Skyrim Special Edition

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Enodoc

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Enodoc

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216 comments

  1. WallRockTree
    WallRockTree
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    So I hate to be that person, but I just saw the Loreius Farm/Settlements Expanded problem. The Blizzard's Edge Lookout from Hold Border Guards is overlapping Yvette's House from Settlements Expanded (this is near where you meet Cicero north East of Whiterun). Guards are clipping/half sticking out of the roof of that cottage. I also have Ryn's Loreius Farm, but that doesn't seem to be a problem. I see that the issue is mentioned elsewhere here.
    I really hope there can be an alternative solution besides just the current deleting Settlement Expanded's Loreius Settlement. If the Blizzard's Edge Lookout could just be moved a few feet north they could co-exist.

    Regardless, thanks for continuing to support this fantastic mod!
    1. MistressMinerva
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      Oh wow , good thing i read up on this , i was already installing Pale Whiterun Border Version specifically for Settlements Expanded ... ok so ... 
      Looks like i should use the non Settlement Expanded Version and use the No Loreius village patch from here. 
      I dont mind those removed , as i already use Ryn's Farms + CACO Farms , which makes the place pretty big anyways. 
    2. WallRockTree
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      I did try the patch that deletes Settlement Expanded's Loreius Village. But in my game it just looks too empty there.

      I see that v.1.2.0 of this mod, "Moved Blizzard's Edge Lookout to a more defensible position closer to Loreius Farm."

      So I went back to test the earlier v.1.1.1. This had Blizzard's Edge Lookout about 340 feet north of Loreius Village, but I see why the decision was made to move Blizzard's Edge Lookout closer to the settlement. It does look isolated by itself. And the other decisions in v.1.2.0 seem to make sense, too. 

      So I am holding out hope that either Blizzard's Edge Lookout can be moved maybe 15 to 20 feet north or a patch that does it can be made available, so that all the mods can play together nicely. Thanks for considering!
    3. WallRockTree
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      Actually, MistressMinerva's suggestion gave me an idea for this area. I am currently testing this combo in this order:

      Ryn's Loreius Farm (may have similar results for Ryn's Farms)
      Settlements Expanded
      Hold Border Guards - Definitive Edition
      Subhuman's Common Guard Resources
      Pale-Whiterun Border Fortifications with the "Pale-Whiterun Border Posts version for Settlements Expanded" file option
      A "Settlements Expanded - Loreius Farm Patch" I found on the Posts page of Ryn's Loreius Farm
      NOT using the "Settlements Expanded - No Loreius Village" from this mod

      I had to "disable" a couple things in the console by Yvette's House, but I think I can live with this for now. I tried a lot of combinations and this is what I like best so far.
      I am using Ryn's Loreius Farm instead of the larger Ryn's Farms due to other compatibility issues, but I would rather have the larger farm mod.

      EDIT: Came back several days later to add I was wrong. I didn't test the above on a new game there are missing building on the new game. Gotta work on it some more. Sorry.
    4. MistressMinerva
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      Ok so coming back to this after a while , i actually have to agree with WallRockTree to some degree. 
      Context : I have Ryns Farms + CACO Farms + Ryns Whiterun City Limits + JK's Whiterun Outskirts , this combination aside from eating a lot of FPS makes the Whiterun outskirts huge crowded and busy looking , walking outwards towards the Border now with Settlements Expanded Loreius Village disabled , makes this section feel empty compared to the rest. I have to tinker with this a bit myself , but will postpone it , i have other stuff to do right now. And im not fully set on keeping Ryns Farms + CACO Farms , i ran into some serious locational issues that i found with the rest of my Modlists , there are no patches for this combo for many locations and i have to first decide if i patch that all in CK myself or get rid of one of the two mods.

      But looking at WallRockTrees setup , i think i will try switching Hold Border Guard master from the patch for Pale Whiterun Border Fortification to the version with Settlement expanded , not using Loreius Village removed patch , and then just fix up the rest in CK. Yeah thats what i will try when im ready to come back to this.  
    5. WallRockTree
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      I totally hear you on the jumping around fixing various things all over a heavily modded game! I am still working on this in a rotating way myself. I have been meaning to come back and update my post here.

      With my rough list of mods above, I think the solution lies in moving Pale-Whiterun Border - Settlements Expanded.esp (from Pale-Whiterun Border Fortifications) down on the left and right in MO2. I had it working on a new game and it was really good, at least when I looked at it briefly. But now on a NEW new game Yvette's House disappeared again and only the door is there. That .esp may be getting overwritten by some Lux patches and maybe my rebuilt Bashed Patch.

      Will keep tinkering (on and off) because when I got all those mods working it was pretty cool!
  2. Avengersrule2002
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    Hey, I have been going through my modlist, rereading, eliminating, cleaning most esps, I am not completly familiar with Xedit, but trying to learn

    In cleaning the civilwarcheckpoints patch I get this message

    LOOT Masterlist Entries  - name: 'HoldBorderGuards CivilWarCheckpoints Patch.esp'    dirty:      - <<: *reqManualFix        crc: 0x81E4F69C        util: '[SSEEdit v4.1.5b EXTREMELY EXPERIMENTAL](https://www.nexusmods.com/skyrimspecialedition/mods/164)'        nav: 2[00:00] Quick Clean mode finished.[00:28] Background Loader: finished

    I am not sure how to look up that crc to see what I need to eliminate - - -I have tried
    Any info I can get I would be thankful

    To add to it, i was noticing errors. . .so i ran check for errors

    [00:00] Quick Clean mode finished.[00:28] Background Loader: finished[00:00] Start: Checking for Errors[00:00] Checking for Errors in [FE 001] HoldBorderGuards CivilWarCheckpoints Patch.esp[00:00] [NAVI:00012FB4][00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #1 -> [05000AAF] <Error: Could not be resolved>[00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [05000AA8] <Error: Could not be resolved>[00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Preferred Merges \ Mesh #0 -> [05000AA0] <Error: Could not be resolved>[00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [05000AAF] <Error: Could not be resolved>[00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #1 -> [05000AA8] <Error: Could not be resolved>[00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #2 -> [05000AAA] <Error: Could not be resolved>[00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #1 -> [05000AAB] <Error: Could not be resolved>[00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [05000AA0] <Error: Could not be resolved>[00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [05000AA6] <Error: Could not be resolved>[00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [05000AAA] <Error: Could not be resolved>[00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #1 -> [05000AA8] <Error: Could not be resolved>[00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [05000AA7] <Error: Could not be resolved>[00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [05000AA3] <Error: Could not be resolved>[00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #0 -> [05000AA2] <Error: Could not be resolved>[00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [05000AAB] <Error: Could not be resolved>[00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [05000AA2] <Error: Could not be resolved>[00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #0 -> [05000AA2] <Error: Could not be resolved>[00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [05000AA5] <Error: Could not be resolved>[00:00]     NAVI \ NVPP - Preferred Pathing \ NavMeshes \ Set #35 \ #34 -> [FE000853] <Error: Could not be resolved>[00:00]     NAVI \ NVPP - Preferred Pathing \ NavMeshes \ Set #37 \ #34 -> [FE000853] <Error: Could not be resolved>[00:00]     NAVI \ NVPP - Preferred Pathing \ NavMeshes \ Set #39 \ #34 -> [FE000853] <Error: Could not be resolved>[00:00]     NAVI \ NVPP - Preferred Pathing \ NavMeshes \ Set #53 \ #19 -> [FE000853] <Error: Could not be resolved>[00:00]     NAVI \ NVPP - Preferred Pathing \ NavMeshes \ Set #73 \ #87 -> [FE000853] <Error: Could not be resolved>[00:00]     NAVI \ NVPP - Preferred Pathing \ NavMeshes \ Set #93 \ #72 -> [FE000853] <Error: Could not be resolved>[00:00] [NAVM:000E8B80] (in GRUP Cell Temporary Children of [CELL:0000936A] (in Tamriel "Skyrim" [WRLD:0000003C] at -25,18))[00:00]     NAVM \ NVNM - Geometry \ Edge Links \ Edge Link #0 \ Mesh -> [05000AA2] <Error: Could not be resolved>[00:00]     NAVM \ NVNM - Geometry \ Edge Links \ Edge Link #1 \ Mesh -> [05000AA2] <Error: Could not be resolved>[00:00]     NAVM \ NVNM - Geometry \ Edge Links \ Edge Link #2 \ Mesh -> [05000AA2] <Error: Could not be resolved>[00:00]     NAVM \ NVNM - Geometry \ Edge Links \ Edge Link #3 \ Mesh -> [05000AA2] <Error: Could not be resolved>[00:00]     NAVM \ NVNM - Geometry \ Edge Links \ Edge Link #4 \ Mesh -> [05000AA2] <Error: Could not be resolved>[00:00] [NAVM:000CD7F1] (in GRUP Cell Temporary Children of [CELL:00009348] (in Tamriel "Skyrim" [WRLD:0000003C] at -24,19))[00:00]     NAVM \ NVNM - Geometry \ Edge Links \ Edge Link #0 \ Mesh -> [05000AAB] <Error: Could not be resolved>[00:00]     NAVM \ NVNM - Geometry \ Edge Links \ Edge Link #1 \ Mesh -> [05000AAB] <Error: Could not be resolved>[00:00]     NAVM \ NVNM - Geometry \ Edge Links \ Edge Link #2 \ Mesh -> [05000AAB] <Error: Could not be resolved>[00:00] [NAVM:000E8B81] (in GRUP Cell Temporary Children of HoldBorderHaafingarSouth [CELL:00009369] (in Tamriel "Skyrim" [WRLD:0000003C] at -24,18))[00:00]     NAVM \ NVNM - Geometry \ Edge Links \ Edge Link #0 \ Mesh -> [05000AAF] <Error: Could not be resolved>[00:00]     NAVM \ NVNM - Geometry \ Edge Links \ Edge Link #1 \ Mesh -> [05000AAF] <Error: Could not be resolved>[00:00]     NAVM \ NVNM - Geometry \ Edge Links \ Edge Link #2 \ Mesh -> [05000AAF] <Error: Could not be resolved>
    1. Enodoc
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      Urgh I hate NavMesh. If you finalize it, then it creates ITMs. But if you clean it, then apparently it can break portals and edge links. At some point I'll re-finalize and re-clean but I don't know if that will help.
    2. Avengersrule2002
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      Cool,

      I dont know if was asking for it to be fixed. . . more or less trying to learn the process where i could fix it for myself !!!!

      if you get to looking into it thats cool, if nots thats cool !!!

      i noticed someone else posted something about certain followers getting stuck in between white run and honningbrew. . .i noticed this as well, thought it may have been lanterns 2, but the mods he mentioned that i had were civilwarcheckpoints - immersive patrols, wasnt all followers, it mostly did ok, yurianna followers (maybe it had to do with forced game type followers rather then recruited follower network followers) - - when im done fixing up the list i am going to attempt patching individually starting from the bottom of the list (RW2)

      cool thing you do in making things for others to use. . . i have dreamed it a little, but still gaining knowledge
    3. Enodoc
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      Followers getting stuck is a pretty good indicator of a broken NavMesh link (i.e. the AI doesn't know how to tell the follower to get from one cell to the next). Unfortunately there are no automated patchers to finalise NavMesh.
  3. Mousetick
    Mousetick
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    Version 1.2.1:
    - HoldBorderGuards JerallThroatPass Patch.esp refers to a navmesh ID 82F that doesn't exist in Hold Border Guards Anniversary.esp.
    HoldBorderGuards RoriksteadBorderPost Patch.esp refers to a navmesh ID 853 that doesn't exist either.
    Please check for Errors in xEdit for more details. Thank you.
    1. Enodoc
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      Hmm, it appears Shor's Watchtower and Civil War Checkpoints have the same problem, and yet it would be physically impossible for a single navmesh to be present in all of those cells. Looks like I just need to re-finalize the navmesh in those cells sometime.
  4. Shesurus
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    I believe it needs a patch for JK's Skyrim, specifically around Rorikstead. I had a JK's guard walking infinitely straight into a wall lol. Navmesh issue I guess? But JK's already includes a wall of sorts for Rorikstead so it seems the edits from Hold Border Guards could be removed in favor of JK's if a patch was made.
  5. max4985
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    So Enodoc,

    Do you agree to share with us your personal patch for Settlements Expanded ? 🥺
    1. klydeking
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      I hate to seem pushy, but I just came here looking for a settlements expanded patch. Happy holidays to all!
    2. Enodoc
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      Done! (It's technically "dirty", as I literally just deleted everything, so if you want to run it through xEdit QuickAutoClean first, go ahead.)
  6. robn86
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    Needs a Navmesh patch for Heljarchen farm and extended lydia dialogue, for some reason. cant do that in xedit
  7. max4985
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    Hi Enodoc !

    Thanks for your mod, in my opinion it's the best for hold borders in Skyrim. ;-)

    In your recent update, you moved "Blizzard's Edge Lookout closer to Loreius Farm."
    A good change I think, but now the wood tower is clipping with a house of Settlements Expanded from Urtho, when both mods are installed.

    Do you think a compatibility patch may be possible ?


    1. Enodoc
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      Hmm, I made a personal patch which removes "Loreius Village" completely that I could upload (as I don't like the idea of adding an entire village to what is supposed to be an isolated farmhouse), but that won't be any good if you still want Loreius Village itself.
    2. max4985
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      Thanks for your answer.

      I reinstalled "Settlements expanded" to check if I could choose some villages of the mod in the FOMOD.
      I'd hoped to remove Loreius village, but that's not possible.
      So your personal patch is interesting for those who agree to "sacrifice" this village to use both mods.
      I'm one of them :-).
  8. TheBone98
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    The idea is great, however I feel like the Ilinalta outpost completely ruins the first look the player has on Bleak Falls Barrow, which is quite a shame :(
  9. aragonit
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    <Error: Deleted reference Hold Border Guards Anniversary.esp [REFR:000A9931] (in GRUP Cell Temporary Children of HoldBorderRiftWest [CELL:0000983B] (in Tamriel "Skyrim" [WRLD:0000003C] at 18,-21))>


    I'm getting this error with Dyndolod. Is it something serious?
    1. Enodoc
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      I accidentally deleted a tree - just run the esp through xEdit's QuickAutoClean, and I'll make sure the next update is cleaned in advance.
    2. aragonit
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      LOOT Masterlist Entries

        - name: 'Hold Border Guards Anniversary.esp'
          dirty:
            - <<: *quickClean
              crc: 0xEBBAA678
              util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
              itm: 198
              udr: 2
          clean:
            - crc: 0x903CC0C5
              util: 'SSEEdit v4.0.4'
      [00:00] Quick Clean mode finished.
      [00:36] Background Loader: finished

      Thanks for the info. There are probably some other issues, so let's scrub the file :)
  10. TheDukeofDonohoe
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    Hey there ! I'm back to let you know that there have been no problems with your mod and it works great ! :)

    I was wondering however if you think it would be compatible with  Lawbringer and Skyrim Realistic Conquering ?

    Thanks a million !
     
    1. Enodoc
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      Thanks for the update! I have Lawbringer and SRC myself and haven't noticed any issues yet. Note of course that the border checkpoints themselves can't be taken over by other factions though.
    2. TheDukeofDonohoe
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      Wonderful ! Thanks again for your quick and helpful feedback :)

      (I thought I did it already but you've just been fully endorsed !)