Switched to letting this mod win overwriting all the conflicts it has and still getting it. Only seems to happen with the rocks that are part of the ash pile meshes. I suppose I might have some loose files overwriting them somewhere though. Is it possible those rocks might only be set up for ENB lighting grass rocks and that's causing the issue?
I tried these rocks and they slide back and forth on the ground like they're possessed by the Rock Demon! Very strange! I'm not sure how this is happening. I've never seen anything like it in 4 years of modding Skyrim. Now, I'm not saying it's your rocks! :) It could very well be something in my 600 mod list causing it. I thought I'd seen every bizarro bug in Skyrim, but this is a new one!
So we'll have to see if anyone else has the same issue. >>>> Oh! I see someone else reported the same thing.
My "guess" is they have some sort of grass blowin in the wind flag set on them that needs to be changed.
You are not alone friend. When I was testing this originally. I wasn't having this bug (which I have had it before) But I was surprised that my rocks weren't gliding on the ground. And it seems like I just triggered them to do so again somehow..
So whatever it is causing this. I know a quick ESL fix for it. which disables waving for these rocks. I'll update it right away
Possessed rocks bug is small potatoes compared to chicks going commando...aka no panties, which I've been fighting for a year. Not that I mind personally, but I'd like to stream my game without the Twitch ban hammer bashing me. :)
Tried that Strauler. That works on dead npcs. Living npcs can still go commando due to armor slot mismatches. Especially if you're using Remodeled armor replacer. But this is off topic and I apologize. I was just making a joke. :)
This is my guess as well cause the plugin supposed to fix the movement doesn't work on my end, and I checked in xedit that it was conflict-free. EDIT : for people still HAVING ROCKS MOVING, this is def caused by ENB complex grass / complex collision. Disabling either of them made the rocks stand still.
Sorry to everyone who's been experiencing issues with moving rocks. In particular users who are using ENB version. It seems that it has some kind of issues with mesh alphas. These are fixed in 2.3.
If I don't use ENB in my current setup, is there a benefit to using the included DLC02 meshes instead of the ones from Assorted Mesh Fixes? Also, thanks for making this mod!
There's only one mesh that I see that conflicts. That one mesh in assorted mesh mod fixes bad UV in one place. So if you're not using it you could let assorted meshes win the conflict.
Ah, yep, you're right! It was only the one mesh conflicting. Cool, cool, thanks for getting back to me on that!
Also, having just tested the mod, I noticed that when using this mod in my set-up, the rocks seem like they might appear darker ingame than shown in the main comparison picture you have. Since these are grass-rocks, do you think that could be caused by the lighting of my weather mod or something like that?
It depends.. By default there is a certain brightness range that rocks alternate to sorta have variations. So it could be that but it could also be due to your weather mod (or possibly even lack of one). I was using rudy's ENB in my screenshots. So therefore the fairly decent brightness on the rocks. With grass for ENB it allows for brightness to be slightly better and blends a lot better.
In any case it should be better than what vanilla game has by default xd black triangles.
Yeah, fair! I'm not using ENB in my current Skyrim VR setup, so that's possibly part of it. But like you said, it should still be better than vanilla! Thanks again!
P.S. At least from the quick bit of testing I did, it seem like I was able to merge the RocksMovementOff.esp plugin with zMerge to save a plugin slot and it still work fine, so that's nice!
you can remove the movement on rocks by editing their mesh in nifskope and either setting all the vertex colors to alpha = 0 or by changing the alpha threshhold to 0
Great mod, the alternate textures for ENB looks awesome in my game! Also, I just moved the esp to the bottom of my load order which solved the issue with moving rocks underwater.
57 comments
Just wanted to mention there's an issue with the fomod when you pick "Alternate Texture for ENB". The rest seem ok.
I got an issue with those rocks in Solstheim, they are white then instead of black.
Edit: This might help in the meantime or work as a solution, perhaps?
So we'll have to see if anyone else has the same issue. >>>> Oh! I see someone else reported the same thing.
My "guess" is they have some sort of grass blowin in the wind flag set on them that needs to be changed.
So whatever it is causing this. I know a quick ESL fix for it. which disables waving for these rocks. I'll update it right away
EDIT : for people still HAVING ROCKS MOVING, this is def caused by ENB complex grass / complex collision. Disabling either of them made the rocks stand still.
Also, having just tested the mod, I noticed that when using this mod in my set-up, the rocks seem like they might appear darker ingame than shown in the main comparison picture you have. Since these are grass-rocks, do you think that could be caused by the lighting of my weather mod or something like that?
In any case it should be better than what vanilla game has by default xd black triangles.
P.S.
At least from the quick bit of testing I did, it seem like I was able to merge the RocksMovementOff.esp plugin with zMerge to save a plugin slot and it still work fine, so that's nice!