Czasior, it's probably a longshot, but is there any possibility you might include an eFPS patch for TGT Ivarstead and JK's Skyrim? Using eFPS for JK's causes issues in Ivarstead when looking around certain angles, and having TGT Ivarstead's eFPS patch override it causes WAY more issues with disappearing buildings.
I was having the same issue. Only mods I recall having that affect Ivarstead is this one, JK's Skyrim, the Great Town of Ivarstead patch collection, The Great Cities Resources, Convenient Carriages, and The Great Cities of JK's Skyrim (Base) File 3. I updated everything and got messed up landscape and just an overall mess. I uninstalled each of these one by one and re-installed each. That corrected the issue with the landscape shown in the picture.
So, you have another plugin overriding the landscape in that area. How to troubleshoot landscape issues:
Using More Informative Console, open the console and hit TAB twice (the first time you open it at least) to get to the World Space/Cell/Music/Weather tab.
Hover the mouse over Cell: and hit L CTRL (or L SHIFT depending on your MIC settings). This will open another column with the cell ID.
Hover the mouse over Form location information: and hit L CTRL. This will open a column with the last plugin to edit the cell. Since this isn't quite the same as Landscape, we need to go one step further.
Hover the mouse over Base found in: and hit L CTRL. Now, we have a column listing all plugins editing this cell. This will easily show which patch is winning/in conflict with the others.
Thank you so much for this! I figured it out thanks to those steps, I had the Landscape For Grass Mods JK's Skyrim overriding the Great Town of Ivarstead - Landscape and Water Fixes Patch for some reason, as well as the TGT and TGJK Ivarstead Northern Roads patches being overwritten by the Great Cities of JK's North Northern Roads patch.
Hi, Dyndolod throws some warnings under the "Textures do not match" section, any idea on how to solve them?
These are the warnings Warning: Textures do not match for "Cylinder": textures\architecture\nordictgc\tgcnorwood01.dds in rifthousetgc.nif -> textures\architecture\riften\riftencanalwood01.dds in rifthousetgc_lod_0.nif for The Great Town of Ivarstead.esp RiftHouseTGCoI [STAT:FE07F44D] Warning: Textures do not match for "Planks": textures\architecture\nordictgc\tgcnorplanks01.dds in rifthousetgc.nif -> textures\architecture\riften\riftenhouseplanks01.dds in rifthousetgc_lod_0.nif for The Great Town of Ivarstead.esp RiftHouseTGCoI [STAT:FE07F44D]
Great mod, but I have the vanilla bridge and not the wooden one in the pictures, the covered bridge to the 7,000 steps is there. Is that bridge from another mod?
I could have saved myself a week of binary searching if I knew which mod to check the comments for. That's what I get for just blindly updating s#*! after being gone for half a year 😭
I was wondering if anyone knows how I can fix this? Dyndolod says both this and JK's Temple of Dibella are outdated but I have both of them fully updated. I even reinstalled them to make sure and it's still giving me this message. Could it just be on Dyndolod's side?
I suppose crashlog mentions this mod or Water for ENB as the ones modifying the cell where the crash occurs. You have to look for the particular record. It's confusing sometimes.
I’m using CLA SSE and the generated crash log analysis lists TGT Ivarstead and Water for ENB as likely being where the crash is coming from. Could there be some kind of incompatibility between the two?
At the bottom of the log it names IvarsteadExterior06 and Wilderness with two FormIDs under the first and one FormID under the second. Are these the specific things that could be causing the CTD? How do I find out what those FormIDs belong to?
As a side note: I’ve used TGToI for a long time and never had this issue with it, this is my first playthrough using the newly updated version. I have also made sure that any patches for and mods that touch TGToI have been updated for the current version.
Load your entire order in xEdit and find the FormIDs mentioned. These particular records might be responsible for the crash. Also, I suggest checking if you have The Great Cities - Resources updated for the last version.
That was my thought with xEdit too, but for some reason it’s being difficult right now - it’s loading my plugin list and then closing itself.
HOWEVER I just realized I’ve been using TGToI for so long and it went quite awhile without an update that I’m still using the Resources file from the main TGCaT mod page. I had no idea a separate Resources upload was ever made.
I’ll try grabbing that and we’ll see what happens.
Using the correct version of the Resources mod, I no longer get the CTD…but now I’m seeing two issues in the town.
1. The ship and boat on the south side are messed up. I see that someone mentioned this issue before in the Patch Collection, like them - I’m also using JK Skyrim and DK Nord ships.
2. There’s something wrong with the inn. The entrance is now off-center (to the right) from the small stairs leading up to it from the main road through town, instead of a stair leading up to the door it’s just a small ledge, the door to the inn is pushed back, and I cannot even enter the inn (no activator to enter it).
I am aware of the first issue and will prepare a combined patch when I find the time for it. As for the second one - did you start a new game after updating all mods and patches? Door placement differs between versions a bit.
I used tcl to pass through the inaccessible door and found a space containing the small wooden walkway up to ANOTHER door that could interacted with and got me into the inn.
Using the console, it says that the inactive door and the structure immediately around it are from the main mod, the wooden walkway and the usable door that I got to using tcl are from the TGToI - JK Skyrim patch from the patch collection.
My LO has JK Skyrim > TGToI > TGToI + JK Skyrim Patch. Is this not the right order? I even tried moving the patch to the bottom of my LO and it didn’t fix it.
Well, something is wrong with your load order. And, BTW, maybe it's obvious to you, but by new game we understand hitting the "new game" button from the main menu, not loading the first save after intro / in the Alternate Start cell.
I got exactly the same issue with the same crashlog report, but I managed to find at least for my part the solution: I simply have overseen that two different versions of The Great Cities - Resources were activated on my load order. After keeping only the newest version, everything went fine again.
365 comments
These are the warnings
Warning: Textures do not match for "Cylinder": textures\architecture\nordictgc\tgcnorwood01.dds in rifthousetgc.nif -> textures\architecture\riften\riftencanalwood01.dds in rifthousetgc_lod_0.nif for The Great Town of Ivarstead.esp RiftHouseTGCoI [STAT:FE07F44D]
Warning: Textures do not match for "Planks": textures\architecture\nordictgc\tgcnorplanks01.dds in rifthousetgc.nif -> textures\architecture\riften\riftenhouseplanks01.dds in rifthousetgc_lod_0.nif for The Great Town of Ivarstead.esp RiftHouseTGCoI [STAT:FE07F44D]
Had a great time finding this one plugin from 2000.
Just a PSA for those who may run into similar issue.
[03:58] Checking for Errors in [FE 4AB] Modpocalypse NPCs (v3) The Great Town of Ivarstead.esp
[03:58] HenrikTGCoI "Henrik" [NPC_:FE183EF4]
[03:58] NPC_ \ Factions \ SNAM - Faction \ Faction -> [FE1830DE] < Error: Could not be resolved >
[03:58] NPC_ \ Items \ Item \ CNTO - Item \ Item -> [FE1830E1] < Error: Could not be resolved >
[03:58] NPC_ \ Packages \ PKID - Package -> [FE18309E] < Error: Could not be resolved >
[03:58] NPC_ \ Packages \ PKID - Package -> [FE183050] < Error: Could not be resolved >
[03:58] UlrenKynehearthTGCoI "Ulren Kynehearth" [NPC_:FE183371]
[03:58] NPC_ \ Factions \ SNAM - Faction \ Faction -> [FE1830DD] < Error: Could not be resolved >
[03:58] NPC_ \ Factions \ SNAM - Faction \ Faction -> [FE183112] < Error: Could not be resolved >
[03:58] NPC_ \ Items \ Item \ CNTO - Item \ Item -> [FE1830E2] < Error: Could not be resolved >
[03:58] NPC_ \ Packages \ PKID - Package -> [FE18310F] < Error: Could not be resolved >
[03:58] NPC_ \ Packages \ PKID - Package -> [FE18309E] < Error: Could not be resolved >
[03:58] FreyaTGCoI "Freya" [NPC_:FE183042]
[03:58] NPC_ \ Factions \ SNAM - Faction \ Faction -> [FE183041] < Error: Could not be resolved >
[03:58] NPC_ \ Packages \ PKID - Package -> [FE18309E] < Error: Could not be resolved >
[03:58] NPC_ \ Packages \ PKID - Package -> [FE183050] < Error: Could not be resolved >
[03:58] RenskeTGCoI "Renske" [NPC_:FE183044]
[03:58] NPC_ \ Factions \ SNAM - Faction \ Faction -> [FE183041] < Error: Could not be resolved >
[03:58] NPC_ \ Packages \ PKID - Package -> [FE18312A] < Error: Could not be resolved >
[03:58] NPC_ \ Packages \ PKID - Package -> [FE183050] < Error: Could not be resolved >
https://www.nexusmods.com/skyrimspecialedition/mods/56694?tab=posts
Everything runs smooth with all of the new updates minus the Modpocalypse replacer. No loading screen or crashes near / in town.
Resources - 104373
Great town - 34505
Patch collection - 36380
statue of kynareth - 91379
new NPC replacer - 135907
I get repeatable instant CTDs when approaching the town from the north via the troll den/stream.
Crash log names this and Water for ENB.
I’m using CLA SSE and the generated crash log analysis lists TGT Ivarstead and Water for ENB as likely being where the crash is coming from. Could there be some kind of incompatibility between the two?
At the bottom of the log it names IvarsteadExterior06 and Wilderness with two FormIDs under the first and one FormID under the second. Are these the specific things that could be causing the CTD? How do I find out what those FormIDs belong to?
As a side note: I’ve used TGToI for a long time and never had this issue with it, this is my first playthrough using the newly updated version. I have also made sure that any patches for and mods that touch TGToI have been updated for the current version.
HOWEVER I just realized I’ve been using TGToI for so long and it went quite awhile without an update that I’m still using the Resources file from the main TGCaT mod page. I had no idea a separate Resources upload was ever made.
I’ll try grabbing that and we’ll see what happens.
Using the correct version of the Resources mod, I no longer get the CTD…but now I’m seeing two issues in the town.
1. The ship and boat on the south side are messed up. I see that someone mentioned this issue before in the Patch Collection, like them - I’m also using JK Skyrim and DK Nord ships.
2. There’s something wrong with the inn. The entrance is now off-center (to the right) from the small stairs leading up to it from the main road through town, instead of a stair leading up to the door it’s just a small ledge, the door to the inn is pushed back, and I cannot even enter the inn (no activator to enter it).
I used tcl to pass through the inaccessible door and found a space containing the small wooden walkway up to ANOTHER door that could interacted with and got me into the inn.
Using the console, it says that the inactive door and the structure immediately around it are from the main mod, the wooden walkway and the usable door that I got to using tcl are from the TGToI - JK Skyrim patch from the patch collection.
My LO has JK Skyrim > TGToI > TGToI + JK Skyrim Patch. Is this not the right order? I even tried moving the patch to the bottom of my LO and it didn’t fix it.