I am using Whiterun Has Walls as you can see in the screenshots, there isn't any incompatibility that I know of 🤔 Could you tell me the issues you've encountered?
Maybe it's something else! I also use Ulvenwald and city trees - whiterun trees outskirts. I wonder if those are causing issues? It always looks like the buliding is halfway invisible. It's really weird.
I'm also using Ulvenwald and there's no conflict. Invisible stuff might be due to occlusion planes, faulty meshes or even some lighting mod in some cases (I've run into that problem with lux orbis) but it seems strange to have that in that area.
Could you take a screenshot of the problem and send your load order as well?
Couldn't find much with ssedit. The things that affect whiterun are city trees - whiterun outskirts version, whiterun has walls, seasonal landscapes, and tundra overhaul trees and ruins by bighead - nolvus version.
The only other questionable thing I've found in xedit is ussep. It duplicated the building? Not sure what happened. Also, tysm for checking it out.
I can't check right now but from what you mentioned, the most likely culprit is Tundra overhaul trees and ruins by bighead. I've never used it though, so I'm not sure, I'll check soon and make a patch if necessary.
In the meantime, try to use More informative Console to see what mod adds the duplicate, that would help a great deal :)
Also, I saw that you're using the CACO patch with CC Tundra homestead. They are not compatible for now, I'll upload a compatible patch today.
I didn't realise at first but the duplicate house is actually the lod of the house that doesn't disappear when you get close for some reason. It is usually due to DynDOLOD. They suggest using the Dynamic Lod option when running Dyndolod. See DynDOLOD FAQ:
Thought I'd let you know that I got the same issue after running dyndolod on a big load order. I did not find any setting that affected it after running dyndolod several times or using the LOD unloading bug fix, so I deleted the reference directly within dyndolod.esm using xEdit as a workaround. Let me know if you need more detailed info.
Thanks so much for this. I always loved the Ciderhouse in Skyrim LE. I was wondering what mod you are using to get the cute apple trees in your pictures? Also Skyrim Better Roads has a few minor conflicts. Thanks
The apple trees are from CACO. You need both CACO and the patch from here and you'll get cute apple trees :3 I might do an addon that doesn't require CACO at one point, I don't know when though.
Edit: Okay for Skyrim Better Roads, I'll add it to the To Do list :)
Thank you so much for doing this! It's looking great so far.
I just noticed that there are a couple of Regional Merchants - Stalls of Skyrim stand sat in front of the cider house. Could you add those to the list?
This is exciting! I used this mod in the past but have been unable to do to other additions in the area. I look forward to seeing if it works with this patch or if I have something else in the way. Thanks!
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Could you take a screenshot of the problem and send your load order as well?
Modlist: dorla_list - Load Order Library
Couldn't find much with ssedit. The things that affect whiterun are city trees - whiterun outskirts version, whiterun has walls, seasonal landscapes, and tundra overhaul trees and ruins by bighead - nolvus version.
The only other questionable thing I've found in xedit is ussep. It duplicated the building? Not sure what happened. Also, tysm for checking it out.
In the meantime, try to use More informative Console to see what mod adds the duplicate, that would help a great deal :)
Also, I saw that you're using the CACO patch with CC Tundra homestead. They are not compatible for now, I'll upload a compatible patch today.

Edit: Okay for Skyrim Better Roads, I'll add it to the To Do list :)
I just noticed that there are a couple of Regional Merchants - Stalls of Skyrim stand sat in front of the cider house. Could you add those to the list?