Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

robertgk2017

Uploaded by

robertgk2017

Virus scan

Safe to use

33 comments

  1. logicality77
    logicality77
    • premium
    • 0 kudos
    Would you consider reposting the latest version for the time being? Many patches (JK's interiors, Lux suite) have issues with RedBag's Solitude 1.5, and so those requiring those patches need to hold back to 1.4 until other upgraded patches are available. I understand if you would rather not have the support headache, but thought I'd at least ask.
  2. Squibster99
    Squibster99
    • member
    • 2 kudos
    I see there's been an update to RB's mod which fixes a lot of issues. Should we uninstall you fix for now?
    Thanks for all the fixes, using a lot of them! 
  3. Oblivionplayer437
    Oblivionplayer437
    • premium
    • 74 kudos
    I have USSEP, OCS, RS+RS Rob's fixes installed, and RS patches for USSEP and OCS. Please see the picture with the minimalistic Load order.

    When I am with my follower and go from the city through the tunnel to the docks area, about half way into the tunnel the follower just vanishes. The same happens when we enter the tunnel from the docks. All is good until about half way in, then the follower is transferred elsewhere and reappears at my side eventually again. 

    I would suspect some navmesh problem or something. The main access to the city via the main road and gate works all fine, just the tunnel is the problem. Has anyone else observed this and found a solution? Many thanks!!

    (I have not yet asked on the RS main modpage.)
  4. KazMiller
    KazMiller
    • premium
    • 5 kudos
    Is it normal that in the 3.0 archyve there is no SPO patch? It was in 2.0 and I can't find in the changelog why it was removed
  5. dudoka
    dudoka
    • premium
    • 2 kudos
    Checked with SSEEdit. I didnt find any clue why stop all npc near to markethouse. On ramp. Any idea?
  6. knifestrife98
    knifestrife98
    • member
    • 12 kudos
    Hey Rob, just wondering if you would consider making a version for 13coins's Trailblazers mod patch which replaces the main esp? I've asked him but he says he's too lazy, thought I'd try my luck here, but no worries if not :D
    1. robertgk2017
      robertgk2017
      • premium
      • 438 kudos
      As long as the author is okay with it, I can put it on my list.
    2. knifestrife98
      knifestrife98
      • member
      • 12 kudos
      Seems to be, thank you very much! Your work is very much appreciated
  7. BranCana
    BranCana
    • premium
    • 0 kudos
    Gentlemen if permissible I'd like to have this patch along with Czasior patch on Xbox.
    I would be happy to find a porter to do if I am granted permission?
    1. robertgk2017
      robertgk2017
      • premium
      • 438 kudos
      I got nothing on that I'm afraid.  Idk the first thing about modding on console except that it's tremendously restricted and much harder to work with.
    2. Czasior
      Czasior
      • premium
      • 529 kudos
      I'm ok with that, but we obviously can't take responsibility for any issues which emerge during the process as - like Robert has said - we don't have any experience regarding console modding. Also - you should ask Redbag if he's OK with that - it's his mod, after all, we've just made some improvements and/or patches. 
  8. guitarfan01
    guitarfan01
    • premium
    • 3 kudos
    Well, I don't know what to do about it, but it appears that one of the walls across from Balmir's House has no collision, and Balmir's front porch is missing navmesh.

    https://imgur.com/a/GE48JRY
    1. robertgk2017
      robertgk2017
      • premium
      • 438 kudos
      Hmmm. Looks fine on my end.   Sure another mod isn't screwing with the navmesh around there?
    2. Czasior
      Czasior
      • premium
      • 529 kudos
      Most likely. There are a bunch of mods touching the navi in Solitude. Looks like some other mod overrides the Redbag's Solitude navmesh in a particular cell.
    3. robertgk2017
      robertgk2017
      • premium
      • 438 kudos
      I concur on that. Just the redbags file and when I load up the jks redbags and jks + dos files I see no issues here.    
    4. guitarfan01
      guitarfan01
      • premium
      • 3 kudos
      Ok, but even on an otherwise vanilla save I can still walk through the wall I mentioned.
    5. robertgk2017
      robertgk2017
      • premium
      • 438 kudos
      hmmm.   if you disable everything but redbags it sitll has no collision.   i wonder...
    6. robertgk2017
      robertgk2017
      • premium
      • 438 kudos
      OH OOF, the mesh used by this house isn't touched by anything, that is the vanilla mesh that has that issue.

      its Architecture\Solitude\SRaidiantRaiments.nif
  9. jwolfyn
    jwolfyn
    • premium
    • 2 kudos
     Great work in keeping these mods clean, thank you. I do not fully understand some of the technical issues you mention, I'm just a Mod user, I apologize if I ask about something you addressed in your change logs. 
     Here is my question:
     What will fix the new exit area (Next to the temple of the divines) when I exit there leaving the city, it seems to be okay, but if I try and return this way then I end up under the city (Returning this way gives me an open seam under the city). 
     Any direction would be appreciated,
     Thank you.
    1. robertgk2017
      robertgk2017
      • premium
      • 438 kudos
      Hmm can you screenshot this for me, i think i know what you mean but i didnt go aggressively test that door.  will take a look.
    2. Czasior
      Czasior
      • premium
      • 529 kudos
      Based on the description, I conclude it's a landscape mismatch between two adjacent cells. Probably some other mod overwrites one of the Redbag's Solitude landscape settings.
    3. robertgk2017
      robertgk2017
      • premium
      • 438 kudos
      p sure your right, i just went around in here with just redbag's and it looks good to me.
  10. MrPoodo
    MrPoodo
    • member
    • 0 kudos
    Will this mess up with the eFPS patch for redbag's solitude?
    1. Czasior
      Czasior
      • premium
      • 529 kudos
      Both mods target different aspects, so no. You should only make sure to load eFPS patch higher in the load order, to preserve the worldspace cell corrections from Rob's fixes.
    2. robertgk2017
      robertgk2017
      • premium
      • 438 kudos
      I dont move any buildings around or any other big objects so the eFPS patch should be 100% working.  I actually dont even think i have any overlap with that patch.