Skyrim Special Edition

File information

Last updated

Original upload

Created by

RedBag

Uploaded by

RedBag

Virus scan

Safe to use

432 comments

  1. RedBag
    RedBag
    • premium
    • 593 kudos
    Locked
    Sticky
    1.51 released, with some minor mesh and plugin improvements. Optional invisible collision added in the installer. OC users still stay on 1.41

    Updated patch is available on Lux Orbis - Patch Hub.
  2. jonado1
    jonado1
    • premium
    • 56 kudos
    Are you planning to update the Open Cities version as well? If so, when do you expect to have it done?
    1. RedBag
      RedBag
      • premium
      • 593 kudos
      I am, but not very soon, that's at least a couple of months away.
    2. jonado1
      jonado1
      • premium
      • 56 kudos
      That will put me a bit in trouble... As you know, I have created a couple of patches for this mod. I got a request to update it to version 1.5, but I won't do so until all the patches they depend on have been updated, since I am using them for a complete mod build. I am using Open Cities, so that patch is on the list. It is not like I personally feel like I am in a hurry to get the mod updated, but I don't want the users to have to wait several months for the update.

      Would you like some help with updating the patch? I have quite a lot of experience with Open Cities mods now, so updating the patch would probably be quite quick work for me.
    3. RedBag
      RedBag
      • premium
      • 593 kudos
      You could update the patch yourself, and that could be used for the new version. You could even release it separately.
    4. jonado1
      jonado1
      • premium
      • 56 kudos
      Thanks, that's great. If I get ahead of you, I will send the new version to you once it is done. I still need to wait for Czasior to finish his patches, though.
  3. chet04
    chet04
    • supporter
    • 21 kudos
    Not sure why but simply updating from 1.41 to 1.51 causes CTD on start (even before the main menu loads). I have tried disabling all the patches for 1.41 but still the same issue. Not using Open Cities.
    1. Czasior
      Czasior
      • premium
      • 522 kudos
      Probably it's due to a new plugin header version. If you're running downgraded Skyrim.exe (pre-1.6.1130) you need to install Backported Extended ESL Support to run some of the new or recently updated mods.
  4. JayOfBouvet
    JayOfBouvet
    • supporter
    • 0 kudos
    I'm having an issue in which the Thalmor Headquarters and the surrounding area is invisible. Could this be an occlusion plane issue (please correct me if I'm wrong)? I don't have eFps or any similar mod installed, and I can't find the culprit in what is causing this. Any help is appreciated!

    https://imgur.com/a/NMyPLsf
    1. RedBag
      RedBag
      • premium
      • 593 kudos
      Are they always invisible, or are they popping in and out depending how you look at the area? Looks like you somehow have old meshes with new plugin installed, try uninstalling my mod completely and installing the new version again.
    2. JayOfBouvet
      JayOfBouvet
      • supporter
      • 0 kudos
      They are always invisible, no matter how I look at it. I reinstalled the mod and the issue persists.

      Here's what mods I'm using that affect solitude https://imgur.com/CihTpti
    3. RedBag
      RedBag
      • premium
      • 593 kudos
      Try disabling them, my guess would be to start with RedBag's Solitude mesh fix.
    4. JayOfBouvet
      JayOfBouvet
      • supporter
      • 0 kudos
      I disabled each mod one by one and tested, with no luck.

      I installed version 1.4 of RedBag's Solitude and the issue is gone. It seems to be compatible with all the patches and addons too. I'll just use this version for now, thank you for your help
    5. RedBag
      RedBag
      • premium
      • 593 kudos
      Versions 1.41 and older had the castle and tower mesh separate, 1.5 and newer have the tower in the castle mesh. So something is overwriting you castlenowall.nif mesh to the older version. Try regenrating dyndolod, and check your MO2 overwrite folder (if you use MO2) and data/meshes/rbsolitudemeshes folder. In fact, you can check which mod alters data/meshes/rbsolitudemeshes/castlenowall.nif in your mod manager.

      Edit: does castle have new holes with grates, corner stones and trims on the edges? If not, that means it's an 1.41 or older mesh.
    6. JayOfBouvet
      JayOfBouvet
      • supporter
      • 0 kudos
      If I'm not mistaken, it says that Lux Orbis overwrites "castlenowall.nif". I don't know how to interpret this. I'll provide an image.

      https://imgur.com/a/xWsudF6

      What do you recommend I do? I have the Lux Orbis - RedBag Solitude patch.
    7. RedBag
      RedBag
      • premium
      • 593 kudos
      Try disabling the patch, see what happens.
    8. JayOfBouvet
      JayOfBouvet
      • supporter
      • 0 kudos
      Just disabled the patch and tested, still the same invisible wall issue. 
    9. RedBag
      RedBag
      • premium
      • 593 kudos
      What about dyndolod, do you use that? Maybe temporarily disable it, see if that's the issue. Edit: does you castle have corner stone and a new passageway next to the stairs? https://imgur.com/a/zNVZiy0
    10. JayOfBouvet
      JayOfBouvet
      • supporter
      • 0 kudos
      I'm not exactly sure what you mean by cornerstone, I'll attach an image. The stairway that goes up to the thalmor headquarters building in your screenshot looks a bit different than mine.

      https://imgur.com/a/OreNVOW
    11. RedBag
      RedBag
      • premium
      • 593 kudos
      Yup, that's the old mesh. Something is overwriting your castlenowall.nif. New patches are going to be updated soon, maybe that will solve the issue.
    12. JayOfBouvet
      JayOfBouvet
      • supporter
      • 0 kudos
      Got it, thank you for your help
    13. sukeban
      sukeban
      • premium
      • 25 kudos
      I want to +1 on this issue. I thought that I was taking crazy pills so it's reassuring (though still unfortunate) that I'm not the only one with that issue. I've been on a wild safari disabling various patches. I thought for a while it was a conflict with JK's Temple but after some time away from Solitude I returned and that whole section of wall is back to being invisible. There is also a phantom wall blocking the stairwell near the JK's Temple side entrance, however, so I think that there is something wrong (with our setups, at least) with that patch as well.

      Update: Not sure if you were shorthanding it before, but the specific mesh is listed in console as aaaRBCastleNoWall. I went in and deleted RBCastleNoWall from my meshes and it... largely solved the problem. I still had to console disable two intances of aaaRBModTownWallSmallEntrance to get the back door into the city to look normal. But it does now. And it solved the side entrance into the temple issue with the phantom wall. Very strange, very strange.

      Update 2: Deleted the RBModTownWallSmallEntrance nif from my meshes and that more or less seems to have solved the issue. So they must have been leftovers from some earlier version that was overwriting the new files in the bsa. There's still some odd things, like LOD-like textures on the mountain down that back entrance to the city, but I'll try disabling Dyndolod and such to see if that improves it. Otherwise, maybe it's something with the new RBS and using the older version of the Solitude Docks Updated patch.
    14. RedBag
      RedBag
      • premium
      • 593 kudos
      @sukeban, thanks for your input, and your earlier comment! 

      aaaRBCastleNoWall is the name of the entry in the engine, the nif that corresponds to it is castlenowall.nif. There is no RBCastleNoWall.nif, so when you said you deleted it from the meshes i assume you disabled it with console in-game, or you unpacked the .bsa archive and deleted caslenowall.nif from there? Same when you write about RBModTownWallSmallEntrance, if you actually deleted the nif but the objects should be there in-game, you'd get an ugly missing mesh marker.
    15. sukeban
      sukeban
      • premium
      • 25 kudos
      Oh, thank you for your hard and inspiring work! Every one of your mods is a must-have and I can easily say that you have created all of my favorite city/location overhauls. Your creativity is unmatched.

      As a small additional update, my mod manager said that the manually deleted meshes belonged to the RBS Lux Orbis patch. I still have a bunch more loose files of nifs in that folder... I might just delete them all since the actual RBS has its own bsa. I think the mystery is finally close to being solved, haha.

      Apart from that, my only issue is that I have some strange navmesh issues in SolitudeRow cell in front of Balmir's house as well as Vittoria Vici's house. But that is likely an issue with the various interior mods that I have in that area, like Snazzy, JK's, etc. I'll have to poke around in actual xEdit to see where the conflicts are.
    16. JayOfBouvet
      JayOfBouvet
      • supporter
      • 0 kudos
      I can confirm that @sukeban's solution fixes the invisible walls and tower issue.

      Removing the "castlenowall.nif" and the "townwallsmallentrace.nif" from meshes completely fixes the problem (ver. 1.51).
    17. Czasior
      Czasior
      • premium
      • 522 kudos
      Updated patch is available on Lux Orbis - Patch Hub
  5. sukeban
    sukeban
    • premium
    • 25 kudos
    Just want to give a huge thank you to Redbag, Czasior, and Robert for their amazing work on this mod and so many others.
  6. MrRangaSir
    MrRangaSir
    • member
    • 3 kudos
    Does anyone know if this would be compatible with the Honey Spirit mod? Currently overhauling my solitude with RedBag's as a base.
    1. Czasior
      Czasior
      • premium
      • 522 kudos
      Not without a patch. But I might consider making one, I'm already working on updating RedBag's Solitude patches.
    2. MrRangaSir
      MrRangaSir
      • member
      • 3 kudos
      Thanks a bunch Czasior, that would be amazing
  7. amdoph
    amdoph
    • member
    • 1 kudos
    I expect I know the answer to this, but I am going to ask anyway. Has anyone tried this with Spaghetti's Cities? I would also like to know if this mod changes the interiors of existing buildings because I would like to use Distinct Interiors. I am trying to avoid JK's mods.
    1. RedBag
      RedBag
      • premium
      • 593 kudos
      Looking at the screenshots, i can see a lot of incompatibilities with Spaghetti's. My mod doesn't change vanilla interiors, except for the Temple, where it adds a door to the side entrance.
  8. DwemerRocks
    DwemerRocks
    • premium
    • 4 kudos
    So... Are the other mods in the Solitude series still needed ?
    1. RedBag
      RedBag
      • premium
      • 593 kudos
      Yup.
    2. DwemerRocks
      DwemerRocks
      • premium
      • 4 kudos
      Allright then ! Thank you so much !
  9. kcaz25
    kcaz25
    • supporter
    • 24 kudos
    Long time big fan! 

    Thank you! Looking forward to OCS support!
  10. ArchGuardianAngel
    ArchGuardianAngel
    • supporter
    • 2 kudos
    I also use Solitude Docks Updated along with this mod, would I still need solitude docks updated combo patch still?
    1. robertgk2017
      robertgk2017
      • premium
      • 435 kudos
      Well yes that wouldn't change.  We are working on updates to the various patches as well as a consolidation of everything on to one patch collection page.  No ETA.
    2. ArchGuardianAngel
      ArchGuardianAngel
      • supporter
      • 2 kudos
      thank you Rob <3
  11. Squibster99
    Squibster99
    • member
    • 2 kudos
    Thanks for the fixes in the update. Should we uninstall Rob's bug fixes now before installing this 1.5 update? thx
    1. RedBag
      RedBag
      • premium
      • 593 kudos
      Uninstall Rob's bug fixes for my mod, Robert has included all the fixes in the 1.5 esp.