Skyrim Special Edition
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thematthan Enodoc marob307

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hunterrock

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38 comments

  1. Enodoc
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    Just came across this - what sort of individual patrols did you add? If you're not working on this anymore, I'm very happy to consider including something like that (and cold area fires) in the next update of Hold Border Guards - Definitive Edition, which supersedes the Hold Borders Consistency Patch that this is based on. (If that was something you wanted to see, you should have said something - I'm always happy to consider feature requests!)
  2. deleted59382671
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    delet
  3. SaintDiablo
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    Safe to assume this is redundant and unnecessary if I use Hold Border Guards - Definitive Edition?  https://www.nexusmods.com/skyrimspecialedition/mods/61170?tab=posts&BH=1 
    1. hunterrock
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      Honestly, I've only very briefly looked at that mod but I don't believe the guards move at all. Correct me if I am wrong.

      This was the same problem as the original this mod was based on, I find it very immersion breaking that the guards just stand there forever in the same spot.
  4. Felipegl
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    Hello. I wanted to say thanks for this great mod, but I wanted to report a bug.
    Consistency Patch introduced a new gate near Fort Amol, and this happens on my end:

    imgur link

    Its name is "Eastmarch - White River Border", I tested it in a profile without saves, typing "COC Fortamolexterior03" in the console, and then reaching the bridge (a 5-second sprint from the spawn). Initially, I thought it was a mod conflict, but then I loaded the game with just USSEP and Hold Border Banner as plugins, and that still happened.

    If that picture is not clear enough, here's another angle: the river was cut in half. There are still dragonflies and fish in there, but the whole section can be walked (wildlife roam freely there)


    This keep going until the waterfall, but there's a missing body of water between the waterfall and the river, as shown below:


    Luckily, there are no CTDs involved, but the bug is still off-putting, at least for me.
    1. hunterrock
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      Missing water in cell is usually an issue with water level

      Can be easily fixed in tes5edit - just google missing water in cell water level skyrim se

    2. Zira1251
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      I've been trying to patch this issue as well. Made a patch but haven't had a chance to test it yet.
    3. deleted59382671
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    4. tmacster1
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      Any success? I did a brand new game disabled all my other mods went through the Intro and Helgen till I got out of the cave. Then fast traveled to Hillgrunds Tomb that overlooks Eastmarch - White River Border where the problem is. This was indeed reported as bug on Immersive Hold Borders SSE and Hold Borders Consistency Patch on July 1st 2020. However, it was considered not a bug and doesn't seem like it was fixed. 

      1st Test: I did testing with SSE Unofficial Patch, Hold Border Banners, Immersive Hold Borders SSE and Hold Borders Consistency Patch, Hold Guard SSE, Immersive Hold Borders Fixed, and Hold Borders Compatibility Patch SSE. 

      2nd Test: Did it with just SSE Unofficial Patch, Hold Border Banners, Immersive Borders SSE and Hold Borders Consistency Patch, and Hold Guard SSE

      From what I can tell this mesh error/cell error is coming from Immersive Borders SSE and Hold Borders Consistency Patch itself. So, I ruled out any mod conflicts and tried just to isolate the specific mod itself and it's required master. The only other thing I could do is a fresh install and see if that does anything... But I don't think it will - not a new problem from what I gathered. 
    5. tmacster1
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      @Felipegl Seems to be an unresolved bug that was reported back in July 2020 - but was listed as not a bug. But if Hunterrock is right and it's a simple Tes5edit could resolve it. Just did testing and I'm doing a fresh install and seeing if that does anything I kinda doubt it. Marob307 might need to take another look at some point if he's still working on that mod? Otherwise it is a good mod just except for this one tiny water cell/mesh glitch. Don't think this happened on Oldrim when I use to play it before switching over to Special Edition. Might have to go back to Oldrim one of these days to play mods that never quite made it over to SSE. 
    6. r0tney
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      I got this same bug using the standalone version. Like people have said, I was able to resolve it in xEdit by updating the water level for that cell.
    7. Zira1251
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      Yep, as I said earlier, I made a patch before seeing this string of comments, but hadn't tested it yet. I can confirm it works now: 
    8. DanteTheOriginal
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      To those who still find this problem, it's easily solved.
      In sseedit, open immersive hold borders fixed.esp, it will load all other borders mods with it. In the top left corner of sseedit you have a formid search box, just type 00009629 and press enter.
      On that record, just look down and you'll quickly notice a red line xclw - water height. Just drag and drop the value from USSEP column to hold borders consistency patch.esp column and you're done.
  5. ayoubg76
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    Hi guys,

    Quick question and apologies if it's a silly one...

    Does the standalone file contain all the patches that are listed on the original hold borders page? So if I have live another life mod installed, and hold border banners installed, can I just install the standalone file here and it will patch Live another life or do I still need the live another life patch from the original page?
    1. afroyuls
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      Also want to know if still need the old patches with the standalone version, because it would be a pain to change/eliminate masters from the patches
  6. afroyuls
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    With the Standalone version, do i still need the originalpath for Live another life or the navmeshes involved are corrected altogether? or just load this mod after LaL?
  7. Hamblepants
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    how many of the guards are supposed to sandbox / patrol? I've noticed that some of the guards at some posts do, but majority stay in place as before. Is this by design?
    1. hunterrock
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      They all move for me. Perhaps a mod conflict. I don't work on this anymore as I don't really play Skyrim to be honest!
  8. pytheian
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    Thanks for making this. The original was really underrated imho, if maybe a bit confusing.
  9. LordKhaox123
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    Nice one :D Maybe some thoughts, because this mod changes navmeshes all over the place, wouldn't it be much simpler to work with collision boxes at some borders?

    Also, the GW patch should be compatible with your standalone version if u switch the master, because it only adds new guards and nothing else
    1. hunterrock
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      Hello mate, honestly I just made this so it worked for my setup. It would probably be easier but I wouldn't know where to start, feel free to optimize if you want! I don't find modding fun so I will probably pass!

      Aye, changing masters would likely work

      Edit: Also worth noting that 99% of the navmesh edits were from the original mod. I just fixed some things and added a few stairs.
    2. LordKhaox123
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      Thx anyways just an idea, I also don't really know enough sadly. Tried the CK a few times, but navmesh patches are difficult to do.
      I'm better using SSEEdit anyways...
      This mod and Bridges of Skyrim are the two ones which I would like to make more compatible, with my load order.

      But thx for your effort will try your file and see :D

      Edit: Out of interest what are these features you removed and added?
    3. hunterrock
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      yeah this has a few issues with bridges of skyrim which I ended cutting myself
    4. LordKhaox123
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      So you removed it from your load order?
    5. hunterrock
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      Yeah but not because the issues weren't fixable, I just didn't like the bridges in a lot of places
    6. LordKhaox123
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      Yeah understandable I replaced some of them with the bridge mesh which this mod https://www.nexusmods.com/skyrimspecialedition/mods/42201 uses
      Because for little villages it makes more sense to build a bridge out of wood and because the original author of the mesh did the collision the exact same as the vanilla bridge u simply replace the reference, and it works...no navmesh changes needed :D
    7. viniciusmd
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      Is it too complicated to fix the navmeshes conflicts from this mod with Skyrim Bridges? I really want to use this mod, but Skyrim Bridges has a stable and permanent place at my load order (I don't like some of the bridges too, but I removed them).
    8. hunterrock
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      It depends if you know how to use CK or not really. Navmeshing isn't hard but it is easy to break things if you do it wrong.
    9. LordKhaox123
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      I actually have made a version of Skyrim Bridges with some locations changed, which often get altered by mods, so that it no longer requires navmesh, landscape edits in these locations. I also changed some bridges as well because I didn't like them.
      I'm waiting for permission to release it so that others can benefit too.
      Which bridges did u remove by the way?
  10. Tetrol88
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    My biggest issue with the original mod was not that they didn't patrol around, but that they were (almost) always dead. Immersive patrols and OBIS Patrols etc just obliterated any post they came across - so I patched my guards up based on the mod Army Reforms - much better- now they still take losses, but usually win the encounter - unless it is a full Immersive Patrols large group - but they at least kill a lot of them now.

    Will have to see how this goes with my patched version.
    1. hunterrock
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      So these guards are the all based on vanilla templates, making the mod compatible with overhauls like Requiem.

      If you have patched your guard templates correctly then both this mod and the original will use those templates.

      There is a mod called Immersive Patrols Simplified which accomplishes the same thing for that mod which you may want to look into if you want uniform guards.

      What I am trying to say is, this mod uses vanilla guards.