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  1. ra2phoenix
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    Frequently Asked Questions:

    - Can you patch xyz?
    It may be on our various to-do lists, or it might be something we don't use and aren't aware of.  In any case, please don't spam requests for things in comments if someone has already asked about it.
    As a general policy we will only be patching mods that are available on the Skyrim Special Edition Nexus - no private versions or LE ports.

    - I installed the patch and I still see a problem with landscape seams or holes.
    Please also ensure that you don't have a third mod that might be editing the landscape cell or especially adjacent cells.  There was a lot of things to cover and we may have missed a few things, so post a specific issue in the bug tracker with what patch is broken and the x,y cell coordinate or an id of a nearby object from console.

    - I installed a bunch of these patches and now npcs won't talk to me or there's giant holes in the ground!
    You should be running SSE Engine Fixes and edit its skse/plugins/EngineFixes.toml file to set MaxStdio = 8192.

    - Patch Load Order?
    After all other relevant mods and patches editing landscape: Load Landscape Fixes For Grass Mods patch first, then Landscape and Water Fixes, then any other patch.  Any seams between areas edited by patches should be minimal but bring any obvious ones to my attention with the patches involved.

    - No really I would like you to patch XYZ:
    This is the list of mods we know need some kind of patch, so you don't have to keep repeating it, but is not a guarantee that we'll be making them.  We are accepting community-made patches with a disclaimer on our end that we weren't involved and can't guarantee them.

    - Landscape Seam Fixes --WILL NOT BE PATCHED-- it is redundant currently with Northern Roads
    - Skyrim Bridges --WILL NOT BE PATCHED-- it is redundant currently with Northern Roads
    - Any grass mod that edits landscape, load these above the LFFGM patch and it should fix most of the issues
    - Folkvangr in particular is a heavy lift for patching due to how it reappropriates NoGrass landscapes and is unlikely to be anytime soon

    At this point we're all fairly busy on other projects, so check Northern Roads - Patches Compendium and if you ask there very nicely it's possible Alaxouche will patch it :D
  2. ra2phoenix
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    If you're running into a landscape seam and don't know what mod is causing it, please utilize https://modmapper.com/ to help narrow it down.  Without any other mods, Northern Roads has no holes in the landscape or *major* seams (there may be a few minor ones that got missed depending on your landscape textures).  The patches should not have any holes or major seams.  If you load some certain patches together you may get issues, which we will try to identify and create combo patches for.

    Load patches in this order:

    ----------------------------------------

    1. Your main mods / Northern Roads
    2. Patches for your other mods, THIS INCLUDES (if used) Landscape Fixes for Grass Mods (LFFGM) and Landscape and Water Fixes (LAWF) and a cross-patch between them

    3. NR - Enhanced Landscapes patch and NR - tree mods patches
    4. NR - LAWF patch
    5. NR - LFFGM patch
    6. NR - WFE Shades of Skyrim .esm patch (it must be above other patches it conflicts with for the least bad outcome without a combo patch)
    7. NR - miscellaneous patches (this includes Lux Via)
    8. NR - Ryn's Snow-Shod Shadow Stone patch (if applicable)
    9. NR - cities/towns/outskirts overhauls patches
    10. NR - combo patches

    <no other landscape edits beyond this point>

    11. Water for ENB esp patch (Shades or regular)
    12. Any Water for ENB (WENB) patches requiring the .esp
    ----------------------------------------

    If you have regular patches conflicting, please note the cell in question, the patches you are using, and file a bug report so a combo patch can be made if necessary.  I don't want to log a bunch of LOOT rules so anything beyond the above order will need an agnostic combo patch.

    To check what patch is winning in a particular cell, find the cell coordinates in More Informative Console (tab twice), go to modmapper, and find the cell there to easily get the form id.  Load all of your mods in SSEEdit, enter the id in top left, and go to Landscape within that Cell record, scroll to the right and right-most column is the winning patch.
  3. Czasior
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    What to do when you're missing the free CC content and one of the patches in the collection demands a plugin/s from the 1.6+ version of the game? 

    My diplomatic advice - you might create the dummy esps with the names of the missing CC plugins, and then clean the masters in the patch file using xEdit. You don't know how? Ask google, it's not that hard.

    My honest advice - stop this nonsense of preventing the Skyrims update. If you really need 1.5.97.0 engine (so all these three DLL/SKSE mods which still haven't received the update to the newest version of the game would still work), you should only downgrade game exe, but leave the plugins intact. But if you intentionally want to break your game by removing/reverting older versions of some vanilla plugins, you're on your own.

    New plugin version disclaimer

    Some of the recently created or updated patches are made with the new Creation Kit and / or xEdit. This means they have a new plugin header and won't work on older versions of the game. If you don't run 1.6.1130+ Skyrim.exe, you have to install Backported Extended ESL Support.

    We are not supporting the "roads only" or "clutter only" versions of Northern Roads. If you encounter any problems with your patches, but you use one of these modified Northern Roads options, we won't be able to provide any help, you're on your own.
  4. ra2phoenix
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    For mods that make large changes, I would recommend the following process (I still haven't found time to write an article):

    - Forward the landscape with larger edits into a patch and add masters
    - Load the patch in CK and take advantage of the "only edited" filter in CK Fixes to find your cells quickly
    - Delete any road statics (hard delete is fine, QAC patch at end)
    - Fill in the road ditches, I hate editing height directly so see if you can use the Smooth Vertex tool to even out the ground without causing too many floating objects.
    - Fix any cell edge height gaps by using smooth tool or changing height then ctrl-z, the edges will 'snap' together (note: you may be causing edits in adjacent cell, but this is honestly hard to avoid and doing so is an advanced level skill/exercise in tedium)
    - Paint the continuation of the road that is now cut off.  Use the 'I' tool in landscape edit mode to see the quad textures, and you will likely have to choose one to delete to add the COTN road textures.
    - Optionally change DirtPath to COTN Dirt if appropriate
    - Fix landscape texture seams
    - Fix grass appearing everywhere if your 'winning' texture for a landscape quad has grass. (the one with the largest % utilization, there is no way to force specify the base texture) You may have to paint a nograss texture under rocks or buildings etc. so that it displaces the grass tex as the highest %. Also grass textures will spawn grass *near* them, not just on them, so worst case is to change the entire base tex to NoGrass and add some grass back to taste without overgrowing the road.
    - Fix floating objects
    - QuickAutoClean your patch and manually remove ITPOs.  Clean masters to remove possible CC references. (or don't >:D)
    - Ignore users asking for Landscape Fixes for Grass Mods patch
  5. ra2phoenix
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    Updated instructions for bug report screenshots:

    Using More Informative Console, open console and hit tab twice (the first time you open it at least) to get to the World Space/Cell/Music/Weather tab.

    Hover the mouse over Cell: and hit L SHIFT. This will open another column with the cell id.

    Hover the mouse over Form location information: and hit L SHIFT. This will open a column with the last plugin to edit the cell. Since this isn't quite the same as Landscape, we go one further:

    Hover the mouse over Base found in: and hit L SHIFT.  Now we have a column listing all plugins editing this cell.  This will easily show which patch is winning/in conflict with the others.

    Take this screenshot for each side of the landscape conflict etc. and it will make our jobs tracking down the issues or finding load order issues MUCH easier, thanks.
  6. rozebeanz
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    WhiterunExterior13 Cell: 3, -2 and Cell: 2, -2 seem to have an unresolved seam regardless of load order!




  7. ApolloVibes
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    Could anyone tell me where LFFGM patches are supposed to be in relation to Northern Roads? Somewhere along the way I got the impression they were supposed to be below Northern Roads and bundled together with the Northern Roads - LFFGM patch, but now I'm thinking that's not right.
    1. ra2phoenix
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      See the sticky above. I recommend loading Northern Roads.esp after LFFGM's esp. Then make sure all patches touching the road areas including LFFGM ones are above the block of Northern Roads patches.  The NR-LFFGM goes right at the top of that stack because it is basically enforcing NR's landscape, not specific patching for other mods.
    2. ApolloVibes
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      Thank you! I basically had it right then except I had NR-LFFGM at the bottom of that stack.
    3. ra2phoenix
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      No problem, it can be tricky to get things ordered right and definitely do not run LOOT with those patches in there.
  8. abelyo
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    Northern Roads - The Great Town of Ivarstead (rock) is crashing thr game when I go to Ivarstead.
    1. Czasior
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      Check if you have the recent versions of The Great Town of Ivarstead and The Great Cities Resources.
  9. MadGamesLp
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    I have a question regarding the Bruma Patch: is it supposed to alter the roads in Bruma? I still have the vanilla roads with the patch installed. I appreciate the help. =)

    LO:
    1. BSAssets.esm
    2. BSHeartland.esm
    3. BS_DLCpatch.esp
    4. Northern Roads.esp
    5. BS Bruma Patch.esp
    6 - 8 NR AE DLC Patches
    1. Alancillo
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      Same problem. Did you manage to solve it?
    2. Czasior
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      That was the original idea of the patch, JPSteel2 wanted to distinguish the roads in Cyrodil from the ones in Skyrim and leave the stone variants there. It only adapts the border area to make a smooth transition between the two variants.
  10. evilbananas
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    I'm getting these weird warping of textures on parts of the road in Riverwood with the LFFGM patch.  Any ideas?

    LINK
    1. Elyrium
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      Looks like they're parallax textures if that's what you mean
  11. imsleepzy
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    https://imgur.com/a/nTddWCv cell : 7,-4
    Hello, i have every patch from this collection and the other collection but no matter what i do i can't get rid of these seams, it's caused by the base mod (I saw the sticky btw, maybe this is a load order issue but i don't think so bcs i have nothing effecting that cell except for water for ENB and Northern Roads and even after disabling WFENB and starting a new game it's still the same, do you guys also have that seam? I can fix this in CK (this seam will still look ugly even after i fix it bcs it's just a straight line) but im just wondering if there is a patch for these type of known seams)
    1. ra2phoenix
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      Please follow the stickied procedure for reporting what patches are the last to edit each side of the seam.
    2. imsleepzy
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      Hey, i don't think it's about a patch bcs when i disable all the patches and just keep the Northern Roads only, the seam is still there, it's happening bcs of the mod itself, not bcs of a patch but it can be patched i think (on sticky it says ''seams wont be patched'') so i guess i'll have to do something myself on the CK
      EDIT : these are the RefIDs of the both sides/corners of the seam :
                 FF001798 : LFFGM Lux Via Patch / FF001797 LFFGM Lux Via Patch
  12. Raijinkaze
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    Needs a patch for Bounties of the North (the tear is near the eastern outskirts of Windhelm in front of the farms).
    1. Czasior
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      We don't support paid mods.
  13. Emm95
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    heyhey, I wanted to ask if you could add a patch for the covered carriages addon from the CFTO page. Your patch moves the carriage a bit over but not the cover which comes with the addon.

    this happens in Windhelm
  14. ManiaMan88
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    For anyone having issues with Better Dynamic Snow, make sure you have the right version. I have the one called "Better Dynamic Snow - Definitive Edition." I thought it was an update of the same mod, but it's not.
  15. TheAmazingButwhole
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    May I request a patch for Skyland? With the patch provided there, spiky ground is still visible outside Whiterun, and Skyking2020 had said to ask the Northern Roads page. I am currently running JK Whiterun outskirts, Lux Via, Northern Roads and Skyland and this seems to be the only issue.
    1. ra2phoenix
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      What is the patch even for? I was unaware that it had any world edits.
    2. Niyu
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      It's probably not about world edits about complex material terrain paralax issues. If you enable terrain paralax, you need all landscape textures to be paralax ready. I fixed it on my setup with a patch that swaps the texture paths on COTN_LandscapeWRStone and COTN_LandscapeHelgenMud to landscape textures rather than architecture and dungeon ones (basically duplicates of other NR landscpae textures).

      I might have missed others, but those two are the ones i saw in my testing.