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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 They use an outdated version of some of our assets, leading to a conflict when loaded in-game.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. dfsd345
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    It's quite strange. The second time I installed the mod, the guard began to comment that he couldn't wait to kill the Stormcloak rebels again, but it was only the subtitle and no sound. Is this line from the original game or is it a conflict with another mod I installed? I installed this mod, Guard Dialogue Overhaul SE, but even after I uninstalled it, there was no change. My English is not good, so this paragraph was translated by a machine.
    1. SirCadsimar
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      Yeah that happens.  The voice actors for Bruma soldiers and guards didn't record that line.
  4. MerovekTES
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    Ugh! Is anyone here familiar with the Wildlander mod list? 

    I installed Bruma and the custom UI that Wildlander provides is now back to vanilla. It uses SkyUI, and that mod's page doesn't indicate a Bruma patch exists/is needed.

    Any rough ideas? I've successfully installed and played Bruma a few years ago on a more vanilla configuration and loved it.
    1. SirCadsimar
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      Wildlander mod pack's HUD changes conflicts with the Bruma mod.  No solution.
  5. Modbr
    Modbr
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    hi, this mod is dead?
    1. Bigdarby98
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      Not really, they've been doing a lot of work and showcasing it on live streams for mod con and things like that. However, I was just saying to my friend that with FOLON coming out despite them being different Bethesda games and requiring different levels of work, still it does make the rest of these large Bethesda mod teams look bad or at least have criticizing eyes back on them. I did note to my friend that it is a little crazy this was released in 2017. I think Skingrad is the next chapter to come out. That was a few months back they gave any update on that though. Maybe there have been others that I haven't seen.
    2. SirCadsimar
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      The teams are prioritizing work on the other Beyond Skyrim projects, and especially the Cyrodiil one that this mod is a demo for.

      They aren't going to release any more parts of Cyrodiil as demos like Bruma, @Bigdarby98.  All parts of Cyrodiil, Bruma included, are going to be in one big mod someday: Beyond Skyrim - Cyrodiil.
      SoonTM.
    3. ys125
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      this mod is showing it's age very badly, is highly overrated, and I wouldn't put it in my load order - there I said it.
    4. Modbr
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      Its difficult for any mod to surpass Enderal. I think that new mods should follow the line of exploration because when they try to include some different gameplay mechanics they become a disaster, with the exception of Enderal.
    5. rknowj
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      .
    6. odya
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      I can only assume this conversation has been had a billion times, but I can't help but feel the ''it'll all be released once it's fully done'' philosophy is rather silly. I'd much prefer they did it the way TR does it. Whether or not TR ever comes out fully is irrelevant at this point because they're doing their mod one region at a time, and thus there's already a huge body of work that you can sink your teeth into. There will never be a situation where the whole mod just gets stuck on someone's hard drive due to critical lack of resources and time. I genuinely think that with how ridiculously ambitious this project is, it may very well never see the light of day, in which case it's entirely possible most of that work is going to go to waste.
    7. SirCadsimar
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      It's been explained multiple times why.  The Beyond Skyrim projects have multiple teams, all doing different projects (there is some overlap of members between projects, and mod assets shared between them).  But the Cyrodiil project is more likely than not to eventually be released some time in the coming years.  They have quite a lot done, but still quite a bit more to do.  Gods I wish I could still use Discord, damned Two Factor Authentication...
    8. LuckyBrock07
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      Showing it's age doesn't have to be a bad thing. I am still going to give it a try. Even after all of this time.
    9. willamlord
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      sounds like to me they are looking for funding 
    10. Modbr
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      In other words, is dead.
  6. Waxwork
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    I have blue snow textures on the roads and trees misplaced and pixelated also popping up above the roads when I'm on the road to chorrol
    1. SirCadsimar
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      There are supposed to be invisible barriers that would prevent the player from leaving Bruma, because everything outside of Bruma is unfinished content.  Some mod you have, or .ini file setting you changed, removed the invisible barriers.
    2. Waxwork
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      but do i not to remove borders in bethini so i can enter beyond bruma?
    3. SirCadsimar
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      Some other mod you have must have removed the borders, if you're far enough out to see the blue snow, misplaced and pixelated trees popping up.  I myself have some mod that removes the borders, but I don't go out there very often, game too unstable out there, not good to save the game (save file can become corrupt).
    4. AxelXander
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      I also have blue snow...., but already in accessible areas...... This problematic one-pass snow shader is used.
      I use ‘PGPatcher (aka ParallaxGen)’.  The snow textures I use are ‘Nordic Snow’.
      The problem is exactly in this place of Bruma (the tavern at the beginning of the path). How can this be fixed?
      https://imgur.com/a/RHG8HT4
  7. xycxysysxys
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    Why does Loot not work when I choose the no custom markers plugin? It says it's not a valid plugin, but only when I change the mod file name for organizational purposes.
    1. SirCadsimar
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      Did you choose that option in each of the FOMODs of the 3 mod files?
  8. Rullisi
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    Sometimes my save names show up in russian language or something like that. Is this a bug? Can I fix this by unpackaging and removing russian localization or is there a patch for this somewhere that I have been unable to locate? If someone knows why this might be happening, please let me know!
    1. SirCadsimar
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      How many third party mods do you have for Bruma..?
  9. UgyIggy
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    Will-o-the-wisp crash my game. Does anyone have an idea why this is?
    1. SirCadsimar
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      What version of the mod are you using?  Will-o-the-wisp was supposedly removed after version 1.61 because it was broken, caused crashes when used.  It shouldn't be obtainable.
      Just don't use it at all if it's in your game somehow.
    2. UgyIggy
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      Ok thanks. I spawned them in using console commands when I was testing another mod in my load order. I didn't know they were obtainable.
    3. SirCadsimar
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      Yeah unfortunately they weren't able to fix the problems with the spell, were only able to remove the ability to acquire the spell through normal gameplay means (but it's still in the mod files (obviously, hah hah), maybe they'll do something with it later for the full Cyrodiil mod).
      There's a lot of things in the files of the mod that shouldn't be acquired through console commands (just like in the vanilla game).  Placeholders and pre-assets meant for future mod work.
  10. corien93
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    Hi, first of all, I must say this is insane, huge, well done, nice textures and so and so, congrats.
    Though I cannot progress anymore, I'm facing an invisible wall and it says I cannot go this way, like if I reached the limits of the world ...
    Any adivse to solve that ?
    Thanks
    1. SirCadsimar
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      That's intended.  Everything outside of the invisible wall is unfinished content.  Bruma is a preview, a demo, of Beyond Skyrim: Cyrodiil, which will be the "complete" mod, eventually.
    2. corien93
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      Oh, ok I see.
      Thanks
    3. Weicopo46434
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      Jesus.......
  11. Technoboop1
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    If anyone is having an issue with Tree LODs as shown here:


    The culprit mod is JK's Markarth Outskirts. Sounds weird as these mods have nothing to do with one another but there it is. 
  12. Technoboop1
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    [See above post, I fixed the issue]