Skyrim Special Edition

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wankingSkeever

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wSkeever

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135 comments

  1. wSkeever
    wSkeever
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    Sticky
    Yo dawgs, don't report vanilla bugs in the bugs section and don't upload pictures of vanilla bugs to the images section. This mod didn't cause those bugs, and your actions mislead people into thinking it does.

    Now, if you want me to fix something in the vanilla game, you can request it in the comments section. I might look into it
    1. benedick1888
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      thank you so much for doing this!
    2. crypticllc
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      yeah the fact someone is finding a billion dollar company mistakes then taking the time to fix and patch. THEN release to the public for free.. wild man huge props to you
    3. m1sf1t711
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      @crypticllc - I just think, before automatically slamming Bethesda as lazy or producing a poor quality game, it's worth remembering that Skyrim is 10 years old and some design choices may have been purposeful at that time to ensure the game would run on the types of device specs gamers had back then. I'm no game designer so I obviously can't know for sure that's true, but it's worth considering I think. I personally think that the fact that amazing modders can keep enhancing the game for us is just something to value rather use to beat Bethesda with. 

      Thank you @wSkeever for all your mods
    4. Magicaldonut1
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      I can't give you enough kudos for this thanks !
  2. Zanthh
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    Hello,

    I have an issue in Whithrun (in front of main gate and breezhome) in some place of the ground the meshes collision are a little upper than they should be. For npc and character.

    This mod fix this ? I use smim 
  3. nexusbla18
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    Any chance for a parallax version?
    1. Bittermans
      Bittermans
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      it is out
    2. cox2enzyme
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      I didn't see a parallax version of this mod, but I found this.  https://www.nexusmods.com/skyrimspecialedition/mods/95815

      I don't know if it incorporates the same fixes, but it includes parallax.
    3. wSkeever
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      No. It's not the same

      Just use xedit script to add parallax. Look for it with Google.
  4. legened999
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    Any chance for a collision fix for the wrbanneredmarebase01? Character seems to get stuck on some of the steps (not a smooth climb up the stairs)
  5. AtsushiATS
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    Hi WSkeev, would you consider to make a fix for this meshes?

    https://i.ibb.co/D10dcWZ/20231024164331-1.jpg

    And also this meshes, the main gate road I believe the name is "WRWallMainGate01EXT"
    https://i.ibb.co/grmM1GN/20231024203727-1.jpg
    1. AtsushiATS
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      Anyone know other mod fixing this???
    2. legened999
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      I don't think there are any mesh mods that SMIM the walls currently
  6. ElvenLove5000
    ElvenLove5000
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    The conflict (lux orbis) we were talking about, is not the cause of the mesh fix not working, i turned that whole mod off, but the issue still persists (grass blending in the ground next to the stairs it doesnt happen for me) how do i fix this? i dont get why its not working like it should.
  7. ElvenLove5000
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    Locked
    im not sure why but in the second image with the grass blending in the ground next to the stairs it doesnt happen for me
    1. wSkeever
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      Bad grass texture. Such as clevercharff

      Or you had another mod overwrite this one
    2. ElvenLove5000
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      I dont use clevercharff mods and the only thing that is overwriting the mod is lux orbis
    3. wSkeever
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      If it got overwritten then it don't show in game. That's how it works
    4. ElvenLove5000
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      So lux orbis is not allowed to overwrite it? in the conflicts file it only says that.. there is nothing else overwriting it
    5. wSkeever
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      If a file got overwritten. It don't show up in the game. Unless lux orbis includes the changes in the now overwritten file, those changes won't exist to the game, because the file that contains them got overwritten. You can try to find a patched file that contains changes from both mods, maybe it exists.

      If you paint your walls with green paint, then paint over that with blue paint, your walls are gonna be blue.

      I'm not going to tell you which file you want to be in your game more. That's your choice.
    6. ElvenLove5000
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      I know this, but lux orbis is a lighting mod, it does not change texture or meshes, so it does not make sense for that mod to be the culprit, if something else is overwriting it other than lux orbis, should it not show in the conflicting files? because of this i have no way of finding the culprit, as far as i know at least.
    7. wSkeever
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      but lux orbis is a lighting mod, it does not change texture or meshes
      Yea. You might want to double check that.

      And look into the features of your mod manager. Your mod manager tells you about conflicts
    8. ElvenLove5000
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      Bro i know it tells me about conflicts lux orbis is the only thing in there, thats why i asked you; if there is anything else conflicting it should be in there too right? but there is not. There is no patch for this mod in lux orbis and lux orbis should be able to be lower in the modlist i assume, so i dont get it.
    9. wSkeever
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      If you make lux orbis win the conflict, the changes from this mod won't be in the game. Simple as that.

      Whatever file wins conflict shows in game. Whatever file loses conflict doesn't show in game.

      I already said: "I'm not going to tell you which file you want to be in your game more. That's your choice." I won't give you a recommendation because I'm not you and don't know what you want. You should make your own decision.
  8. riverbord
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    do these work with parallax?
  9. Altinkoso
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    Do we have to use it alongside with your new SMIMED mods or the new ones are enough ?
  10. SkoomaDelRey
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    Will this affect vanilla wood posts that seem to be immune to retextures? In city overhauls I always see wood posts and fences that don't match the rest of the wood like in JK's Skyrim you'll see the pale wood posts sticking out like sore thumbs because they don't use the farmhouse textures. I used the console on one post and the filename was "wr" something so maybe a Whiterun wood post? I'm sorry, I just really want to retexture that damn post and nothing works. It's like a hidden item that only city overhaul creators seem to have access to. I tried Skyland AIO, I tried Noble, I tried CleverCharff's Farmhouse, I tried MystiriousDawn's Farmhouse. Only the other wood textures seem to respond to the replacers. This one wood post won't. I really wish texture overhauls included that damn post. I need some water. I'm thirsty.
  11. Freak42
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    Dear wSkeever, thanks for your mods. I really like your passion for fixing mesh errors around Skyrim.

    Therefore, I would like to draw your attention to the following.

    Have you ever noticed, that the stair-walking animation for almost every stair is broken in Skyrim? There is only one stair in Whiterun, on which NPCs are showing a proper stair-walking behaviour using inverse kinematics (IK). That's the stair up to the castle. I've done some investigation and that's what I found. Every stair in Skyrim apart from the castle-stair has SKY_HAV_MAT_STAIRS_STONE as Material for the stair related chunks of their collision object. Only the castle stair has SKY_HAV_MAT_STONE.
    If you change the Material-Index for the stair-collision-chunks of the other stairs to SKY_HAV_MAT_STONE (typically Index "0"), inverse kinematics will be activated for this stairs too.

    BUT!!! That's only half the way.

    For almost all other stairs, the walking behaviour now looks really weird, apart from a handful of other stairs like the stair to Jorvaskr or the stair to the left after entering the city gate in Whiterun. If you compare this stairs with the castle-stair, they have one corresponding feature, that all other stairs are lacking. They have one big inclined plane as collision object, whereas all other stairs have a complex collision object modelling each step of the stair precisely (you can see the difference in Nif-Scope comparing the two stairs in this mod). For all stairs with a big inclined plane as collision object and activated IK by using SKY_HAV_MAT_STONE as Havok-Material, the stair walking animation looks right.

    I tried it with the 2 stairs mentioned above. And it looks good.

    My problem is, I am not able to create new collsion objects for the other stairs. I tried, but I failed. Since having proper stair-walking animations would be benefitial to all of us, I hope you may be able to help.
    1. Freak42
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      You can try it, if you open wrstairsplatform01.nif from this mod with NifSkope, select "2 bhkCompressedMeshShapeData" in the Block-List, move in the corresponding Block-Details all the way down to "Chunks" and expand. Then expand again the last chunk in the list and change "Material Index" from 5 to 0. Save.

      That's it! Walking animation on this stair will look much better now.
    2. modal1
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      Nice.

      Any way of fixing this on wooden stairs that show "BUILT_WITHOUT_CHUNK_SUBDIVISION", walkwaystairs15.nif from SMIM, for example?

      *edit: NM, didn't expand the tree enough
    3. Mookeylama
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      does anyone know of a mod that fixes the collision like discussed above? i hate the weird way npcs walk glide up certain stairs like that, both stone and wood
    4. wSkeever
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      If you change the material to something that uses IK, ie something that is not a "STAIRS" material, then it will collision for both NPC and player. They will be unable to move up all the steps
    5. Mookeylama
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      thanks. well i didn't do the 1st part of Freaks post because the nif i was trying had both stairs and stone material and i wasn't sure what to change. plus my nif was different in that i didn't have SKY_HAV_MAT_STAIRS_STONE ect. i just showed MAT_STAIRS_STONE, unless i'm lookin in the wrong place (very possible). i'm messing w/ oldrim so maybe my nifs are different or my nikskope is old. 

      anyway, i did try his 2nd part about changing "Material Index" from 5 to 0...
      and that worked wonderfully! tested quite awhile and before tweak; npcs did the glide walk, no bend at knee crap. after tweak, npcs started bending their legs and knees when walking up n down the stairs ( it was the steps up to jorrvaskr...wrstairsplatform01.nif). i mean, it looks great. been wanting that for years. so i'll probably try it w/ other stairs and maybe those lousy wooden "ladder step stairs" things. unless it messes w/ navmesh or something, i see no downside to this. no more glide climbing!

      edit; tried this on the wood ladder stairs...baaad. lol u couldn't walk on 'em 
    6. Katurix
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      For a quick, already done fix I guess, there is also this:
      Whiterun Marketplace at Skyrim Nexus - Mods and Community (nexusmods.com)
      LE nifs, with only the vertex colors needing to be uniformed (CAO does it I think) to work in SE/AE. The collision of the water stairs (market to cloud district) have an inclined planed with correct havok stuff, as far as I can tell.
      There also another totem replacer, not the same as Skeever's so it could complement instead of conflict, with beveled corners (and no uv seams visible!) that I've seen in some other modders files too.
    7. Mookeylama
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      ^ thank u! will check it