Causes immense amounts of CTDs for me due to some skeleton called SVEN for some reason. I honestly have no idea how to interpret those crash logs. But the crashed only happen in or very near Kynesgrove, when I'm either going through or loading a save from that general area.
Mod is not broken, works perfectly! There is a patch called CRF PATCH on the collection. Do not install it if you are using CRF, instead update your CRF or you will have overlapping lumbermills. The lastest CRF update removes the dead lumbermill that overlapped with the TGVK. Making that patch redudant.
Please bring back the fishers there or perhaps restore the bridge since the fishers were removed to add place for the CRF dead zone.
I really like this, brings a lot more life and uniqueness to an otherwise “one stop” location along the main quest.
Am having some issues though…
First, I’ve got a floating lantern just outside the inn as if it thinks it’s attached to a building or post that’s no longer in that spot.
Second, I’ve got whole trees and bushes growing out of the roofs.
Have all the patches, used on a new game, not using any mod that touches/moves/adds exterior lanterns or torches, am using a few of those 3D landscape/plant mods though (may explain the second issue).
Also, just some feedback, obviously active development of this mod is long over but if the maker or someone else with permission gives it an upgrade or a re-do I would encourage re-thinking the rentable bed in the inn.
I’m not sure what the thought process here was. It’s just…there…out in the open, next to a publicly accessible door to the outside, in a building that features armed travelers getting drunk…
Someone sleeping there is just asking to be murdered, stolen from, sexually assaulted, or just guaranteed to get a terrible nights sleep.
I would suggest either removing the backdoor and adding a wall or partition to give the area some semblance of privacy/security, simply eliminate the bed (Windhelm is only 15 seconds away), or add a small-ish out-building nearby that serves as a “bunkhouse” for travelers (and either rent a bed from the innkeeper or place a generic NPC out front who will rent you the use of a bed).
The excessive vegetation on the roofs was due to 3D Trees and Plants, a third party patch that removes the shrubs from that mod fixed it.
Still can’t figure out the floating lantern though…
I have no other mods that touch Kynesgrove, nor any that would add lanterns to Kynesgrove. Selecting it with the console tells me - if I’m reading it right - that it’s a vanilla asset and not one from a mod.
I have same issue with lattern and shrubs on the roof (im not using 3d trees and plants, i have happy little trees). Looks like mod is too broken and there is no support for it anymore. I will not use it. Unfortunetely.
Mod is broken atm, dont use it until the next update. Rob's bugs fixes for this mod also creates a massive navmesh issue in the tavern, NPC's cant go outside, even your followers.
Can't do Alternate Start: Live Another Life with this mod. I always end up in the air. How do you fix it? Is there a patch for this?
EDIT: Seems it just keeps happening with Falkreath as well every time there is some heavy deployment with other mods, even if they don't touch Kynesgrove or Falkreath.
The ASLAL Xmarker in the Braidwood Inn is thousands of units away - I made a patch but for some reason it isn't paying attention to it (new start as it is a persistent marker, and the patch is activated) Edit - It does work - I started a new game but it actually required me to fully exit and reload the game from desktop.
Please fix the navmesh issue by the mine. Around 6 of the townsfolk are just standing on a rock, cut off from the pathing by a wooden wall. Been in the bug reports about 2 years now.
Little suggestion: I never understood why Kynesgrove is considered a "settlement" and not a "town". It has an inn, mining and farming activities. And with your mod, it even has an interest with kyne's temple. It's literally a town just like Shor's Stone, or Karthwasten. It's even bigger than Rorikstead, I'd even say than Rorikstead is a settlement and not a town. Do you have an explanation of why this is like this ? Why is Kynesgrove considered a settlement whereas other towns are just as big or even smaller ? So the suggestion is to swap the icon for your mod, and make it a town icon, or make it an option, it could be a small yet interesting option, since the is the ONLY settlement considered a "small village" on the wiki :) Of course, just a suggestion, your mod is already perfect, very nice job as usual <3
I am so sorry, but I'm wracking my brain as to what I did wrong here. Kynesgrove has this issue where at a distance the terrain (trees, mountains, everything) will disappear, but as I get closer it pops back in. For the life of me I can't figure out what is conflicting.
I tried: - regenerating LODs - disabling things (JK's windhelm outskirts, ryn's dragonmounds, lux via etc.) anything that could conflict with the area - i have all the patches and necessary requirements (lux orbis, great resources, fabled forests etc) - tried disabling both lightened skyrim and land/water terrain fixes, natural waterfalls etc.
each time teleporting over after creating a new game
Does anyone else have any clues what I could be missing?
297 comments
The lastest CRF update removes the dead lumbermill that overlapped with the TGVK. Making that patch redudant.
Please bring back the fishers there or perhaps restore the bridge since the fishers were removed to add place for the CRF dead zone.
Am having some issues though…
First, I’ve got a floating lantern just outside the inn as if it thinks it’s attached to a building or post that’s no longer in that spot.
Second, I’ve got whole trees and bushes growing out of the roofs.
Have all the patches, used on a new game, not using any mod that touches/moves/adds exterior lanterns or torches, am using a few of those 3D landscape/plant mods though (may explain the second issue).
I’m not sure what the thought process here was. It’s just…there…out in the open, next to a publicly accessible door to the outside, in a building that features armed travelers getting drunk…
Someone sleeping there is just asking to be murdered, stolen from, sexually assaulted, or just guaranteed to get a terrible nights sleep.
I would suggest either removing the backdoor and adding a wall or partition to give the area some semblance of privacy/security, simply eliminate the bed (Windhelm is only 15 seconds away), or add a small-ish out-building nearby that serves as a “bunkhouse” for travelers (and either rent a bed from the innkeeper or place a generic NPC out front who will rent you the use of a bed).
Still can’t figure out the floating lantern though…
I have no other mods that touch Kynesgrove, nor any that would add lanterns to Kynesgrove. Selecting it with the console tells me - if I’m reading it right - that it’s a vanilla asset and not one from a mod.
How do I fix this?
Looks like mod is too broken and there is no support for it anymore. I will not use it. Unfortunetely.
EDIT: Seems it just keeps happening with Falkreath as well every time there is some heavy deployment with other mods, even if they don't touch Kynesgrove or Falkreath.
Little suggestion: I never understood why Kynesgrove is considered a "settlement" and not a "town". It has an inn, mining and farming activities. And with your mod, it even has an interest with kyne's temple. It's literally a town just like Shor's Stone, or Karthwasten. It's even bigger than Rorikstead, I'd even say than Rorikstead is a settlement and not a town. Do you have an explanation of why this is like this ? Why is Kynesgrove considered a settlement whereas other towns are just as big or even smaller ? So the suggestion is to swap the icon for your mod, and make it a town icon, or make it an option, it could be a small yet interesting option, since the is the ONLY settlement considered a "small village" on the wiki :) Of course, just a suggestion, your mod is already perfect, very nice job as usual <3
Kynesgrove has this issue where at a distance the terrain (trees, mountains, everything) will disappear, but as I get closer it pops back in. For the life of me I can't figure out what is conflicting.
I tried:
- regenerating LODs
- disabling things (JK's windhelm outskirts, ryn's dragonmounds, lux via etc.) anything that could conflict with the area
- i have all the patches and necessary requirements (lux orbis, great resources, fabled forests etc)
- tried disabling both lightened skyrim and land/water terrain fixes, natural waterfalls etc.
each time teleporting over after creating a new game
Does anyone else have any clues what I could be missing?