There's incompatibility between this mod, TGC of Rorikstead, eFPS and Northern Roads. Or the tombstones float (the ground is on a lower level) or there's a fissure in the ground near the north exit or the town. I can't manage to fix it. Tried several load order alternatives, a lot of different patches and no results.
Feel free to make a patch for the TGC of Rorikstead, eFPS and Northern Roads combination. Since it's landscape conflicts, load order can't fix it. This needs to be done in Creation Kit I don't know if there's patches for my mod out there, so can't help with which ones to use. I only know of those I've made
Hi everybody, I installed this mod and the tombstones as well as the items round them are floating in the air. I'm using The Great Cities - Rorikstead but that's not helpful. Where should I point and click while in console mode to get more information about a floating asset ? On the ground below the asset or on the asset itself?
I have to note that in this same playthrough I started with Redbag's Rorikstead and I had huge floating buildings issues, so I changed to TGC - Rorikstead mid-game, which turned out fine and then installed Rorikstead Burial Site Graveyard which has floating tombstones.
This mod is not compatible with Redbag's Rorikstead, so that explains the floating building.
For The Great Cities - Rorikstead, did you pick the correction version of this mod when you installed it ? And do you use any other patches that I've provided ?
To select an asset while in console, click the asset
Thank you! I guess then that Redbag's Rorikstead changed the ground level and it remained there even when I uninstalled it. My question with the console was however, that in the case of a floating asset how do I know which has the problem? Is it the ground or is it the floating asset? So in this case I click the ground when in console mode?
How is your load order ? It should be: 1: Landscape Fixes For Grass Mods.esp - If you're using this 2: The Great City of Rorikstead.esp 3: Landscape For Grass Mods - TGC Rorikstead PATCH.esp - If you're using Landscape Fixes For Grass Mods 4: Rorikstead Burial Site.esp (Rorikstead Burial Site - The Great City of Rorikstead version in FOMOD) 5: Rorikstead Burial Site - Sepolcri Patch.esp 6 :Rorikstead Burial Site - Landscape Fixes For Grass Mods Patch.esp - If you're using Landscape Fixes For Grass Mods
Got floating tombstones too. Using only TGC Rorikstead , marked patches for ussep and embers xd. Not using sepolcri
P.S found the issue, something about efps mod. But when I fix the floating problem, appear a fissure on the ground near the north exit of the town because efps and northern roads mods. Can't find the optimal load order to fix all
Given that it would be far easier for the author of that mod to move his shack than for me to move the whole burial site, plus he only have about 400 downloads, then it's a no from me. Sorry
Love the immersion of your burial site mods! As I´m using the LUX suite, consistency is a importent part. Would it be possible for you to make patches regarding LUX and LUX Orbis?
I absolutely agree that consistency is a importent part in a playthrough! I'll look into a LUX patch at some point, tho I can't say when as I have too much that I'm working on already.
Thanks. Making player homes will never happen as I would never use any of them myself :) Also, there's already some amazing player home modders who is doing amazing work. I don't see the need for more player home modders
Hi, I really hate to ask you to make another patch for me, but I use The Great Cities of JK's North, and one of the things it patches together is JK's Skyrim with The Great Cities - Minor Cities and Towns. I know you have patches for both of these mods individually, but I'm afraid it seems that The Great Cities of JK's North needs it's own dedicated patch in order for me to use this mod.
Also, as a user of Sepolcri, the Sepolcri patch will need patching with any new patch you make of course. Thank you for your time, and I understand if you decide to not make the patches.
Well, for you, I might do it when I have the time. The thing is, why I won't make it right away, is that it's all landscape and the navmesh that I need to redo, again. I hate doing that kind of work, haha! And that I'm working on a new dungeon for you guys (a skooma den/dwemer ruin). I might do this when I'm done with the dungeon.
I'd also love a JK-TGC patch for this + any others as well. But I don't want to pressure you at all lol. I just really love all these burial site mods you made. I downloaded them all while I was waiting for DAR to update after AE, and so I'd love to use them, but my current playthrough is JK+TGC, and like a lot of people, my next will probably be TGC of JK's North. :/
Again, no pressure though. Still greatful for the mods + patches you've provided, but it would be nice if more people could use this on some of the newer load orders modders are using that include with these city overhaul combos.
I might do it at some point, but not in the near future as I have a lot of other things to make :) I have open permissions on all my mods, so anyone can make patches if they can't wait ;)
That mod is listed as Incompatible, so no. Would have to move everything to another location. Feel free to try it yourself and send me the esp so it can be included in the FOMOD :-)
That's the one. I tried swapping load order around a bit but both mods edit the terrain in the same area, the stables for Gjaland are right behind the building for the graveyard (kind of looks cool how it is) but unfortunately due to terrain edits there are gaps in the terrain when both are used together :( I tried to fix it myself but i'm no expert.
Yeah, swapping loadorder won't help when dealing with landscape and navmesh conflicts. Whatever load last, wins the conflict.. I might, sometime, make them work toghter, but since this mod and the Ranch mod is'nt that popular it won't be now as it takes a little time and I'm working on other stuff, so this mod is no priority for me..
But if you know the basics of the CK, you could to try it for yourself (it's good practicing), you can delete all the navmesh (only in the worldspace record) and landscape edits in one of the mods and simply redo it. e.g you delete all navmesh and landscape edits in this mod, then open CK (make sure the Ranch mod is loaded BEFORE this mod) then select both the ranch mod and this mod and make this mod the active mod (that way you will use the Ranch's landscape and navmesh as base and make the changes to this mod), then just start redo the landscape and navmesh in this mod's area. There might be another, more correctly way of patch it togther, but this is how I do it. But beforfe deleting the landscape and navmesh records, load the plugin up in CK and take a look at how I did the navmesh around the house, as the house is placed on a cell border, and try to copy what I have done :) Darkfox127 has some great tutorials on doing navmesh both interior and exterior (How to navmesh) and bethesda's navmesh tutorial and companion video tutorial (but don't do the auto generation part). You'll also need to watch this Navmesh cutting and annoying grass and finally landscaping exterior cells, can't remember if this video actually shows hot to raise and lower the land, but when you have landscape editing open, just hold down the left click button on the mouse and drag up for raise and down for lower, quite simple :) Remember to clean the mod with xEditQuickAutoClean when you are done, and manually check it yourself in xEdit for eventually any deleted navhmesh. To fix deleted navmesh watch this fixing deleted navmesh .. :)
37 comments
Or the tombstones float (the ground is on a lower level) or there's a fissure in the ground near the north exit or the town.
I can't manage to fix it. Tried several load order alternatives, a lot of different patches and no results.
Since it's landscape conflicts, load order can't fix it. This needs to be done in Creation Kit
I don't know if there's patches for my mod out there, so can't help with which ones to use. I only know of those I've made
I just report and hope someone can do.
dont know why your mod modifies this part of the tow
Where should I point and click while in console mode to get more information about a floating asset ?
On the ground below the asset or on the asset itself?
I have to note that in this same playthrough I started with Redbag's Rorikstead and I had huge floating buildings issues, so I changed to TGC - Rorikstead mid-game, which turned out fine and then installed Rorikstead Burial Site Graveyard which has floating tombstones.
For The Great Cities - Rorikstead, did you pick the correction version of this mod when you installed it ? And do you use any other patches that I've provided ?
To select an asset while in console, click the asset
How is your load order ?
It should be:
1: Landscape Fixes For Grass Mods.esp - If you're using this
2: The Great City of Rorikstead.esp
3: Landscape For Grass Mods - TGC Rorikstead PATCH.esp - If you're using Landscape Fixes For Grass Mods
4: Rorikstead Burial Site.esp (Rorikstead Burial Site - The Great City of Rorikstead version in FOMOD)
5: Rorikstead Burial Site - Sepolcri Patch.esp
6 :Rorikstead Burial Site - Landscape Fixes For Grass Mods Patch.esp - If you're using Landscape Fixes For Grass Mods
P.S found the issue, something about efps mod. But when I fix the floating problem, appear a fissure on the ground near the north exit of the town because efps and northern roads mods. Can't find the optimal load order to fix all
Would you be fine if someone else made a patch? If someone would be willing too.
But, at some point, I'm gonna go through all the burial site mods at make them better. I've learned much since I started
Also, there's already some amazing player home modders who is doing amazing work. I don't see the need for more player home modders
Also, as a user of Sepolcri, the Sepolcri patch will need patching with any new patch you make of course. Thank you for your time, and I understand if you decide to not make the patches.
As for the new dungeon you are making, I am very eager to try it out! The last one was quite good and I was pleasantly impressed by it.
Again, no pressure though. Still greatful for the mods + patches you've provided, but it would be nice if more people could use this on some of the newer load orders modders are using that include with these city overhaul combos.
That's the one. I tried swapping load order around a bit but both mods edit the terrain in the same area, the stables for Gjaland are right behind the building for the graveyard (kind of looks cool how it is) but unfortunately due to terrain edits there are gaps in the terrain when both are used together :( I tried to fix it myself but i'm no expert.
Fantastic mods btw!
EDIT: I'm also using Basalt cliffs: Rorikstead Basalt Cliffs at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) which I load before Gjaland as that also causes a few issues. So atm I have:
Basalt overwritten by Gjaland and then burial site after that. I need to learn how to do this stuff myself lol.
But if you know the basics of the CK, you could to try it for yourself (it's good practicing), you can delete all the navmesh (only in the worldspace record) and landscape edits in one of the mods and simply redo it. e.g you delete all navmesh and landscape edits in this mod, then open CK (make sure the Ranch mod is loaded BEFORE this mod) then select both the ranch mod and this mod and make this mod the active mod (that way you will use the Ranch's landscape and navmesh as base and make the changes to this mod), then just start redo the landscape and navmesh in this mod's area. There might be another, more correctly way of patch it togther, but this is how I do it. But beforfe deleting the landscape and navmesh records, load the plugin up in CK and take a look at how I did the navmesh around the house, as the house is placed on a cell border, and try to copy what I have done :) Darkfox127 has some great tutorials on doing navmesh both interior and exterior (How to navmesh) and bethesda's navmesh tutorial and companion video tutorial (but don't do the auto generation part). You'll also need to watch this Navmesh cutting and annoying grass and finally landscaping exterior cells, can't remember if this video actually shows hot to raise and lower the land, but when you have landscape editing open, just hold down the left click button on the mouse and drag up for raise and down for lower, quite simple :) Remember to clean the mod with xEditQuickAutoClean when you are done, and manually check it yourself in xEdit for eventually any deleted navhmesh. To fix deleted navmesh watch this fixing deleted navmesh .. :)