I am experiencing a weird issue when this Mod is active. Some long distance textures turn Black and subsequently I also get black triangles on the world map. Considering no one else has reported this issue in the comments I have to assume this is a mod conflict on my end. I have no idea where to look to resolve it however.
So if anyone has any ideas I would be grateful for any advice.
Also I haven't run Dyndolod yet. Part of me thinks/hopes doing so might turn this into a non issue as Dyndolod would simply overwright all currently black LODs?
I can accept this problem. Strange LODs with this mod in a lot of parts. DynDOLOD can help with making LODs, but a lot of bad distant lods wil be with this mod and making Zflickering.
Yeah I'm getting these problems as well, it affects my map as well as the landscape. It took me days to work this out after several xlod, texgen and Dyndold reruns. Such a pity, I love this mod.
Just a FYI for users of Anga's Mill Reborn by mnikjom: https://www.nexusmods.com/skyrimspecialedition/mods/13239
It works perfectly out of the box, with just a few clipping issues (which I think is fine, see images for more). I also had to disable two ropes via console. Obviously the added houses will be vanilla.
There is new navmesh overlaid over vanilla navmesh in cells 26, 7 and 26, 8. Possible they were Deleted and you undeleted vanilla but didn't swap the new mesh ids to them as a replacement? This would explain the navmesh issues ingame and with the xedit scripts.
Edit: Looks like a vanilla navmesh island got connected to another vanilla nav in 26, 8 so best I can tell, 00106710 and 000F942B need to be dropped into the ground, but I'm not sure what it should look like.
There is a floating tree on the left of the common house ! i use Happy Little trees, but even when i disable HLT plugin the floating tree is still there!
ok so I ran into a navmesh problem headed west out of here followers only make it a little way past the mill then will not go farther or will back track and take the long way around. this is the road headed out of the mill to the inn west of it the break is right before the camp for the guy from the DB quest. not 100% if it's this or the patches but deff a broke record there.
yeah, deff this mod ran it for conflicts and came up with edge link navmesh conflicts so I ran it through the script to clean it up in xedit will report back tomorrow or Friday if I remember.
Ok so still needs more work then just cleaning up the navmesh edges using xedit guessing there’s a deleted nav or two causing the issue. Either way I tried what I could still broken leading out of town for me on north east ish side of town headed to the camp with the dark brotherhood target.
Patches are ready. If anyone encounters some compatibility issues, please post them on the patch collection page. I'll try to resolve at least some of them.
30 comments
I am experiencing a weird issue when this Mod is active. Some long distance textures turn Black and subsequently I also get black triangles on the world map. Considering no one else has reported this issue in the comments I have to assume this is a mod conflict on my end. I have no idea where to look to resolve it however.
So if anyone has any ideas I would be grateful for any advice.
Also I haven't run Dyndolod yet. Part of me thinks/hopes doing so might turn this into a non issue as Dyndolod would simply overwright all currently black LODs?
Thank you for any help and/or advice.
It works perfectly out of the box, with just a few clipping issues (which I think is fine, see images for more). I also had to disable two ropes via console. Obviously the added houses will be vanilla.
Edit: Looks like a vanilla navmesh island got connected to another vanilla nav in 26, 8 so best I can tell, 00106710 and 000F942B need to be dropped into the ground, but I'm not sure what it should look like.
Also I'm not entirely sure how.