This mod is causing the hall of the dead to disappear during and after Battle for Solitude. Yeah I now have one flickering house after I disabled this mod but I at least don't have an invisible hall of the dead and floating torches. I have determined that this mod is not worth using.
So THIS is why I have floating torches :') they were attached to the patio wall entrances. But I need the vanilla textures so I shall deal :') But I'm glad the mystery has been solved lmfao, that's been driving me bonkers.
ETA: Uninstalled this to see if I could find another solution; turns out this mod was also responsible for an invisible barrier blocking my path. There's a collision issue at he end of a walkway, where guards and children get caught All the time. If anyone else has that issue, it seems to be coming from here :') On the page, there's a comment with people who are having the same issues, and this is the common denominator + removing it fixes the collisions. I ended up editing the patch to remove everything except the texture changes in SSEDit.
Edited: This comment is just to help other modders resolve conflicts in their LO, in case people are seeing these issues and going 'what's causing it???', not because I want to complain. I'm grateful for this mod, and I'm glad leontristain posted it<33
Let me see if I still have it! If I can't find it:
I dealt with the floating torches by undisabling the PatioWallEntrances, which ngl Solitude feels weird as s*** without them now lol. It's because either ELFX or Lux is told a wall is there, so Boom, there's a torch. AFAIK, even if there's a patch for Enhanced Solitude, this will still happen since there isn't a patch for THIS particular mod and its changes. You won't be able to get rid of the floating torches without restoring the PatioWallEntrances or creating a patch for your exterior lighting mods. (I haven't used vanilla lighting since 2012, so idk if you'd need a patch for this without a lighting mod, but based off the mod's pictures i'm gonna assume no? I personally was running Elfx Exterior at the time, and I had the floating torches; when I messed up a few minutes ago, I had the floating torches with Lux Orbis, too)
Honestly, while I'm grateful for this mod since I was able to make it work & I'm hopeless with CK, I do wish there had been some patches or a non-tweaks version available. Or an ES no-texture version from the original mod lmao. Some of the tweaks are definitely helpful, but there are just too many conflicts with the tweaks in my LO :') (To clairfy: in my load order. I have some conflicts that made this mod not work for me. I know this. It's me, I'm the problem, I promise I'm not trying to place any blame on the mod author lmfao)
EDITED: In zEdit I had set all cases of 'Places k747sPatioWallEntranceA' to 'Visible when distant' instead of this mod's 'Initially disabled' record flags, and then restored their z-coordinates so they wouldn't be below the terrain. I counted four in the esp. They don't match texture-wise, but the lights don't float lol. Though this exercise has made me realize I might be able to just patch the lights out so they don't stick around, but we'll see lol
@AliDocious: Thank you for sharing this information! Disabling this mod didn't fix my invisible barrier, but strangely enough, installing the low collision file partially removed it (found on the main Enhanced Solitude page).
Also, thanks for sharing tips for the floating torches. Here are screenshots for my fellow visual learners. Might wanna open these images in a new tab to zoom in. Lemme know if I got something wrong. (Idk if you can just delete those particular records instead of going through all these steps, but I'm too new to xEdit to say if this is safe.)
@Vuszu what does your settings do exactly? Does it replace the entire purpose of this mod? I only want the part where Solitude uses my own textures. Thanks.
Regarding the floating torch problem that cannot be turned off by this mod, even with Disable on the console, For those who don't understand SSEDIT and CK as I do, here is the solution.
1,Open the console and select the floating torch. 2,Type Disable (it will not disappear yet) 3,Type markfordelete (it will not disappear yet) 4,Save and load the file and the torch is gone.
But be careful, unlike Disable, the torch cannot be displayed again in the saved data. If you create a new data in a new game, the torch will be displayed.
This is the only solution I have found for the flickering buildings, downside being that a couple of the elements this mod disables then leave behind floating torches and the like which I am unable to disable via the console. At this rate it looks like I am forced to choose between distracting flickering buildings, distracting floating junk, or getting rid of Enhanced Solitude altogether.
Does not play very well with the current version of Enhanced Solitude since this patch enables stuff that has been disabled in the original mod. I am also getting a lot of missing textures and houses when using this with CleverCharff's Solitude 4K
Just created a new mod build out and decided to test out Solitude with ES and my entry point - and what do I see but flickering textures all over. Quick search, found this, loaded up and problem solved! Thank you!
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ETA: Uninstalled this to see if I could find another solution; turns out this mod was also responsible for an invisible barrier blocking my path. There's a collision issue at he end of a walkway, where guards and children get caught All the time. If anyone else has that issue, it seems to be coming from here :') On the page, there's a comment with people who are having the same issues, and this is the common denominator + removing it fixes the collisions. I ended up editing the patch to remove everything except the texture changes in SSEDit.
Edited: This comment is just to help other modders resolve conflicts in their LO, in case people are seeing these issues and going 'what's causing it???', not because I want to complain. I'm grateful for this mod, and I'm glad leontristain posted it<33
I dealt with the floating torches by undisabling the PatioWallEntrances, which ngl Solitude feels weird as s*** without them now lol. It's because either ELFX or Lux is told a wall is there, so Boom, there's a torch. AFAIK, even if there's a patch for Enhanced Solitude, this will still happen since there isn't a patch for THIS particular mod and its changes. You won't be able to get rid of the floating torches without restoring the PatioWallEntrances or creating a patch for your exterior lighting mods. (I haven't used vanilla lighting since 2012, so idk if you'd need a patch for this without a lighting mod, but based off the mod's pictures i'm gonna assume no? I personally was running Elfx Exterior at the time, and I had the floating torches; when I messed up a few minutes ago, I had the floating torches with Lux Orbis, too)
Honestly, while I'm grateful for this mod since I was able to make it work & I'm hopeless with CK, I do wish there had been some patches or a non-tweaks version available. Or an ES no-texture version from the original mod lmao. Some of the tweaks are definitely helpful, but there are just too many conflicts with the tweaks in my LO :') (To clairfy: in my load order. I have some conflicts that made this mod not work for me. I know this. It's me, I'm the problem, I promise I'm not trying to place any blame on the mod author lmfao)
EDITED: In zEdit I had set all cases of 'Places k747sPatioWallEntranceA' to 'Visible when distant' instead of this mod's 'Initially disabled' record flags, and then restored their z-coordinates so they wouldn't be below the terrain. I counted four in the esp. They don't match texture-wise, but the lights don't float lol. Though this exercise has made me realize I might be able to just patch the lights out so they don't stick around, but we'll see lol
Also, thanks for sharing tips for the floating torches. Here are screenshots for my fellow visual learners. Might wanna open these images in a new tab to zoom in. Lemme know if I got something wrong. (Idk if you can just delete those particular records instead of going through all these steps, but I'm too new to xEdit to say if this is safe.)
[Transforms]
0x16f2fe~Enhanced Solitude SSE.esp|posR(279,-98,0)
0x16f2ff~Enhanced Solitude SSE.esp|posR(94,-299,0)
0x0c2dc5~Enhanced Solitude SSE.esp|posR(279,-98,0)
0x0c2dc6~Enhanced Solitude SSE.esp|posR(94,-299,0)
For those who don't understand SSEDIT and CK as I do, here is the solution.
1,Open the console and select the floating torch.
2,Type Disable (it will not disappear yet)
3,Type markfordelete (it will not disappear yet)
4,Save and load the file and the torch is gone.
But be careful, unlike Disable, the torch cannot be displayed again in the saved data.
If you create a new data in a new game, the torch will be displayed.
[Transforms]
0x16f2fe~Enhanced Solitude SSE.esp|posR(279,-98,0)
0x16f2ff~Enhanced Solitude SSE.esp|posR(94,-299,0)
0x0c2dc5~Enhanced Solitude SSE.esp|posR(279,-98,0)
0x0c2dc6~Enhanced Solitude SSE.esp|posR(94,-299,0)
I am also getting a lot of missing textures and houses when using this with CleverCharff's Solitude 4K