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 They use an outdated version of some of our assets, leading to a conflict when loaded in-game.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:
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.
Hello everyone. I have not seen such a problem in the forums and bufs sections, so I will write here. The problem can be seen in my screenshots, I will also describe it in more detail.There is a flicker in Cyrodiil (not only in the Bruma). I do not know what it is called correctly, but I had something similar while playing "assassin's creed: syndicate", the problem could not be solved, because I do not know what it is, and why it happens (It's hard to find a solution to a problem when you don't know its name, you know...) , so I had to play with it. And this flicker is much worse in Bruma. Flickering does not always occur - only when the camera is positioned in the middle, let's say, and not in all places. When you look up or down, it disappears (there is no flicker on the screenshot when looking up). Nothing like this has ever been seen in Skyrim before.info: first, I installed the mod manually, then through the Vortex; there are no mods for textures (I have the AE version, there already seem to be some textures); I thought that the problem called LOD, and used the instructions from the pinned comment, changing the configuration parameters, but it didn't help with the flickering (the screenshots were taken after trying this method); DLC Integration Patch 1.6.2 is installed; Beyond Reach, an Alternate Start patch, A Quality World Map are NOT installed; all files are in the correct order in the mod manager; DynDOLOD is NOT installed; shadow casting settings... it's not entirely clear, this should also be edited in the prefs.ini file and what values should be set? However, I doubt that this will change anything... My values (just in case): [Display]fShadowDistance=8000.0000 iNumFocusShadow=4 fInteriorShadowDistance=3000.0000 ffocusShadowMapDoubleEveryXUnit=450.0000 iShadowMapResolution=2048 _ I hope that someone will help me or tell me at least what this problem is called so that I can try to find a solution on my own.
I understand that this question might not be answerable yet however do you know if the progression from this mod will carry over to beyond skyrim: cyrodiil or should I hold off playing the mod until the full release?
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.
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.
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.
for some reason, with skyrim 1.6.640 beyond skyrim bruma 1.62 and sentinel 2.1.0, since i updated sentinel from 1.2 to 2.1.0, my favourite armor, the light colovian hide armor doesnt appear in the crafting recipes at the anvil, whats happening?, i didnt update BSB so i dont know if it is a distribution problem
Sentinel being a massive gear distribution mod, stuff like that is bound to happen. Now this one understands why there is negativity in some parts in the game community about SkyPatcher.
Download this mod through NexusMods here, not through Bethesda's site nor the Creations ingame menu content library section. Unless you're on console of course.
I download this mod, and found that alot placeses are missing or unfinished. Like imperail city is just some textures{no population no real walls more like ghost city or even just nothig}..is this normaly ?
Yes, there are supposed to be invisible barriers that would normally prevent you from going beyond the country of Bruma. Something in your game removed them, either a mod, or edited settings in the game's INI. Everything beyond county Bruma is unfinished content in this demo build of the Beyond Skyrim: Cyrodiil project.
I've raised 6 fancy hooded rats as pets IRL: December, Rizzo, Templeton, Jenner, Valentine and Mayday. I want a pet rat in the game. I want Skritch replaced with a cute rat.
5845 comments
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:
After taking these steps, if the issue continues, please make a post only(!) in the bug report section with the following:
Common Issues:
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
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.
And if not which of the older files should I download?
iNumFocusShadow=4
fInteriorShadowDistance=3000.0000
ffocusShadowMapDoubleEveryXUnit=450.0000
iShadowMapResolution=2048
_
I hope that someone will help me or tell me at least what this problem is called so that I can try to find a solution on my own.
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.
This is a paste bin of the file note found textures
This is a paste bin of the File Not Found Meshes
Using this mod for the first time and after dyn finished running, I got presented with that, and most of it pertains to the BSHeartland.esm.
I have a question about this mod available on CC;
One has three parts and other has four, which one is the right one?
Thanks.
Unless you're on console of course.
Everything beyond county Bruma is unfinished content in this demo build of the Beyond Skyrim: Cyrodiil project.