange inn with two other female NPCs. Strangely, I could leave the building but they seemed alright and functional in that inn.
    5. SirCadsimar
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      Aye, she exists in Cyrodiil, but not Bruma county proper.  Probably at Roxey Inn (or some other tavern place), which is south of Bruma county and is actually in the Imperial City county (and is outside of Bruma's invisible barriers).  This mod includes the entire provincial landmass of Cyrodiil, but the invisible barriers are there because everything outside of them is unfinished content and going to those places can cause game to become unstable and gamesaves made there can become corrupted.
      She's in Whiterun because there's some AI package issues going on with the mod you're using that edits Whiterun/The Bannered Mare.
  9. Enmar
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    Are there Quests to take you to all the locations ? Or will there be at a later time ?
    Or are some locations just to find and clear wile exploring ?
    1. c0c0c0
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      It's a mix. Some are quests, mostly started from within Bruma, the city. A few are locations that you have to stumble across. Just like vanilla.
  10. jazblaze777
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    I would not be surprised if the entire beyond skyrim series will be made into official canon, yall done amazing!
  11. HALTT77
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    is this mod finished? I did not play this mod till now because I was waiting for them to finish it...so is it ready now?
    1. xfilesman
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      Glorified tech demo
    2. SirCadsimar
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      Bruma is a demo.  The full version will be called Beyond Skyrim: Cyrodiil when it releases sometime in the future, and it will have it's own separate Nexus page, assuming they can even upload it to Nexus in the first place by then (it will be a very large file, and they might have problems trying to upload it here).
    3. HALTT77
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      But is it a Demo in size of map or in content as well? because if it is a part o Cyrodill but it is kind of its own thing it is ok... sad is if it misses a lot of content and makes the player feel that something should be there.
    4. Therrao
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      there are plenty of quests and decent sized map, but yeah it's incomplete. still fun to explore ngl.
    5. ricolen
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      The area of Bruma is more or less complete. However it's just a portion of Cyrodiil and that's still probably a few years out from release. If you're fine just exploring county Bruma, then yeah it's done, except for the tie-in quests that lead to different counties.
  12. Azhunah
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    hey is anyone else having their followers disappear on bruma? i've started a new game only on bruma and sometimes followers from this mod and custom followers turn invisible, they're using bruma armor btw, a disable enable usually fixes them