Skyrim Special Edition
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Jelidity

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  1. Schneckenhof
    Schneckenhof
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    Skyrim AE 1170.

    Interior of house is bugged.
    As soon as you enter there is a glitched stone Farmhouse wall in the middle of the house between your character and the bed.
    You can see around the sides of it slightly.
    Even better, when you turn around there is another glitched farmhouse wall between your character and the exit door.

    My first visit was at night which was hillarious because the NPC's (which I couldn't initially see) asked me to leave, but I couldn't. Then they warned me to leave. Then they turned hostile and walked through the glitched wall like terminator and murdered me with an Axe.

    I unticked Cleverchaff AIO (which I had overwriting the farmhouses) and reloaded.
    It changed the glitched wall texture into a different textured glitched wall.

    I unticked Skland AIO (which is my base for textures) and reloaded.
    It changed the glitched wall to an ugly vanilla glitched wall.

    I don't believe I have any other mods that would affect farmhouses or that area specifically unless its SMIM.

    I went back and took some screenshots:

    Darkwater Crossing Interior Wall Glitch Trapping Character Inside


    This Looks fantastic on the outside though.
    1. Jelidity
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      The image of the interior on the mod page images is of the released cell, no wall. Something else in your load order is adding that wall.
    2. Schneckenhof
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      You are correct.

      I just turned off all mods except Alternate Perspective (the Alternate Start Mod I am using) and this mod.
      The room looks like the screenshot.

      I cannot for the life of me think of what I am running that would modifying that interior though.
      If anyone has any ideas, I'm all ears.

      I'm NOT using JK's Skyrim or Dawn of Skyrim.

      For textures I have Skyland AIO overwritten by Cleverchaff's AIO for a few specific things.
      I've turned both of those off to test, and all that does is change what the two glitched walls look like.
      For Whiterun Textures I have Illustrious Whiterun.

      I do have some city overhauls but nothing that should be affecting Darkwater Crossing.

      Cities of the North for - Dawnstar, Morthal, Falkreath.
      Winterhold Restored for Winterhold.
      Whiterun has Walls for Whiterun.
      JK Solitude Outskirts for Solitude.
      JK Markarth Outskirts for Morthal.
      JK Windhelm Outskirts and Windhelm Bridge Restored for Windhelm.
      Thuldor's Ivarstead for Ivarstead.
      and a few of Schlitzohr's new small towns.
      Nothing for Riften (yet).

      Lux for interior lighting. Lanterns of Skyrim 2 for outdoor lighting.
      I am curious if Lux may be altering the architecture though.

      There is a patch for LOS2 in the Patch collection for this mod, and even then that's affecting outdoors not interiors.
      I also have SMIM (doesn't everyone?) but its a bit hard to imagine that being the culprit.

      None of these should be touching Darkwater crossing as far as I know.

      I will come back and post if I find out.
    3. Schneckenhof
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      I believe I found the Mod that is causing this issue.

      Here is a list of mods I have ruled out in order.

      Methodology:
      I turned off all my mods.
      Then proceeded to do the following:
      Enabled a mod, Ran Loot, Launched the game, Loaded a new game, Warped Outside the Darkwater Crossing house via console commands, Entered the house and looked to see if the walls appeared. If not. I exited the game.

      Then I repeated the process (but kept the previous mods loaded in case its a combination of more than one mod that causes the issue).

      The Glitched Walls are not caused by:

      Alternate Perspective
      SMIM
      SMIM Improvement Mod
      Skyland AIO
      Cleverchaff's AIO
      Unofficial Skyrim Special Edition Patch (USSEP)
      Unofficial Skyrim Creation Club Content Patches (USCCCP)

      <Note: The Above Mods did not cause the issue>

      Optional Lux Resource pack (No ENB light) from Lux Via (This is Required for LUX to Function
      LUX

      Conclusion:

      You're not going to believe this...but the culprit is actually LUX (Or the required Lux Resource Pack from LUX Via)

      (Update: I checked with the aforementioned mods, and the Optional Lux Resource pack installed but NOT LUX. I had no issues. The courier appears. There are no walls inside the house.)

      I noticed that with LUX installed, as soon as I used console commands to warp to the Exterior of Darkwater crossing, the Courier was not there to immediately try and give me a letter.
      For context, In every single new game I've run to test out this issue, the courier has appeared and handed me a letter the second my character spawns in the overworld at Darkwater Crossing. It was only after I added Lux that he didn't.
      (This is very odd. I don't know why a Lighting mod would be affecting the courier in any way, but there you are.)

      Once I entered the house, the glitched walls appeared.


      Now. You should be aware. I did NOT use Lux Patch hub in this test. So you don't have to rule out a billion patches.

      That being said, whatever is causing this is something involving LUX or one of the Patches in the FOMOD for LUX.

      I don't have time to spend all afternoon tweaking every option in the LUX FOMOD, but I did want to let it be known that the issue is
      something with LUX.

      I hope that helps.



      Update:
      OK. Well it is very likely something with LUX and/or something that reverting the LUX Patch for this mod.

      I did one more test.

      I ran the LUX Patch Collection with the Darkwater Crossing TGC patch (which was Auto Selected in the FOMOD).
      The courier appears, and upon entering there are no walls.
      So it would seem that the patch for this mod in the Lux Patch Hub works as intended, but something in my load order may be reverting it or overwriting it.

      But at least I know that the Lux Patch works as intended with all of the mods I tested earlier in this reply, so that at least narrows down the list of suspects.

      If I end up finding out, I will post again here.
  2. orochimay
    orochimay
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    It's compatible with Arthmoor 's Darkwater Crossing provided you load Arthmoor's one after this mod.
    1. viniciusdoland
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      No, it isn't.
      The interior of the house is broken.
      Of course it would be nice to have all the roofes in the style of eastmarsh, but at least the unique could not be conflicting.
  3. nexusbla18
    nexusbla18
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    Love it! Thank you!
  4. agungxoxo
    agungxoxo
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    Looks great!
  5. skyfall515
    skyfall515
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    This looks great! Thank you for creating this. Love Archinatic’s custom architecture 
  6. jack829x
    jack829x
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    Would you consider doing this for the 3 farm's outside Windhelm as well?
  7. deleted77742423
    deleted77742423
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    This is an amazing-looking mod, and I look forward to having it in my game.

    The major plus of this mod is that you made it an ESL flagged ESP plugin.

    Any mod that saves an esp slot, plus is amazing is a definite download in my game.

    Thank you so very much for making this mod possible and sharing it with the Nexus community.
  8. MisterBanana17
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    Great work Jelidity !
    This mod is now featured on my True Graphics and Immersion List
  9. ArcanumWarlock
    ArcanumWarlock
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    Thank You, looks really good.