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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 They use an outdated version of some of our assets, leading to a conflict when loaded in-game.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. 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
  4. 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?
  5. 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.
  6. 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..?
  7. 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.
  8. 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.......
  9. 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. 
  10. Technoboop1
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    [See above post, I fixed the issue]
  11. JohnKnighthawke
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    Weird question (and there may not be an answer yet): If I install this, will I be able to install the rest of Cyrodil on the same playthrough when it comes out?
    1. SirCadsimar
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      Most likely not.
    2. spiralknight
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      Funny how years ago it was another way around...
    3. skynetassassin
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      I wonder if I'd even be playing the same character by the time that comes out
    4. SirCadsimar
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      The full Cyrodiil mod will probably have it's own page on Nexus, so it won't work as just a gigantic update to this smaller mod.  Some of the developers were saying in the Discord server that they were hoping to be able to combine the rest of Cyrodiil with the  Bruma mod, but that plan brought with it too many complications so I'm fairly sure (%90+ sure) they scrapped that idea.
      The full mod release is still a ways away in the future, possibly even still a few more years...
  12. Richardfeton
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    as much as I love this mod, it feels incomplete knowing the rest of the map is still being worked on. so, the question is, is the completed mod going to come out before gta6? lol. I want to at least play one completed mod from the beyond Skyrim team. it's been years! I'm starting to get back pains!  :D
    1. YuriSuD
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      nah, this mod dead.
    2. SirCadsimar
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      Bruma may or may not get updated again, but work on all the other projects still continues, that's their main priority in modding.  Don't believe the words of people that say this mod is "dead", they aren't on the Beyond Skyrim teams and don't know what they are talking about.