Skyrim Special Edition

35 comments

  1. RandomPaul13
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    Does this conflict with JK's Skyrim? I don't see any issues at first glance. 
    1. Symonson
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      In principal it could conflict with it, I've never tested it myself. If it works, good for you.
  2. spongebobananapants
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    In the Jarls longhouse in the imperial captain room there is a yellow light emiting on the table but there is no light source? Also some leather boots are floating underneath the table at the blacksmith.
  3. Dymista
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    If using Relighting Skyrim and Enhanced Lighting for ENB (ELE), could it be possible that lights would flicker in interiors? If so (haven't tested it yet), could you release a version which leaves interiors untouched?
    1. Symonson
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      I haven't tested it, there could be flickering. If so, just let me know and I'll add a version without changes to the lighting.
  4. bientje
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    Hi there,

    Your Capital of Falkreath + Arthmoor's Falkreath .esp throws an error (the other posters below or above me too).

    [00:00][REFR:08005906] (places FarmhouseLDoor01 "Wooden Door"
    [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel
    "Skyrim" [WRLD:0000003C]) at -9,-21)

    [00:00]     REFR \ XNDP - Navigation Door Link \Teleport Marker Triangle -> <Warning: Navmesh triangle not found in
    "[NAVM:000EC47E] (in GRUP Cell Temporary Children of FalkreathExterior06
    [CELL:00009C60] (in Tamriel "Skyrim" [WRLD:0000003C] at -9,-21))">

    [00:00]Done: Checking for Errors, Processed Records: 373, Errors found: 1, Elapsed
    Time: 00:00


    I did some checking and found out there's a useless/unconnected door (0x005906) placed in the same place as the door throwing the error, so a double door. I cannot make the error go away, probably because the navmesh triangle that the real door connects to in Falkreath.esp doesn't exist in your version of the mod, but I did remove the double door and made sure to re-finalise the navmesh and tested the door. 

    There's also another useless/unconnected door in the file, 0x005907. This should be removed because it blocks Valdr's house.

    So for the posters below, there's no problem if you run my updated file. The error can be ignored; notice that it's Falkreath.esp throwing the error, and not Capital of Falkreath.esp

    Here is my fixed file: https://www.mediafire.com/file/i6cswknwse8w573/capital_of_falkreath_and_falkreath.esp/file
    1. Carbon14C
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      Was this resolved in the AIO?
    2. bientje
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      It wasn't. I just switched to Arthmoor's Falkreath. I did keep Symonson's changes to the Jarl's Longhouse, though :)

  5. D1Z4STR
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    Hi Symonson, 

    Is it possible to get an updated patch for CoF + Arthmoors Falkreath? The current version of Arthmoors is 1.0.3 (May 2021 update on AFK mods) and when checking for errors in xEdit it throws the following error (this might be due to your compatibility patch for 1.0.2 or 1.0.1 of Arthmoors Falkreath):

    Checking for Errors in [6D] Falkreath.esp
    [REFR:6D005906] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -9,-21)
    REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000EC47E] (in GRUP Cell Temporary Children of FalkreathExterior06 [CELL:00009C60] (in Tamriel "Skyrim" [WRLD:0000003C] at -9,-21))">

    Without this patch loaded, Arthmoors Falkreath throws no error.

    Hope this helps and thanks.
    1. HandsomePirate
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      Do you think its probably a good idea steer away from this mod until the patch gets updated since I'm using Arthmoors Falkreath?
    2. D1Z4STR
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      Without looking at it in-game for this error it's hard to say. The error says there is a door that does not travel to the exterior correctly. I can't tell without going into xEdit to see more detail at the moment. The safe bet is to use either Arthmoors Falkreath or Symonsons Falkreath.
    3. HandsomePirate
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      Thanks! As you said, I'll just use one or the other for now.
    4. bientje
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      check my post below, i did some research
  6. Xanderlew
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    deleted
  7. deleted109949078
    deleted109949078
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    Simply wonderful, thanks!
  8. jore666
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    Would you know is this compatible with Sepolcri from wizkid?
  9. adrobbinson
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    riverwood? when u made a riverwood mod?
  10. Kulharin
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    would this break the falkreath haunting graveyard encounter due to the wall?

    https://www.nexusmods.com/skyrimspecialedition/mods/20733
    1. Symonson
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      I do not know, it may break some of them.