Hello, first of all, amazing job. The only thing I notice is it says (JKs-ClefJs Fort Dawnguard - Aemers Refuge Patch.esp). especially depends on (ClefJs Fort Dawnguard Dawnguard doors.esp), and when I install ClefJs patches, it says (ClefJs Fort Dawnguard Dawnguard doors.esp) depend on (Dawnguard doors.esp).
not sure exactly what is causing the issue, but theres several parts of the castle where the two base mods are overlapping and this isnt doing anything to fix/combine them in a cohesive way. for example theres statues clipping in walls, floating objects from one mod, doors from one when the other shouldnt, and i cant get this mod to fix any of them even after playing with load order to try and make this load last
You can check these misplaced elements using the More Informative Console and send some screenshots. But it seems that the patch isn't loading at all. Make sure (I know it's "idiot check", but it happens sometimes) if the patch is activated and loaded after both main mods. Another thing to verify - MaxStdio setting in your SSEEngineFixes configuration file. With large load orders, it should be set to 8192.
I have JK's and ClefJ's each fort dawnguard mod, and this mod installed. For some reason, the game closes itself (crashes without warning or error windows) after the spinning icon shows up on the start menu where you would choose to start, load, or continue a game. I deactivate the mods, the game runs normal. I use MO2. With the three mods active, I run the sort action in the plugins tab and I get back no compatibility errors.
First, do not use the sort option in MO2, it's heavily outdated. Use LOOT if you don't want to sort mods manually. Second, install Crash logger and check the crashlog it generates. Most likely, one of the patches requires a different base plugin than the one you have in your order.
Thank you so much. I used Crash Logger and saw that the file "JKs-ClefJs Fort Dawnguard - Praedys Dawnguard Doors patch.esp" was the culprit. I unselected it in the plugins tab and the game starts up just fine now.
When I am supposed to meet Serana, Isran gets stuck in a wall after giving her speech, and I can't find Serana anywhere, she's not in the torture chamber. I need to delete this mod, otherwise I will get stuck in the quest and download it later.
Hopefully, I will get back to it this week or next week. I have some new patches for the base JK's Markarth Outskirts ready, just need to check them and prepare the variants for the combo.
In my case, a floor object with the refID 0x01149a is modified by JK but disabled by ClefJ, and loading ClefJ after JK results in a missing fort floor. Load JK after ClefJ resolves this problem for me.
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How can I fix this?
Help, please.
Second, install Crash logger and check the crashlog it generates. Most likely, one of the patches requires a different base plugin than the one you have in your order.
Thank you for all your patching.
Never mind I've got JK's then Clef J's and it is perfect.
Do you have an idea if This or either of the base mods are compatible with Holmwood?
Yes. Looks like it is working alright together, except for a bit of Navmesh issues near stairs and stuff.
Thanks again.