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 They use an outdated version of some of our assets, leading to a conflict when loaded in-game.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.
Sorry for the stupid question, Im new to skyrim and modding. Which files do I install? there are 3 files and they all look similar? Do I install all of them and then activate them all in MO2?
You have to rename each file in the FOMOD before fully installing it, or rename just the second and third file at least for sure after easily installing the first file. Or else they (the second and third files) will overwrite each other/overwrite the first file, and cause the whole mod to not work properly or even completely break.
There's a drop down selector thing in the right side of the FOMOD window box, can choose what to rename the file to or customize the filename completely yourself.
Melvin of Skingrad is just simply the best bard song in the game and IMHO every song available for download on the nexus I sometimes go to the inns just to hear the song and thats how it should be tbh. Bravo to the artist/artists who worked on it. Close second is Storm Will Carry Us Home. just straight bangers.
It seems my Whispers of the Mountain is bugged, the initial scene never came for me. I'm already many hours into my playthrough but i dont want to start over. Is there any possible way to force it because setstage 30 doesnt do anything?
The same thing has been happening in my game, no idea why but that quest was working properly in my game before December 2023 and not working since after that time period. AndrealphusVIII (author of the Bruma - Unofficial Patch mod) was trying to help me but I am unsure if they figured it out either.
Hello, I am taking Soralla to Agni. I ask her to introduce herself. She doesn't. They both just look at each other. What should I do? I reopened the old record but the same thing happened again.
Yes indeed, all of the useful files that were in the old Hotfix file were incorporated into I think version 1.6.2 of Bruma, or 1.6.3, it's probably mentioned in the Changelogs (just checked, yes they were, were missing in version 1.6.2 but were put into verion 1.6.3). The old Hotfix file is no longer necessary, and probably gets tagged as "Redundant" in mod programs like Mod Organizer 2, if one has the newest version of Bruma installed.
Lydia has tons of dialogue for Bruma... Very impressive. Quest aware, and location aware. Even comments when entering or leaving Cyrodil. She even had full interactive dialogue at the "end " of he main Bruma questline.
I have taken Lydia everywhere she has dialogue lines for. It still amazes me how much she has to say. Wyrmstooth, Solstheim, Bruma... what's next? Midwood Isle?
6047 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.
Which files do I install? there are 3 files and they all look similar? Do I install all of them and then activate them all in MO2?
So yes, you need all three.
There's a drop down selector thing in the right side of the FOMOD window box, can choose what to rename the file to or customize the filename completely yourself.
Thank you
AndrealphusVIII (author of the Bruma - Unofficial Patch mod) was trying to help me but I am unsure if they figured it out either.
Lydia has tons of dialogue for Bruma... Very impressive. Quest aware, and location aware. Even comments when entering or leaving Cyrodil. She even had full interactive dialogue at the "end " of he main Bruma questline.
I have taken Lydia everywhere she has dialogue lines for. It still amazes me how much she has to say. Wyrmstooth, Solstheim, Bruma... what's next? Midwood Isle?
Highly recommend.
https://www.nexusmods.com/skyrimspecialedition/mods/38473