Skyrim Special Edition

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Created by

imAarwyn

Uploaded by

Gardden

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96 comments

  1. Hacunaaa
    Hacunaaa
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    Beautiful!!! I love it! (and the witcher) :D
    (endorsed it)
  2. MrQuintessance
    MrQuintessance
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    I actually liked it for a immersive playthrough until I went inside and saw the characters annnd then crashed to desktop, but that was my experience on Le not SE, might get it...
  3. minhbi99
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    xEdit 4.0.3 reported 3 deleted Navmeshes. I´m making a replacement ESP for Deithwen. I can send you the file if you want (using no stable-less loading one)

    Skipping: [NAVM:000D82C4] (in GRUP Cell Temporary Children of SolitudeArch [CELL:00037EE7] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,25))
    Skipping: [NAVM:000C34B8] (in GRUP Cell Temporary Children of SolitudeArch [CELL:00037EE7] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,25))
    Skipping: [NAVM:000B329D] (in GRUP Cell Temporary Children of SolitudeArch [CELL:00037EE7] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,25))
    1. Gardden
      Gardden
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      Hey!
      Sorry for the delay to answer.
      First of all, thank you for reporting the issue. I fixed it on both files myself to make the process faster to upload them. But thank you for offering the fixed esp you've made, I really appreciate it :D
    2. minhbi99
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      I was trying to fix a blackface bug and decided to reinstall your mod, and might as well try out your updated esp with the navmesh. Apparently, you used the one which disabled the bathing area because when I loaded it up, everything seems normal, except the portal is gone. Like "poof" XD.
      Thanks for the reply and the fixes btw. Really appreciate it :3
    3. Gardden
      Gardden
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      Whoops, sorry!
      Uploaded the right version now :D
  4. Baffitto
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    Soo...apparently the original author made a bit of a mess with the bath area...lots of unnecessary edit and statics removed from the skyrim.esm which lead to the bug where removed item (from a .esm) are teleported in the air above bleakwind basin (the giant camp in the whiterun plains) plus lots of records regarding the whiterun siege have been edit for some dark reason (indeed some catapults are floating in the same spot aforemantioned). looking at the bug section of the original mod the issue indeed came out but the author wasn't able to replicate it...i know is a renowned engine bug but i dont know if in this case it occur due to some conflict in my game or maybe if you dont max out the draw distance you are not able to see it. AFAIK in xedit there is a function "undelete and Disable references" to get rid of removed esm item...not worth the trouble for me so i just delete all the tamriel records...so long bath! But maybe you want to check this out.
    EDIT: Just to be sure i tried your last upload as well...same thing.
    1. Gardden
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      Hey! Thanks again for your report on bugs.
      I removed the worldspace edits the mod does, but left the bathing area. The floating objects near Whiterun should disappear now :D
    2. Baffitto
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      Nope. Still there...While the dirty records are fixed the all bleakbasinexterior01 records continue to float above that area (basically all records starting with xx017...) ...i deleted them and all is good now...im starting to wonder if were in some way users end related...but i had 0 conflicts with the mod whatsoever..
      i'll leave this post in case others have the same issue.
      BTW sorry for becoming a living nightmare and thanks for the dedication to the mod.
    3. Gardden
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      Hey dude, I'm glad you pointed out the errors on this mod, there's no need to apologize. I think I fixed it all now. The first time I walked close to the camp and the stuff appeared in the air. I saved the game and went to xEdit to clean the dirty records. When I came back to the save the stuff were gone, but when I went closer, they reappeared. It was my bad, I should have gone closer after I reloadeed the save.

      But anyway, I've some interesting discoveries while I was fixing it for good: there are other mods that add floating objects to the area!
      The ones in my load order that does that are:

      The Great Town of Karthwasten: 1 door
      Beyond Skyrim - Bruma: 1 door
      The Great Cities: 1 barrel
      my Solitude Enhanced Open Cities Patch: 1 door and one wall
    4. Baffitto
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      Yep! i have karthwarsten and Bruma, in fact i was checking for karthwarsten AND deithwen since i recently installed both...like i said is a well known issue and i always take a look for this for every mod that may alter vanilla records or add statics...i dont get why for some people this seems to not appear but probably it's a draw distance thing related. Thanks for sharing aniway.
    5. seedling171
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      Yup I can confirm that you must clean this mod with sseedit

      Edit: using SSEEditQuickAutoclean did not help. Above my giant camp are trees , rocks water, and a bunch of ...tents????
    6. Firebeard17
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      Yeah, i've got tons of floating stuff from the bathing area over the giants camp at 0,0.
    7. teasterly
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      If you change the record from "Deleted" in "Initially Disabled" it seems to fix the issue of floating items above Bleakwind. I believe what is happening is that with their location data removed (which happens when the record is changed to "Deleted") the game engine gets confused and places them at coordinate 0,0,0. By setting the record to "Initially Disabled" it should still be in the proper position, just not rendered into the world space (or cell space or whatever).
      I've been making some patches for some other mods I'm running that have records set to "Deleted" in xEdit (SSE Edit). So far the patched changes have kept the objects from flying over Whiterun Plain near Bleakwind.
  5. steelfiredragon
    steelfiredragon
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    as far as that bath is, kind of wish modders would use that area beyond the borders of the game map.... less clutter space that way....
    So I take it the compatibility patch for holds is a bust?
    1. Gardden
      Gardden
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      For some reaon, when I try to load Holds on CK to create the patch, none of it's changes appear on Solitude. The only possible Solution would be to move deithwen to right on the entrance of the Blue Palace. But then it would make it incompatible with legacy of the Dragonborn...
    2. steelfiredragon
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      I was going to suggest replacing proudspire with it... but that would cause other problems and then I thought moving it outside the city down the path toward the docks... but that would require more work than its worth. oh well is waht it is.... and my out of house errands are not getting done sitting here...
    3. Gardden
      Gardden
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      I had an esp I created for personal use that moved Deithwen just outside Riften's North Gate, but I deleted it by mistake D:
    4. steelfiredragon
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      I think the SW riften gate would have been better. Nothing but trouble comes to the north gate..... especially dirty guards
  6. SuzanoSho
    SuzanoSho
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    Is it possible to completely remove the portal bath area from the mod, for those of us that already have mods occupying that area near Whiterun?...
    1. Gardden
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      Hey!
      Uploaded a miscellaneous file for it!
  7. Alphaqubert
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    i usually dont post but i do have a question, if im using the orignal verson without less loading doors am i going to get the ctds and errors since it doesnt look like its been updated since 2019?
    1. Gardden
      Gardden
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      Hello!
      For now, yes you will.
      But I'll release the esp update for it today :D

      Edit: Done!
    2. Alphaqubert
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      THANKS! :D
  8. Coppertail
    Coppertail
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    Now this is a proper home, admittedly I enjoyed the castles but they never really fit my personality. But this home, in the middle of a rich and diverse city, cluttered and full of all kinds of items to look at. I love the feel of the home, and the ease of just slipping in and plopping my scaled butt down,yea, dis is mine. well done home, eager to see what other mods you have now.
    1. Gardden
      Gardden
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      Thank you, but I'm only the guy who ported it and fixed some stuff. The real work as done by imAarwyn, the original author of the mod.
      But I'm glad you liked it :D
  9. Baffitto
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    First of all, thank you for the port.
    Regarding the CTD inside the portal area seems like a placed object (a lamp of sort) is the culprit for me...if i approach the table where it is on instant crash...
    I first targeted the lamp with the console, the id is b2009217...disabling it no ctd…
    To other users with similar problem try this: Open the mod with xedit, in the form id box on the top left type b2009217 and press enter, this should bring you in a subfolder of worldspace, something like subblock10, right click on remove. (remove only the hand placed object related to this id...)
    Sorry for the english not my language.
    1. Gardden
      Gardden
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      Hello!
      Thank you for finding the reason of the CTD! I already removed the lantern and I'm uploading the new version now :D
    2. Baffitto
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      Wow that's a quick intervention! ahah
      Glad it helped.
  10. mrdesiballer
    mrdesiballer
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    dawn of skyrim patch please!
    1. Gardden
      Gardden
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      Hello!
      Sorry for the late reply, I was without my computer for the last 40 days :/

      The mod is compatible with Dawnf of Skyrim, there's only a minor clipping on the right side of the house. But I'll make a patch as soon as I can to correct this :D

      Edit: Patch is up!