Skyrim Special Edition

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SilentResident

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SilentResident

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471 comments

  1. Darkjesusmn
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    I did the conversion from skyrim to SE, if you find any bugs or weird clipping comment here.


    when commenting bugs please give a full detail of the bug aswell "If possible" screenshots and locations of the bug.


    in the upcomming days expect a few updates as i now have perms to update this mod with Silent to make this mod cover all of skyrim and not just a few of the holds.


    Edit:: THE RIFT IS NOW OUT!!!!! next upload for optional files will be the eastmarch

    EDIT EDIT::: YES I KNOW THE NMM V NUMBER IS WRONG< IVE TRYED FIXING IT AND SADLY IT WONT FIX UNTILL I UPLOAD A NEW UPDATE (expect that after ALL the other holds are done and ill be going back and updating the other holds silent did..... it will be a while so hold your pants)

    9/18/2018 EDIT- i know there is a few navmesh bugs, so plz do not comment more about them, unless you actualy have screenshots of the locations. too many reports without any information, make my job much harder to do when you dont read this.....

    aswell the mod state is good but its not done. i havent had time in quite a while to go back into skyrim modding, just FAR too busy irl. ill update this mod when i can, but im telling you outright, it WILL NOT BE FOR A WHILE.


    3/25/2021 EDIT/UPDATE - now with the pandemic i have had a small amount of time to go back and take a look at this mod, and ive gone ahead and started the process of removing all collision meshes from the original files. its taking me SUCH a long time to go the and disable them one by one. i do not want to remake this mod so doing this is the only way to fix the NPC's getting stuck issues everyone posts about. its been a bug sence OG skyrim and to this day is still a problem. im about 1/3rd of the way done after 2 weeks of doing it in my spare time. realisticly i havent had a shitload of time to do this but i wanted to make an update to let everyone know that this mod IS being worked on and once its done with the old fixes ill be starting on the next modual!!!! (i might ask the community on what one they want next)
  2. SanityFlippers
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    I've seen videos of roads that look amazing, like riverwood for example default it's pointy, but in some mods it's completely flat and roads are perfect, what mod would this be please?
  3. Glanzer
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    For those wanting to totally get rid of the problems in this mod, you could probably use my patch (last one in downloads) and then simply remove the collision from the fence assets that are used by the author. That would entail locating those meshes and removing collision. I'll leave that up to your investigation.
    1. WarriorKitten
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      What problems? I'm trying to use the better roads AIO patch, but it's claiming the master is missing despite being there... I've tried moving the patch below the master manually but it still claims the master is missing.
    2. Glanzer
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      Look at the threads below that talk about the problems with NPC navigation along the road. The master is missing because the patch only works with the NON bridge version of the AIO plugin. The bridge version won't work.

      EDIT: I just took a look at the patch and I think it's outdated. The formids no longer match up to the master which means it's not disabling the placed navcuts. Let me work on it to be sure...

      EDIT #2: Never mind, the patch is fine, I was using a different home-made master and forgot. btw, you can safely flag the patch as ESL since it doesn't create any new assets.
    3. WarriorKitten
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      Why is the patch only for the roads only version, if I may ask?
    4. Glanzer
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      Because it's the version of Skyrim Better Roads I use and I created the patch.   I suggest just switching the master to the other plugin. You can do that by creating a blank plugin with the correct master name then going into xedit and switching the patch to the other master. I do things like that all the time.
  4. BrethrenFall
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    the patch says missing master, the plug in name that the mo2 installed is named differently than the actual file inside
    1. Darkjesusmn
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      Install "Skyrim Better Roads" like you usually would do and select the option "All the roads" in the FOMOD installer - NOT "All the roads and bridges". This gives you the plugin "Skyrim Better Roads - All In One - Merged.esp" that you need.
    2. VS18
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      Just wondering about this too, so you can't use the bridges version with the patch?
    3. WarriorKitten
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      I'm also wondering the same thing VS18 is... Does this mean if you want the patch you can't use the bridges as well?
  5. bientje
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    Why weren't L_NAVCUT boxes used? 
    1. Glanzer
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      They were, and that's the problem. Read through the posts for that discussion and my comments explaining this.
    2. bientje
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      I'm not going to check out how the NAVCUT boxes were set up in this mod, but in my years of modding I've not known them to be unreliable.
  6. trendy72
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    Am i reading correctly that theres a no bridges version? I assume they would conflict with lux via and/or northern roads otherwise.
    1. Glanzer
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      It's in the fomod I think.
  7. chrismartin
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    Where is the all in one merged file?
    1. Glanzer
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      In the fomod.
  8. VendeClarion
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    Yeah if this mod got merged into all in one and the roadside walls near winterhold were non mossy ones then I don't think I would have anything bad to say about it. I had some NPCs stuck on the roadside junk, but only once or twice.

    I would say this mod is superseded by Prettier Roads, which does similar stuff and more.

    Not everyone might like catapults and ruined farmhouses, but that mod is just more fun, and it adds fences along the road too.
    1. merudgark
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      About Prettier Roads, I disagree. This mod sadly adds waaay too much things aside roads. Much of them, are unrealisitc and nonsensical stuff. And Better Roads also adds fences.
    2. VendeClarion
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      I tried to say that it adds fences along the roads as well.

      Generally it's probably subjective, I just like all those ruined farmhouses and stuff.

      In fact you can use both, there's pretty little clipping between them.
  9. Adacho1331
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    I like this mod but unfortunately it have many problems. For example Delphine stuck in random places on roads while using this mod. I haven't this issue without it.
  10. temporalpoporal
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    I just want to note that this is good mod and out of the box it takes sadly too many mod slots (addons included). I tried mnually converting these files to ESPLE and have not had crashes and everything in my eye looks good. Of course as I am not the author of the work I cannot tell if every stone is laying as planned.

    Request for the mod author though:
    1) at minimum convert all the ESPs that you can into ESL
    2) would be nice to have AIO version aka single ESL file that had all of it.
  11. ffjoeman93
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    The Blackthorn+Lanterns patch needs an update. Lanterns is now Lanterns 2, so installing the patch causes a "missing master" issue due to it pointing to the Lanterns 1 esm rather than the Lanterns 2 esm