Thankyou all for your kind comments and constructive criticism's If I don't personally reply to a comment, don't take it in any negative light. I read all and value greatly ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Please keep bug reports or patch influenced oddities/adjustments (I should consider) in the dedicated BUGS Section Requests for things I also prefer in the BUGS Section. That area is far easier for tracking purposes. The Post Section is just a readers digest of randomness in no particular order ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Adhere to the SPOILER "EXAMPLE - SUBJECT" templates below somewhat when reporting matters EXAMPLE - BUG REPORT
Spoiler:
Show
EXAMPLE - BUG REPORT
Environment: Using MO2; SSE(1.6.xx), Windows OS Details: I crashed up fly my ouch face down high in my thing when etc.... Specific details = specific help/answers Relevant Info: your suspicion upon investigation what you believe might be behind the problem(s) Attempt to Debug: What you have already attempted to do in order to remedy the issue. If you have suspicion its between this mod and another, test this theory prior to a report. Assumptions don't fly > Make a testing profile in your mod manager > Turn off all mods minus this one and the one(s) suspected as conflicting > Load up to main game menu: > DO NOT use a previous save > Console ~, COC EDITORIDLOCATIONNAME, Press Enter > Then in-game: > Console ~, player.additem 0000000f 1000, Press Enter <--- For purchasing follower (if needed) > Might need to console spawn additional objects for testing purposes depending on the nature of bug in question > Test see if problem is still there Crash Log: https://pastebin.com/hfniY03T ModList: https://pastebin.com/nCU64ija BOTTOM LINE: THE MORE INFO PROVIDED WILL HELP I AND OTHERS HELP YOU
EXAMPLE - PATCH REQUEST EXAMPLE - PATCH ADJUSTMENT
Spoiler:
Show
PATCH - REQUEST > Easy one. Just spit it out and I will consider it PATCH - ADJUSTMENT > I want FormIDs, FormID and hey, some more FormIDs > Detailing where I should look along with the above really goes along way like this here EXAMPLE > Pictures using More Informative Console (MIC) and the object in question selected displaying its technical details
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- LOAD ORDER OPTIMIZATION TOOL (LOOT) The page should all be updated to LOOT: (A) Latest LOOT and Masterlist (B) Latest MPxP build and NOT mixing previous MPxP build content (like nobody is supposed to do anyways) If you suspect a load order issue caused by MPxP and something else third-party that should be adjusted, file a report to the team. The team is only human like you and I and cannot see every possible mod stack load order matter without feedback... Contact LOOT for assistance and if it's something on their end they need to rectify, they are generally very fast at adjusting it. Until its mentioned, it will forever go unknown.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- USEFUL BROWSER 'SEARCH-BY-WORD' TECHNIQUE > I felt compelled to mention this technique I very commonly use to find info fast on very busy description pages or lengthily post sections > CTRL+F is a keyboard shortcut to open a 'find box' to locate a specific character, word, or phrase in a document or web page > Depending on said browser used, you may have this feature. I use it by reflex and it saves me a crap-load of redundant reading time > Bypass all the useless noise in a post section or Desc. Page to locate info quick based off of the the words you enter in its search box > In the event of webpage BBCode Spoilers used, those you will need to open prior to searching ALL information presented on said webpage
Hi, Khrys. Thank you for doing and maintaining this project.
I have BPT & TGC Solitude, and using your dedicated patch for the mountain edits.
Checking in xEdit, I saw that there are seemingly some Navmesh conflicts with BPT & TGC too. If I am to follow your instruction on load order, I need to load BPT before TGC, which would ignore all edits of BPT. I am concerned if that is just fine? Ever seen or checked this while you were at doing your patches?
My excuse of asking:
Spoiler:
Show
I tried to search the posts section for words "BPT", "Blue Palace Terrace", "TGC", "The Great City", "Navmesh"... Each word ended up with huge number of results with walls of texts for every page. I looked at the contents of posts and since the scope of your module, there are almost infinite possible combinations one can have and none seemed to be like mine.
If you already answered this specific question and I missed it, I am awfully sorry to have your time wasted.
Well, the mountain edits patch only fixes the mountain clash. I don't believe it touches navmesh. The only patches I provide fixing everything together are the main overhaul 1.0 section patches... However, you don't use the mountain 3dit patch with those. It's all incorporated in the main patches.. Oh right, but you don't use skyway... Ummm
Indeed, only BPT + TGC, no Skyway. The one from [3.0]. It's alright, don't need to bother yourself for this specific setup, if there is no demand enough or whatever. I already endorsed your file. Appreciated your time for responding. All the best!
Hello, Since version 1.1.0, i have a hole in Skyway.
My load order is : BluePalaceTerrace.esp The Great City of Solitude.esp Solitude Skyway SE.esp MPXP0.0 [SELUA-II].esp MPXP1.1 [PATCH - DBPT.SSkwy.TGCoS].esp SSkwy Estuary Fortress Extension.esp
The position of 'SELUA_SPatioWall02_norail' (xx002366/spatiowallsteps01_norail.nif) in 'MPXP1.1 [PATCH - DBPT.SSkwy.TGCoS].esp' is changed by 'SSkwy Estuary Fortress Extension.esp'.
Can you do me a favor... Test the latest on a new save and see if its still there. I am just concerned if its a baked persistance thing. I havent got around to load up in ck all that you use and I am pretty strapped righr now..... If you could check if the formID is persistant in xEdit and also test-run the stuff on a new save and then quit to let me know if its still there, then I have to look into what happened. 1.1.0 has been out for ages now so something like this I imagine would have been reported long ago. I mean, a globe of users not seeing a missing part of the skyway as long as 1.1.0 has been public and not reporting within that same rollout week is tough to believe... If you could check that for me, that would be great
"Can you do me a favor" No problem ! For me , this is the best Solitude Overhaul (just one thing missing: a fishing village like in Enhanced Solitude Docks...) With a new game ( Skyrim Unbound Reborn ) : https://ibb.co/rpcWwfj With version 1.0.9 : https://ibb.co/zFHNCN0 My load order (userlist.yaml ) and what i see in SSEEdit : https://ibb.co/kx3YrPM I've tried to change the position with Base Object Swapper : [Transforms] ;Correction trou dans le chemin de l'arche avec la version 1.1.0 de MPXP (xx002366/spatiowallsteps01_norail.nif) 0x2366~SSkwy Estuary Fortress Extension.esp|PosA(-49584.77,97152.42,-11040.02) But it does not work...
Are you 100% sure you selected the CORRECT Skyway extension plugin MEANT for DBPT+TGCOS?. There are 3 Extension.esps (all named same plugin) and they handle some shared ID's differently. When using one combined with a wrong overhaul combination, might get adverse repercussions
OK. So I got around to finding enough time to quickly test. Having selected all the correct patches from the FOMOD and using what you are My results are in the SPOILER below
Spoiler:
Show
Suffice to say that EITHER: (a) You picked the wrong Skyway Extension.esp from the FOMOD not meant to be used with your masterfile overhaul combination(s) (b) You are mixing stuff from latest MPxP build and older ones (which NOBODY should ever do). Not saying that is happening. Possibility of (c) You have some other mod somewhere in the mix that is somehow handling that RefID in its own way plugin indirectly i.e BOS maybe. IDK Best approach to help oneself debug these nature things determining IF it is an issue that stems from source MPxP (or whatever nexus mod out there) is to do a fast 15 minute test with ONLY what is required for the content your using to work and see if the same issue persists. Then you know right away "ok, it works fine at source mod level against vanilla. Now I know their is something in my 1000x mod stack influencing my issue" OR "Its still not working, hmmm. Did I correctly select all the stuff I should be using from the pkg"... If the matter still persists, then their is likely a legitimate flaw going on overlooked
Hope this msg helps shed some light in regards to what is happening on your end
I must apologize... You're right. I selected the wrong Skyway Extension.esp from the FOMOD. Thank you for taking the time to help me. Thank you for your advice. And many thanks for this great mod. Bravo !
Hello KhrysINXS, first of all a really big Thank You for this patch and extra content collection! I use the patches with total success, in all sorts of combinations and they are a big part of my great Solitude!
I do believe though I have found a navmesh defect with the kvHarborside patch that is in section 3. NPC's get stuck walking along the docks road near the entrance door into Solitude (Windmill Tower). They get stuck walking in both directions, towards Katla Farm and towards the East Gate. I use a setup with BPT + TGCoS + SSkyway and your patches. Without Harborside mod (and patch) everything works fine 100%, in all combinations, with or without your own creations from section 2. But when adding Harborside and patch, the navmesh seems to be broken in this spot. Here is a picture:
Spoiler:
Show
I tested it with a new game with this small load order (MO2 profile).
Spoiler:
Show
Note I have also installed Enhanced Solitude here but it does not matter. I tested without ES (and patch for BPT) and result is the same: NPC's get stuck on the docks road.
Edit: I now also tested with a even more reduced modlist with only Harborside and SSkyway alone (without BPT and TGCoS) and in that setup, where we do not need any patches, the navmesh works fine. So I really do believe there may be a small defect in the KvHarborside patch after all. Again, many thanks for your generous work!
NIce find and thanks for providing details on it and I am glad you enjoy what I put together here. My intent was so everything is very modular and swappable. Yeh, I wouldn't doubt the KVharbor mod has navm quirks NOW (not before) based off of all the edits I have done on the core of the page in spread-out updates... That intersecting area their by the stairway steps start is a very busy navmesh engaged cell border corner from lots on here. I would have to re-visit that Kv patch as its rarely ever looked at by me. I always tend to forget about it or I am too tired by the end of a big page like this when so much data is shared come update rollout time, I leave kv and just cross my fingers its good still from a navm pov. I will take a look at it come next time I re-visit the page. Cheers
Heya thanks for the reply. No worries from my part! TBH, even if the navmesh was good, I would keep the mod mostly for the nice added exterior porch and idyllic atmosphere For me it is totally fine if you look at it "later".
Yes I know this is a neuralgic spot. Some months/year ago, I installed a different Solitude setup and this spot was problematic there too. Unfortunately I lack the CK skills to edit navmeshes myself. It's tricky and one can easily mess up a lot... I really appreciate what you gave us already. In fact, your rework of the SSkyway is super impressive and beautiful indeed with the Estuary Extension added and the many levels and possible ways to go. It fits very well into the noble style of Solitude. Skyrim hero!
ES and TGCoS are compatible out of the box, no patch is needed! On the ES mod page it is stated like this, under Compatibility Information. But it is in small print. Go back and see if you find it. :)
One problem is that MPXP1.4 [PATCH - DBPT.SSkwy.LotD.JKBP].esp is not compatible with 'Palaces Castles Enhanced.esp", I use PCE VL to revert it to vanilla to use DBPT + JKBP so this should be fine, right?
I assume it should work. Personally, I would make another mo2 profile with everything off turning on ONLY all the mods changing that interior. Make sure it works and then try it in your mass stack profile to check if it still works. The test of knowing it all works alone with min on will tell you that if issues occur with your full stack on, if somethings not right, its something third-party conflicting
Ok due to the complexity of patches and Solitude, I think maybe I installed the wrong patch which caused CTD. One more question, We also have many patches here, https://www.nexusmods.com/skyrimspecialedition/mods/37276 Are your patches newer and better?
have many patches here, https://www.nexusmods.com/skyrimspecialedition/mods/37276 Are your patches newer and better? There is no newer or better. Who chooses what is based off taste for what they want their Solitude outskirts to be like. Leontristain's solitude overhaul is its own thing and this page is its own thing. Two separate solitude outskirt style overhauls and (per this pages compatibility notes) NOT compatible with one another. They are both doing their own unique, extreme Skyway design changes to solitude outskirts. You can either go with this page or that page but don't mix. Read the compatibility notes on whatever it is here you plan to use
Should I remove other official patches? My mod list is a mess for Solitude. For example we have a mod for ES + ESD (official) and you covered this too. What should we do?
Its literally the 1st or 2nd page in the FOMOD. Has its own step-page. The fomod installer construction is made the same order as the page is top down or really, really close
That is not supposed to be there and does not exist in my setup (as I too use MPXP1.1 [PATCH - DBPT.SSkwy.TGCoS].esp from this page). Are you by chance using Redbag's Solitude and its Patch. I cant really help much unless I know what you are using from this page and the order its in. I have never had that before. If you are using Redbag's Solitude and TGCoS combined with the supplied RbS patch on this page, you NEED to make sure the order for redbag's Solitude.esp and TGCoS.esp are same as the Order details I provide...... Just write out your plugins used from this page and the order the masters are too so I can test. I test without nothing else on except the order
I want you to do TWO tests: (01) With your same order > launch game to main menu (DO NOT continue or start new game) > press the console tile key ~ > Type COC SolitudeDocks02 > Enter this will take you right to the area with the column > see if its still there and exit game This test is just to see if its save related and something got screwed up where you installed stuff in the middle of an existing save. Nothing more (02) Follow the image SPOILER below and place those plugins at end > launch game to main menu (DO NOT continue or start new game) > press the console tile key ~ > Type COC SolitudeDocks02 > See if the same column is there
I managed to find the time to test only what you use from this page (+ requirements in correct LO). I don't replicate your results which makes it harder on my end to determine why you receive that. Your not mixing content from varying MPxP updates are you cuz that's a huge no, no ( I doubt you are but hey). All these plugins work in a shared data style so each release I issue, those plugins are suited to one another. Spoiler is my result.
Spoiler:
Show
To view image larger for scale purposes "https://i.imgur.com/4Kylavp.png"
I haven't seen any confirmation that this is compatible with the CC content, specifically with Saints and Seducers Staada quest. You meet Staada at the northern face of the Solitude Arch on the eastern bank. While the screen shots show all the reworked meshes on the eastern bank are at the southern face, I have no idea if there are any meshes that may interfere with this quest on the northern face.
Would any one be able to confirm that this mod PATCH 2.0, works with Saints and Seducers? @KhrysINXS - Really nice work on this compilation patch. Would you please, when you get time, add compatibility notes re CC and v1.6.640 (AE)?
Game versions are irrelevant the content supplied on this page unless Beth changes Solitudes original design in an update, which god forbid would destroy a lot of mods. As for Saints and Seducers, I don't know personally but nobody since v1.6.40 came along has ever reported a problem. On a global level, you would think by now, if there was a problem, I would have been informed about it so its safe to ASSUME, it should be fine. You can let me know your findings as nobody else has and I am pretty confident, I never will.. If your up for it, sure, play and let me know how it goes for you and then I can add compatibility notes re CC and more specifically 'Saints and Seducers'
Dear friend, I don't know if I can make a mod patch for the outside of solitude that is called cow and the mod skyway, they have a conflict in the tower that adds the dock and apparently the same cow has a navigation mesh conflict. I just use these are straightforward, so I wanted to know if you could make a patch for both. Thank you
The author of cow gives permission to correct the navigation mesh or so it says in the comments. I like skyrim simplel but functional
537 comments
If I don't personally reply to a comment, don't take it in any negative light. I read all and value greatly
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Please keep bug reports or patch influenced oddities/adjustments (I should consider) in the dedicated BUGS Section
Requests for things I also prefer in the BUGS Section. That area is far easier for tracking purposes.
The Post Section is just a readers digest of randomness in no particular order
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Adhere to the SPOILER "EXAMPLE - SUBJECT" templates below somewhat when reporting matters
EXAMPLE - BUG REPORT
Environment: Using MO2; SSE(1.6.xx), Windows OS
Details: I crashed up fly my ouch face down high in my thing when etc.... Specific details = specific help/answers
Relevant Info: your suspicion upon investigation what you believe might be behind the problem(s)
Attempt to Debug: What you have already attempted to do in order to remedy the issue.
If you have suspicion its between this mod and another, test this theory prior to a report. Assumptions don't fly
> Make a testing profile in your mod manager
> Turn off all mods minus this one and the one(s) suspected as conflicting
> Load up to main game menu:
> DO NOT use a previous save
> Console ~, COC EDITORIDLOCATIONNAME, Press Enter
> Then in-game:
> Console ~, player.additem 0000000f 1000, Press Enter <--- For purchasing follower (if needed)
> Might need to console spawn additional objects for testing purposes depending on the nature of bug in question
> Test see if problem is still there
Crash Log: https://pastebin.com/hfniY03T
ModList: https://pastebin.com/nCU64ija
BOTTOM LINE: THE MORE INFO PROVIDED WILL HELP I AND OTHERS HELP YOU
EXAMPLE - PATCH REQUEST
EXAMPLE - PATCH ADJUSTMENT
> Easy one. Just spit it out and I will consider it
PATCH - ADJUSTMENT
> I want FormIDs, FormID and hey, some more FormIDs
> Detailing where I should look along with the above really goes along way like this here EXAMPLE
> Pictures using More Informative Console (MIC) and the object in question selected displaying its technical details
LOAD ORDER OPTIMIZATION TOOL (LOOT)
The page should all be updated to LOOT:
(A) Latest LOOT and Masterlist
(B) Latest MPxP build and NOT mixing previous MPxP build content (like nobody is supposed to do anyways)
If you suspect a load order issue caused by MPxP and something else third-party that should be adjusted, file a report to the team.
The team is only human like you and I and cannot see every possible mod stack load order matter without feedback...
Contact LOOT for assistance and if it's something on their end they need to rectify, they are generally very fast at adjusting it.
Until its mentioned, it will forever go unknown.
Filing your report (whether be):
> Discord (Upper Image link)
> Dedicated Github LOOT Modular PatchXPress Issue Tracker (lower image link)
- Does nothing but help everything for everyone
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------USEFUL BROWSER 'SEARCH-BY-WORD' TECHNIQUE
> I felt compelled to mention this technique I very commonly use to find info fast on very busy description pages or lengthily post sections
> CTRL+F is a keyboard shortcut to open a 'find box' to locate a specific character, word, or phrase in a document or web page
> Depending on said browser used, you may have this feature. I use it by reflex and it saves me a crap-load of redundant reading time
> Bypass all the useless noise in a post section or Desc. Page to locate info quick based off of the the words you enter in its search box
> In the event of webpage BBCode Spoilers used, those you will need to open prior to searching ALL information presented on said webpage
I have BPT & TGC Solitude, and using your dedicated patch for the mountain edits.
Checking in xEdit, I saw that there are seemingly some Navmesh conflicts with BPT & TGC too. If I am to follow your instruction on load order, I need to load BPT before TGC, which would ignore all edits of BPT. I am concerned if that is just fine? Ever seen or checked this while you were at doing your patches?
My excuse of asking:
If you already answered this specific question and I missed it, I am awfully sorry to have your time wasted.
Since version 1.1.0, i have a hole in Skyway.
My load order is :
BluePalaceTerrace.esp
The Great City of Solitude.esp
Solitude Skyway SE.esp
MPXP0.0 [SELUA-II].esp
MPXP1.1 [PATCH - DBPT.SSkwy.TGCoS].esp
SSkwy Estuary Fortress Extension.esp
The position of 'SELUA_SPatioWall02_norail' (xx002366/spatiowallsteps01_norail.nif) in 'MPXP1.1 [PATCH - DBPT.SSkwy.TGCoS].esp' is changed by 'SSkwy Estuary Fortress Extension.esp'.
All is ok in version 1.0.9
No problem ! For me , this is the best Solitude Overhaul (just one thing missing: a fishing village like in Enhanced Solitude Docks...)
With a new game ( Skyrim Unbound Reborn ) :
https://ibb.co/rpcWwfj
With version 1.0.9 :
https://ibb.co/zFHNCN0
My load order (userlist.yaml ) and what i see in SSEEdit :
https://ibb.co/kx3YrPM
I've tried to change the position with Base Object Swapper :
[Transforms]
;Correction trou dans le chemin de l'arche avec la version 1.1.0 de MPXP (xx002366/spatiowallsteps01_norail.nif)
0x2366~SSkwy Estuary Fortress Extension.esp|PosA(-49584.77,97152.42,-11040.02)
But it does not work...
There are 3 Extension.esps (all named same plugin) and they handle some shared ID's differently.
When using one combined with a wrong overhaul combination, might get adverse repercussions
Having selected all the correct patches from the FOMOD and using what you are
My results are in the SPOILER below
Suffice to say that EITHER:
(a) You picked the wrong Skyway Extension.esp from the FOMOD not meant to be used with your masterfile overhaul combination(s)
(b) You are mixing stuff from latest MPxP build and older ones (which NOBODY should ever do). Not saying that is happening. Possibility of
(c) You have some other mod somewhere in the mix that is somehow handling that RefID in its own way plugin indirectly i.e BOS maybe. IDK
Best approach to help oneself debug these nature things determining IF it is an issue that stems from source MPxP (or whatever nexus mod out there) is to do a fast 15 minute test with ONLY what is required for the content your using to work and see if the same issue persists. Then you know right away "ok, it works fine at source mod level against vanilla. Now I know their is something in my 1000x mod stack influencing my issue" OR "Its still not working, hmmm. Did I correctly select all the stuff I should be using from the pkg"... If the matter still persists, then their is likely a legitimate flaw going on overlooked
Hope this msg helps shed some light in regards to what is happening on your end
You're right. I selected the wrong Skyway Extension.esp from the FOMOD.
Thank you for taking the time to help me. Thank you for your advice.
And many thanks for this great mod. Bravo !
I do believe though I have found a navmesh defect with the kvHarborside patch that is in section 3. NPC's get stuck walking along the docks road near the entrance door into Solitude (Windmill Tower). They get stuck walking in both directions, towards Katla Farm and towards the East Gate. I use a setup with BPT + TGCoS + SSkyway and your patches. Without Harborside mod (and patch) everything works fine 100%, in all combinations, with or without your own creations from section 2. But when adding Harborside and patch, the navmesh seems to be broken in this spot. Here is a picture:
I tested it with a new game with this small load order (MO2 profile).
Note I have also installed Enhanced Solitude here but it does not matter. I tested without ES (and patch for BPT) and result is the same: NPC's get stuck on the docks road.
Edit: I now also tested with a even more reduced modlist with only Harborside and SSkyway alone (without BPT and TGCoS) and in that setup, where we do not need any patches, the navmesh works fine. So I really do believe there may be a small defect in the KvHarborside patch after all. Again, many thanks for your generous work!
Yes I know this is a neuralgic spot. Some months/year ago, I installed a different Solitude setup and this spot was problematic there too. Unfortunately I lack the CK skills to edit navmeshes myself. It's tricky and one can easily mess up a lot... I really appreciate what you gave us already. In fact, your rework of the SSkyway is super impressive and beautiful indeed with the Estuary Extension added and the many levels and possible ways to go. It fits very well into the noble style of Solitude. Skyrim hero!
Are your patches newer and better?
Are your patches newer and better?
There is no newer or better. Who chooses what is based off taste for what they want their Solitude outskirts to be like. Leontristain's solitude overhaul is its own thing and this page is its own thing. Two separate solitude outskirt style overhauls and (per this pages compatibility notes) NOT compatible with one another. They are both doing their own unique, extreme Skyway design changes to solitude outskirts. You can either go with this page or that page but don't mix. Read the compatibility notes on whatever it is here you plan to use
For example we have a mod for ES + ESD (official) and you covered this too. What should we do?
(01) With your same order > launch game to main menu (DO NOT continue or start new game) > press the console tile key ~
> Type COC SolitudeDocks02 > Enter this will take you right to the area with the column > see if its still there and exit game
This test is just to see if its save related and something got screwed up where you installed stuff in the middle of an existing save. Nothing more
(02) Follow the image SPOILER below and place those plugins at end > launch game to main menu (DO NOT continue or start new game)
> press the console tile key ~ > Type COC SolitudeDocks02 > See if the same column is there
Would any one be able to confirm that this mod PATCH 2.0, works with Saints and Seducers?
@KhrysINXS - Really nice work on this compilation patch. Would you please, when you get time, add compatibility notes re CC and v1.6.640 (AE)?
The author of cow gives permission to correct the navigation mesh or so it says in the comments. I like skyrim simplel but functional
Cow's Simple Solitude Docks at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Solitude Skyway at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)