- 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
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.
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. You can update the game and then use "Best of both worlds" version of Unofficial Skyrim Special Edition Downgrade Patcher - you'll still have the 1.5.97.0 engine (so all these DLL/SKSE mods which still haven't received the update to the newest version of the game would still work) and all the free CC content which is needed by recent versions of USSEP, CRF, AI Overhaul, Immersive Citizens and ever-increasing amount of our patches based on these mods.
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.
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
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.
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 Ctrl. This will open another column with the cell id.
Hover the mouse over Form location information: and hit L Ctrl. 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 Ctrl. 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.
Could you please tell me the workflow for fixing landscape tears and terrain texture seams? I really just want to go around and fix all the seams and few tears that I'm still having. This one is right next to Ryn's Western Watchtower (there is also a bunch of grass covering the road in this area). I tried putting the Ryn's patch to the very bottom of the load order with no luck. Any help is appreciated, thank you!
I assume you're talking about the post that starts with "For mods that make large changes". Thank you, I had a look but I found those instructions really difficult to follow and understand completely as someone who's unfamiliar with the CK.
But my post above is also a question about load order, isn't Ryn's Western Watchtower already covered? If so, does anything look wrong to you with my cell conflicts order?
Help Record [STAT:FE077DE4] in file Lux - Resources.esp is being overridden by record [REFR:FE077DE4] in file Northern Roads - COTN Morthal - Lux Orbis Patch.esp Texgen Error
If using the "Northern Roads - Lux Via patch - NR bridges.esp" and "Northern Roads - JKs Markarth Outskirts - Lux Via patch.esp," you get these in your landscape. I also moved the road signs just slightly so they wouldn't clip with the bridge. I made a patch as you can also see in the provided imgur link. I can share the plugin, it just did not make sense to me to make a new modpage for such a small patch. Let me know if you want it, I guess.
As mentioned in the FOMOD this is an experimental patch done by request and we're probably not going to post any more combo patches based on it. If you put the patch on a mega or gdrive link you can link it here in the comments though.
I have to know if this is what my issue is, it's fixed now but I gots to know:
Did you guys fix clipping nordic ruin and scaffolding assets with some minor clipping through one of Lux Via's smaller bridges just outside of Fort Greymoor in cell -3, 0? Lux Via changes that to a partially constructed wooden bridge around some ruins, but I believe those ruins clip through the bridge because they have bad placement data or something, and installing the Via-NR patch from this collection moved them to their appropriate locations a little bit away. The Via Clutter-NR patch from the compendium moved them back, and the only thing I can think of is that this was an issue present in the base mod that you guys just happened to catch and fix during the patch which Alaxouche missed and just forwarded directly instead? Here's a fucked vs fixed comparison if that jogs your memory:
At any rate if anyone reading this has this issue, I fixed it by moving the via clutter patch above the regular via patch. No idea what other consequences this will have yet if any.
It was like this when I made a new MO2 profile and disabled everything, including the CC content, except USSEP and Lux Via so if it isn't then I dunno what's wrong with my installation lol. Either way thanks for all the work you guys have done/are still doing.
Hello everyone, I use Landscape fixes for grass mods and northern roads, as well as patches for northern roads, but the game crashes on startup, I turn off LFFGM, the game starts. Does anyone know how to resolve a mod conflict? Otherwise, my grass grows on objects in Whiterun and other cities. Sorry for my bad English.
I understood exactly which esps are in conflict: Northern Roads - Lux Via - LFFGM patch.esp conflicts with Landscape fixes for grass mods Need to install a separate mod Northern Roads - Lux Via - LFFGM patch. Northern Roads - Water for ENB (Shades of Skyrim) - LFFGM patch.esp also conflicts (crash). It starts without it, but there are holes in the landscape
There's something wrong with your load order. Crashlog doesn't even list the plugins loaded and it points to the Player character. Sorry, I have no idea what's going on there, but it doesn't seem related to any of Northern Roads patches.
Also crashes at startup. Disabling Northern Roads - Landscape Fixes for Grass Mods patch.esp helps to solve the problem. But then everything in the grass around Whiterun. p.s I apologize for my bad English.
I managed to fix the grass in whiterun using mod grass in object (I made a pre-cache for grass) https://imgur.com/a/MAEcZmX There is practically no grass on the object. But I found another problem. : a hole in the textures, if anyone knows how to solve it, please help. https://imgur.com/a/lT78It5
It's a load order issue - correct it using the provided instructions. If it doesn't help, check ra2phoenix's sticky post above about using More Informative Console to determine which mod/patch affects the cell as the last one.
1611 comments
- 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
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.
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. You can update the game and then use "Best of both worlds" version of Unofficial Skyrim Special Edition Downgrade Patcher - you'll still have the 1.5.97.0 engine (so all these DLL/SKSE mods which still haven't received the update to the newest version of the game would still work) and all the free CC content which is needed by recent versions of USSEP, CRF, AI Overhaul, Immersive Citizens and ever-increasing amount of our patches based on these mods.
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.
- 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 patchUsing 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 Ctrl. This will open another column with the cell id.
Hover the mouse over Form location information: and hit L Ctrl. 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 Ctrl. 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.
https://ibb.co/album/Q78JnN
But my post above is also a question about load order, isn't Ryn's Western Watchtower already covered? If so, does anything look wrong to you with my cell conflicts order?
what are the reasons for stuttering ?
Did you guys fix clipping nordic ruin and scaffolding assets with some minor clipping through one of Lux Via's smaller bridges just outside of Fort Greymoor in cell -3, 0? Lux Via changes that to a partially constructed wooden bridge around some ruins, but I believe those ruins clip through the bridge because they have bad placement data or something, and installing the Via-NR patch from this collection moved them to their appropriate locations a little bit away. The Via Clutter-NR patch from the compendium moved them back, and the only thing I can think of is that this was an issue present in the base mod that you guys just happened to catch and fix during the patch which Alaxouche missed and just forwarded directly instead? Here's a fucked vs fixed comparison if that jogs your memory:
At any rate if anyone reading this has this issue, I fixed it by moving the via clutter patch above the regular via patch. No idea what other consequences this will have yet if any.
[04/03/2024 - 01:19:18PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[04/03/2024 - 01:19:18PM] Memory page: 128 (min) 512 (max) 153600 (max total)
Some kind of nonsense
Northern Roads - Lux Via - LFFGM patch.esp conflicts with Landscape fixes for grass mods
Need to install a separate mod Northern Roads - Lux Via - LFFGM patch.
Northern Roads - Water for ENB (Shades of Skyrim) - LFFGM patch.esp also conflicts (crash).
It starts without it, but there are holes in the landscape
Uploaded a file from crashlog
Disabling Northern Roads - Landscape Fixes for Grass Mods patch.esp helps to solve the problem. But then everything in the grass around Whiterun.
p.s
I apologize for my bad English.
There is practically no grass on the object. But I found another problem. : a hole in the textures, if anyone knows how to solve it, please help.
https://imgur.com/a/lT78It5