If you continue to receive a missing texture asset message after running DynDOLOD, with the assets of this mod page (DynDOLOD TexGen Fixes) included, then you may find the following helpful. Beyond Reach uses assets from the below mod pages. Install the below mods, and remove the meshes/plugins (.esp) associated with the mods.
Resolution: by ff7legend I can confirm this issue but the solution is to add the Lord's Pendant item with the quest script attached to it into the Infant Ogre's inventory using SSE Edit, then reloading a save from before entering the Beast's Burrow.
Do this by: Looking up Infant Ogre 00EncGianttrollarnimacave "Golem Infant" [NPC_:XX0529AA], where xx is for your load order Add Pendant arnimalordneck "Lord's Pendant" [ARMO:XX0529D7] to the "Items" section for the NPC
Numerous bug reports are listed on the main mod page about this.
Running meshes through CAO resolved the error.
Files uploaded here.
DynDOLOD - File Not Found Textures
Spoiler:
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[STAT:0C01303C] textures\ors\lavagate.dds. Used by Meshes\arnima\architecture\manny_chain_curve.nif arnima.esm ArnimaChainCurve [STAT:0C1BCB39] textures\ors\lavagate.dds. Used by Meshes\arnima\architecture\manny_chain_stud.nif arnima.esm ArnimaChainStud [STAT:0C1BCB3A]
textures\lod\rtbuildingsarnimalod01_n.dds. Used by meshes\lod\arnimameshlod\highrockfarrun1lod2.nif arnima.esm bretonhouse2 [STAT:0C01303B] textures\lod\rtbuildingsarnimalod01_n.dds. Used by meshes\lod\arnimameshlod\highrockfarrun2lod2.nif arnima.esm bretonhouse3 [STAT:0C01303C] textures\lod\rtwallslodarnimawhite01_n.dds. Used by meshes\lod\arnimameshlod\highrockfarrun1lod2.nif arnima.esm bretonhouse2 [STAT:0C01303B] textures\lod\rtwallslodarnimawhite01_n.dds. Used by meshes\lod\arnimameshlod\highrockfarrun2lod2.nif arnima.esm bretonhouse3
Grey Belmor, killing the Aspect of the Lost while NOT having the corresponding bounty quest active, results into getting the quest to return to Entemon, but not getting the necessary dialogue appear on Entemon. Fixable by typing setstage arnimahunterquest3 20 (or 30, cant remember) into the console. - Thanks to Dertasso [setstage arnimahunterquest3 20] will resolve close out the quest.
Bounty Quest Issues
Spoiler:
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in console: sqtlists quests and targets, take not of Quest ID sqslists stages of quest, take note of the quest stages setstage QuestID ## where QuestID is the quest found above, and ## is the specific stage
Example:
setstage ArnimaBountyQuests 30
this should help clear out some of the problematic quests
CTD when Speaking to MARA - for final time
Spoiler:
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Issue occurs after speaking with Mara. Player character is teleported to Evermore castle and a CTD occurs shortly thereafter.
I just saved when the cell loaded after being teleported. I then loaded the save and didn't get a CTD --PotaraWarrior
The solution is once your character is teleported. Save, and reload.
KNOWN ISSUES - Without Resolutions
Spoiler:
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Agrane's Farmhouse
Spoiler:
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This house has no item entries (seen in CK or xEdit). As such it will only render the void.
Please use the forum tab to write issues you have experienced with Beyond Reach, and/or solutions you have found to any issues. This should help the workflow. Keep additional comments related to the specific issue/solution. This should make matters easier for other users.
BUGS TAB
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Please use the Bugs Tab for issues related to the fixes on this mod page.
I re-introduced the "troll" hotfix as I found the mesh folder pathing didn't match the plugin, resulting in an invisible troll.
Also, the infant ogre fix can be unofficially stated it works. Thanks to FF7 for their comments on the original mod page. ==== Added a temp fix for the Last King. Thanks to stoli300 for writing a solution. Note - this doesn't fix the intended mechanic, but does allow the player to kill the NPC without using the console. === I added an optional file to change a quest condition: from 1 handed skill to 2 handed skill. Reason being - it takes two hands to climb a rope. ==== Uploaded Nord Reach fix - removed texture sets causing invisible meshes.
Updated Arnima Tweaks for 4.8 (no additional changes). Free to use and redistribute obviously: https://drive.google.com/drive/folders/11SGcHdGDZlaltl-sKkqiXAbm-EDVRDIo
I should have known this mod earlier before playing this for the nth time. The spell magnitude description probably helps clarifying them sinister metaphors as well as missing stuff in Dunlain Falls. Since these include loose files and tweaks, are these safe to install midgame? I just defeated the Last King in the Scutling Void and returned to the aftermath in Arnima.
The mesh/texture assets are good to load whenever. I have not tested how the plugins impact an in-progress game. Might be best to use for your next play.
I only needed Dertasso's Tweaks, Dunlain Falls and Female Witchmen Armor fixes, and they do work safely midway in my questline. I found the mod spells work normally with more clear descriptions. Thanks a lot for these!
I would look at this NPC through xEdit and see what conflicts exist on a plugin level. If there are no conflicts on a plugin level, I'd look at assets (e.g. meshes).
Supplement, after watching it again, Last King is not partially incomplete. At present, it seems that the entire body has disappeared, and only the equipment on the body can still be seen.
This cannot simply be troubleshooted through sharing images. You have to see what is going on by examining the plugins in your load order. At a guess, you have a mod overwriting the NPC involved, or you have armors overwriting the original armors. At the very least, use More Informative Console to provide more information.
Sorry, I don't know much about this field so I can only roughly find this information using the Informative Console.I put Beyond Reach at the end of the Mod installation (Beyond Reach is more likely to cover other MODs), so I don’t know what MODs will affect the model, although it is not ruled out that there are Mods that cause the model to disappear like Nord Reach.PS: "龍祭司" refers to Dragon Priest
This problem occours, when the texture file reachdirt01.dds or reachdirt01_n.dds has been replaced by some other texture mod, which is being used by the NPC "The Last King".
The NPC needs to be edited in the Creation Kit, so that it uses the renamed default Skyrim texture reachdirt01.dds (example for the renamed file: reachdirt01tlk.dds or reachdirt01_n.dds (example for the renamed file: reachdirt01tlk_n.dds), so that the texture replacer can be used without a conflict.
Or delete the texture file reachdirt01.dds and reachdirt01_n.dds, which is in the folder "Skyrim Special Edition\Data\textures\landscape", then Skyrim Special Edition uses its own default reachdirt01.dds file, which is being loaded from one the the Skyrim - Texturesx.bsa (x stands for a number) files and has a lower resolution, when compared to other 4K texture mods.
This has nothing to do with this mod.
Beyond Reach - The Last King with replaced reachdirt01.dds file, which causes a graphical error:
Beyond Reach - The Last King with default Skyrim reachdirt01.dds file, which does not cause this problem:
Hello, I have the same problem with the last king, but I couldn't find the files you mentioned to delete, and Creation kit doesn't display NPC textures. I have le build version SLMP-gr.And mod version 4.51
Hello, I would like to ask about the correction of related issues When I first used Community Shaders, I found that the cutscenes in Scuttling Void and Bloody Sky were too dark. I would like to ask how to modify the weather settings to avoid this darkness problem. I tried to find several suspected settings. No improvement (even if you force the Scuttling Void weather to change, it will be covered by the bloody sky later)
Beyond Reach - Some Better Meshes overwrites most of the original Beyond Reach armor assets, so if you choose to use the other mod, my fixes shouldn't be needed (at least armor wise).
However, Beyond Reach adjusts armor assets included in Immersive Armors, and one of the mod files here adjusts the pathing of those assets to remove the conflict. I am unsure if the other mod author did the same. I am writing this so you can look for the potential conflict if you use the other mod.
I have to ask: Where did you figure there were dialog topic edits in the file. The plugin does not impact dialogue at all, which is seen when the plugin is explored in xEdit (or the CK). Nor is "dialog topic" listed on the description page (which came from the file creator). However, the parent mod (Beyond Reach) does adjust some dialog topics.
I re-downloaded both the file uploaded here on Nexus and replicated what you wrote about regarding dialog topics. Since I didn't create the file, I cannot guess what the intention was, other than an unintentional edit. I ran an xedit quickautoclean which removed these ITMs. (Which is most likely why I could not see what you reported.)
They are intentional. They are minor corrections of dialogues. Some dialogues have an extra space after the sentence ends. I removed it. No big tweak. Works without it just as well. As far as I know INOM and INOA files dont do anything, and dont even exist in the plugin.
Can I use this with Beyond Reach CBBE 3BA and HIMBO Patch if I load it after this mod? Their mod page says I can, but seeing conflicting info on your page.
You are most likely good using the CBBE/HIMBO mod. But there will be a minor issue: I adjusted the default armor mesh location (file structure) to remove a conflict with Immersive Armors. I mentioned this on that mod page too. I am unsure if the mod author decided to use the fixes here as a base. If the mod author did - you're good. If the mod author did not...you'll simply have to build your files in OutfitStudio/BodySlide and make the folder structure match (use xEdit to see the folder pathing).
I'm using the Beyond Reach 3ba and Himbo patch, loading the mod AFTER this one, so it overwrites this mod, and have zero problems. Even had the bald aventurine armor bug fixed whilst keeping the Himbo meshes. Just be sure to run BodySlide after installing both mods.
Jehennan Cuirass - Inventory model is missing Hedge Knight Armor - I see three instances of this using simple item spawner, and none of them show the armor when I equip them / inventory models are missing. I'm getting naked / invisible body.
150 comments
The fixes from this mod page were rolled into the parent mod. The files will remain available, but are considered outdated.
As such, support for the older version of Beyond Reach will be retired. Newer issues can still be brought up here.
If you continue to receive a missing texture asset message after running DynDOLOD, with the assets of this mod page (DynDOLOD TexGen Fixes)
included, then you may find the following helpful. Beyond Reach uses assets from the below mod pages. Install the below mods, and remove the meshes/plugins (.esp) associated with the mods.
Mr Siika Castle Seaview Kit
Adabala Building System - Ayleid Transfusion
xEdit Error Notes:
Using xEdit on the Arnima.esm resulted in this error:
[00:00] CWMapFlagBlueWhiterun "Whiterun" [ACTI:000F146F]
[00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [04028F7A] < Error: Could not be resolved >
The form IDs may be different for your particular setup. However, It is unlikely that Beyond Reach would impact the civil war map marker mechanics.
I removed this record, from Arnima.esm.
Missing Textures for ArnimaHROak 1 and 2
Go to GKB Green Trees: Download the modders resource to acquire the proper assets.
Create a new mod with a "textures" folder.
Copy these texture files to your new mod:
grandoak11.dds
grandoak11_n.dds
grandoak11seq11dark.dds
grandoak11seq11dark2.dds
grandoak11seq11dark2_n.dds
grandoak12.dds
Forsworn Gauntlet Texture issue:
These files are available as a download on this mod page. Previously they could only be found on the original asset mod page.
The "1stpersonforsworngauntlets_1.nif" points to a texture that doesn't exist.
Download the asset from Forsworn Armor Replacer
You need these textures:
KredansForswornGloves.dds
KredansForswornGloves_n.dds
Place in folder structure
Textures/armor/forsworn/
https://www.nexusmods.com/skyrimspecialedition/mods/7617?tab=files
Hunting Hope Quest Issue
Issue: no lord amulet in Hunting Hope Quest
Resolution: by ff7legend
I can confirm this issue but the solution is to add the Lord's Pendant item with the quest script attached to it into the Infant Ogre's inventory using SSE Edit, then reloading a save from before entering the Beast's Burrow.
Do this by:
Looking up Infant Ogre 00EncGianttrollarnimacave "Golem Infant" [NPC_:XX0529AA], where xx is for your load order
Add Pendant arnimalordneck "Lord's Pendant" [ARMO:XX0529D7] to the "Items" section for the NPC
Map is backward
Map Flip for Beyond Reach
Sigil Stone is Green
Sigil Stone Fix
Dunlain Falls - Seeing the Void:
Numerous bug reports are listed on the main mod page about this.
Running meshes through CAO resolved the error.
Files uploaded here.
DynDOLOD - File Not Found Textures
[STAT:0C01303C]
textures\ors\lavagate.dds. Used by Meshes\arnima\architecture\manny_chain_curve.nif arnima.esm ArnimaChainCurve [STAT:0C1BCB39]
textures\ors\lavagate.dds. Used by Meshes\arnima\architecture\manny_chain_stud.nif arnima.esm ArnimaChainStud [STAT:0C1BCB3A]
(The above texture can be found in The Oblivion Realms Serie by mannygt)
textures\lod\rtbuildingsarnimalod01_n.dds. Used by meshes\lod\arnimameshlod\highrockfarrun1lod2.nif arnima.esm bretonhouse2 [STAT:0C01303B]
textures\lod\rtbuildingsarnimalod01_n.dds. Used by meshes\lod\arnimameshlod\highrockfarrun2lod2.nif arnima.esm bretonhouse3 [STAT:0C01303C]
textures\lod\rtwallslodarnimawhite01_n.dds. Used by meshes\lod\arnimameshlod\highrockfarrun1lod2.nif arnima.esm bretonhouse2 [STAT:0C01303B]
textures\lod\rtwallslodarnimawhite01_n.dds. Used by meshes\lod\arnimameshlod\highrockfarrun2lod2.nif arnima.esm bretonhouse3
(All textures can be found: DynDOLOD TexGen Fixes)
BountyQuest - Grey Belmor
Grey Belmor, killing the Aspect of the Lost while NOT having the corresponding bounty quest active, results into getting the quest to
return to Entemon, but not getting the necessary dialogue appear on Entemon. Fixable by typing setstage arnimahunterquest3 20 (or 30, cant
remember) into the console.
- Thanks to Dertasso
[setstage arnimahunterquest3 20] will resolve close out the quest.
Bounty Quest Issues
in console:
sqtlists quests and targets, take not of Quest ID
sqslists stages of quest, take note of the quest stages
setstage QuestID ## where QuestID is the quest found above, and ## is the specific stage
Example:
setstage ArnimaBountyQuests 30
this should help clear out some of the problematic quests
CTD when Speaking to MARA - for final time
Issue occurs after speaking with Mara. Player character is teleported to Evermore castle and a CTD occurs shortly thereafter.
I just saved when the cell loaded after being teleported. I then loaded the save and didn't get a CTD --PotaraWarrior
The solution is once your character is teleported. Save, and reload.
KNOWN ISSUES - Without Resolutions
Agrane's Farmhouse
This house has no item entries (seen in CK or xEdit). As such it will only render the void.
Please use the forum tab to write issues you have experienced with Beyond Reach, and/or solutions you have found to any issues. This should help the workflow. Keep additional comments related to the specific issue/solution. This should make matters easier for other users.
BUGS TAB
Please use the Bugs Tab for issues related to the fixes on this mod page.
SSE Nif Optimizer by ousnius
Cathedral Assets Optimizer by Gka1
SSEEdit by ElminsterAU et al.
Beyond Reach Wiki
I re-introduced the "troll" hotfix as I found the mesh folder pathing didn't match the plugin, resulting in an invisible troll.
Also, the infant ogre fix can be unofficially stated it works. Thanks to FF7 for their comments on the original mod page.
====
Added a temp fix for the Last King. Thanks to stoli300 for writing a solution. Note - this doesn't fix the intended mechanic, but does allow the player to kill the NPC without using the console.
===
I added an optional file to change a quest condition: from 1 handed skill to 2 handed skill. Reason being - it takes two hands to climb a rope.
====
Uploaded Nord Reach fix - removed texture sets causing invisible meshes.
https://drive.google.com/drive/folders/11SGcHdGDZlaltl-sKkqiXAbm-EDVRDIo
At present, it seems that the entire body has disappeared, and only the equipment on the body can still be seen.
Sorry, I don't know much about this field so I can only roughly find this information using the Informative Console.I put Beyond Reach at the end of the Mod installation (Beyond Reach is more likely to cover other MODs), so I don’t know what MODs will affect the model, although it is not ruled out that there are Mods that cause the model to disappear like Nord Reach.PS: "龍祭司" refers to Dragon Priest
The NPC needs to be edited in the Creation Kit, so that it uses the renamed default Skyrim texture reachdirt01.dds (example for the renamed file: reachdirt01tlk.dds or reachdirt01_n.dds (example for the renamed file: reachdirt01tlk_n.dds), so that the texture replacer can be used without a conflict.
Or delete the texture file reachdirt01.dds and reachdirt01_n.dds, which is in the folder "Skyrim Special Edition\Data\textures\landscape", then Skyrim Special Edition uses its own default reachdirt01.dds file, which is being loaded from one the the Skyrim - Texturesx.bsa (x stands for a number) files and has a lower resolution, when compared to other 4K texture mods.
This has nothing to do with this mod.
Beyond Reach - The Last King with replaced reachdirt01.dds file, which causes a graphical error:
Beyond Reach - The Last King with default Skyrim reachdirt01.dds file, which does not cause this problem:
When I first used Community Shaders, I found that the cutscenes in Scuttling Void and Bloody Sky were too dark. I would like to ask how to modify the weather settings to avoid this darkness problem. I tried to find several suspected settings. No improvement (even if you force the Scuttling Void weather to change, it will be covered by the bloody sky later)
However, Beyond Reach adjusts armor assets included in Immersive Armors, and one of the mod files here adjusts the pathing of those assets to remove the conflict. I am unsure if the other mod author did the same. I am writing this so you can look for the potential conflict if you use the other mod.
Happy modding.
Jehennan Cuirass - Inventory model is missing
Hedge Knight Armor - I see three instances of this using simple item spawner, and none of them show the armor when I equip them / inventory models are missing. I'm getting naked / invisible body.