Why not just move those occlusion cubes around a bit without shutting them down completely? I've done that, and so far I don't see any particular problem.
For main version, it will be automatically loaded before JK's Skyrim, or any other esp files, because it's an ESM. And this is fine.
For lite version, I think it should be free from the load order especially for JK's Skyrim, but the ideal load order is that you load my mod after any suspicious mod like JK's Skyrim. Because if any mod ever touches the same plane markers that I've edited, then my mod should overwrite that record to fix the glitches.
So I could also use the main version esp optional file and load it after JKs Skyrim? Also the esp version of the main file has some landscape records in it which should be removed I think?
Yes. You can load main version esp after JK's Skyrim. And I'm not sure whether you can delete the landscape records from it(they were already there even if I've not touched the landscape or anything except plane markers with CK). But I think it's okay to remove it using SSEEdit.
I've left a comment on Blubbo's Fun with Flags mod page recommending this mod, as the full version works with that perfectly stops flags popping in even on correctly placed markers as most of the flags are higher than the building you can see them popping in and out of view. : )
Could you specify the spot where you experience that glitch? Main version can't have any plane-marker related glitch because it does not have any plane marker. If there is, then it should be from other mods overwriting this mod by adding its own occlusion somehow.
And for lite version, as far as I've checked, the only suspicious spot is the top of Niranye's Stall. When you jump and see the left side, you can find a wall of the back side of the Graveyard doesn't exist, when we think it should be there of course. But this is because actually the wall has never been there in vanilla Skyrim. The fix for this is adding a new wall piece, which does not exist in vanilla Skyrim. And this is a different part from the manipulation of plane markers.
For me the palace roof top disappears when the pc is on the Marketplace. (true for vanilla, ussep, this mod version 1.0). I dont know it this is still true for version 1.1 have to test it.
If the palace disappears entirely when you are in the front yard of the palace than a different mod is responsible, most likely a mod that makes changes to vanilla snow shaders (for example an outdated version of "Better Dynamic Snow").
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For lite version, I think it should be free from the load order especially for JK's Skyrim, but the ideal load order is that you load my mod after any suspicious mod like JK's Skyrim.
Because if any mod ever touches the same plane markers that I've edited, then my mod should overwrite that record to fix the glitches.
Main version can't have any plane-marker related glitch because it does not have any plane marker.
If there is, then it should be from other mods overwriting this mod by adding its own occlusion somehow.
And for lite version, as far as I've checked, the only suspicious spot is the top of Niranye's Stall.
When you jump and see the left side, you can find a wall of the back side of the Graveyard doesn't exist, when we think it should be there of course.
But this is because actually the wall has never been there in vanilla Skyrim.
The fix for this is adding a new wall piece, which does not exist in vanilla Skyrim. And this is a different part from the manipulation of plane markers.
For me the palace roof top disappears when the pc is on the Marketplace. (true for vanilla, ussep, this mod version 1.0). I dont know it this is still true for version 1.1 have to test it.
If the palace disappears entirely when you are in the front yard of the palace than a different mod is responsible, most likely a mod that makes changes to vanilla snow shaders (for example an outdated version of "Better Dynamic Snow").
wbr Spawnkiller