Important note for all those who do not have clear in mind this concept:
SLaWF meshes are fixed carefully, especially regarding collisions. The general rule of what should overwrite what is the following: Let meshes from other WiZkiD mods and Majestic Mountains overwrite SLaWF, MM includes a patch inside its FOMOD. Flickering Meshes Fixes NIFs are 100% compatible with those included in the Skyrim Landscape and Water Fixes FOMOD. Unless its strictly necessary to do otherwise, let SLaWF assets win over everything else in your load order, If you let meshes from any other mods overwrite SLaWF (you will loose all the fixes).
Hey, question about Water script fix, if it gets run with this enabled, do you for see any issues? it converted some of your water XCWT edits back to Skyrim Default. just un sure if i should keep your edits with this. only other changes made by the script were too fabled forest and this.
You can apply it safely. Our mod shouldn't have any XCWT edits, the only edits it should have are edits from Update.esm and USSEP forwarded to records that we edited. I've applied the azzendix's script and found two edits that we missed and didn't foward - KjenstagRuinsExterior [CELL:00009377] and FolgunthurExterior01 [CELL:000092FB]. If there are more, let us know. If that's what you meant, thanks for the report. But if it resets USSEP or Update.esm edits back to vanilla, something is wrong
okay i thanks, ill have a look to see if they reset back to vanilla, i didn't select the script on USSEP, or the Update so i assume it show be fine. thanks for clearing that up for me.
However, I noticed that the last update accidentally removed a wall in the Temple of Mara (In Maramal's and Dina's bedroom). I tested on semi-vanilla (had nothing that changed the interior except for ELFX Shadows) and disabling this mod made the wall come back.
It's definitely not our last update and you shouldn't say things that you're not sure about, but it's one of the last USSEP updates. They included a fix for the same duplicated reference, but removed not the reference we removed but the other one, which resulted in both references being removed. We'll fix it
I believe something similar is happening in High Gate Ruins. One of the walls marked as initially disabled by this mod is now also disabled by the USSEP which causes a huge void in the throne room.
things that happen when someone replicates your fixes with the knowledge and maybe, just maybe, the intention of creating problems just because you refused to "give" them your mod
Hi, I'm having a weird signe issue (so far) near Kynesgrove :
https://imgur.com/a/1Sh1wNk
I already done some research, tried Auto Parallax or Majestic Mountains complex material - cascada fix, but nothing is working. It's the only place where it happens I think, I didn't notice it anywhere else so far. Not a big deal since Skyrim's huge but if anyone has an idea ?
I don't know if it could be caused by Dyndolod, LAWF or Majestic Mountains as some people seems to point this mod.
Then what is causing it? I have the same problem and big seam on the road there. 3 plugins are changing this locations - skyrim.esm, update.esm and slawf. If you disable slawf or overwrite its records for this one location with the ones from update.esm and all problems there are gone. I dont use better cliffs meshes, parallax etc. Its basically only MM + blended roads.
this is a parallax issue probably caused by some conflict between meshes, about the seam, to check I need to know the refid of that cell and a screenshot
Ok. I think I know what may be causing that. Its MM in combo with SLAWF. SLAWF works there without problems with vanilla mountains (maybe ERM too). But with MM enabled there is a cliff bug and road ugly seam. Created new profile and I tested this. Plugins sorted with LOOT.
Yup, works with vanilla and ERM mountains. Not with MM.
Tried earlier versions (because I dont recall having problems with SLAWF+MM in the past) and 8.0 works fine. No problems in Kynesgrove area. Every version after that is buggy there.
There is absolutely disgusting landscape texture seam near Froki's Shack (pure vanilla issue). It's something that you might want to cover in future patches.
One potato plant in Solitude (REF 000F5D7A) seems to have been missed when it comes to ownership, all the plants surrounding it are owned but this one is free to take.
extract the archive and copy the contents of folders "_core" and "Walkway Wall FIX Vanilla" (files contained inside those two folders) into your Data folder. If you don't want the crops ownership feature you can also copy the contents of the "_no crops" folder, overwriting existing files. but if you ever decide to install more mods, i stongly recommend you to use a mod manager
why this mod always conflicting with elfx and Landscape Fixes For Grass Mods? i've already checked for the patch and move around the mod, but the issue still exist
I saw a strange half RockL02 from this mod (informative console tells me this) in solitude execution place? Disable this mod fixed this. I am using latest SLaWF, SR Exterior Cities and the patch of SLaWF from SREX. Also synthesis patch of SREX can't fix this.
a ton of mods conflict with NR, the only solution is a well done patch but I realize that since our mod is updated frequently it's not easy to keep up with all the updates
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SLaWF meshes are fixed carefully, especially regarding collisions. The general rule of what should overwrite what is the following:
Let meshes from other WiZkiD mods and Majestic Mountains overwrite SLaWF, MM includes a patch inside its FOMOD.
Flickering Meshes Fixes NIFs are 100% compatible with those included in the Skyrim Landscape and Water Fixes FOMOD.
Unless its strictly necessary to do otherwise, let SLaWF assets win over everything else in your load order, If you let meshes from any other mods overwrite SLaWF (you will loose all the fixes).
it converted some of your water XCWT edits back to Skyrim Default. just un sure if i should keep your edits with this.
only other changes made by the script were too fabled forest and this.
However, I noticed that the last update accidentally removed a wall in the Temple of Mara (In Maramal's and Dina's bedroom). I tested on semi-vanilla (had nothing that changed the interior except for ELFX Shadows) and disabling this mod made the wall come back.
Thank you for looking into the fix!
https://imgur.com/a/1Sh1wNk
I already done some research, tried Auto Parallax or Majestic Mountains complex material - cascada fix, but nothing is working. It's the only place where it happens I think, I didn't notice it anywhere else so far. Not a big deal since Skyrim's huge but if anyone has an idea ?
I don't know if it could be caused by Dyndolod, LAWF or Majestic Mountains as some people seems to point this mod.
Ok. I think I know what may be causing that. Its MM in combo with SLAWF. SLAWF works there without problems with vanilla mountains (maybe ERM too). But with MM enabled there is a cliff bug and road ugly seam. Created new profile and I tested this. Plugins sorted with LOOT.
Yup, works with vanilla and ERM mountains. Not with MM.
Tried earlier versions (because I dont recall having problems with SLAWF+MM in the past) and 8.0 works fine. No problems in Kynesgrove area. Every version after that is buggy there.
Screen
but if you ever decide to install more mods, i stongly recommend you to use a mod manager
Disable this mod fixed this. I am using latest SLaWF, SR Exterior Cities and the patch of SLaWF from SREX. Also synthesis patch of SREX can't fix this.