Skyrim Special Edition

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1990Srider

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  1. 1990srider
    1990srider
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    I have from here on out locked the bug report page, if we find a bug we will post it there. Please if you feel like there is a bug or an issue. First read the description page. Second read the comments to see if there is something similar. 99% of the bugs that have popped up have been load order issues or mods that dont have patches. If you need help figuring it out then please come to my discord or post a question here. My Discord . Mostly everyone in my Discord are pretty up front and seam like they are willing to help. 
  2. Doomlurker42
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    debris in riften keeps dissapearing when im close to it. adding the riften only version of this mod alongside this one fixed it.
    1. J3w3ls
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      That is NOT a solution, do not do that at all. It sounds like you're missing patches
    2. Doomlurker42
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      No i have everything concidering im only running this mod with synthesis patcher for the ae content stuff. honestly if it works then im doing it especially when its likely replacing over parts of this this mod and subsequently adding back whatever is not properly working. Least thats exactly what all my tools and my eyes have to say about it. Havent had a problem and ive been playing consecutively for weeks both in and around riften aswell as out and nowhere around it. Just don't run synthesis with it installed or the back gate will board up.

      No ctds or game breaking issues. Xedit only shows 3 things that dont overwrite and its just a bit of water data and a nav mesh. Water is fine and everyone navigates regularly.
    3. 1990srider
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      what was the area that this was happening in? I want to make sure its not an occlusion plan I missed
    4. Doomlurker42
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      Riften rIght in town ground leaves and debris dissapear when close

      I am using dyndolod since you mention occlusion

      Everywhere else is fine
  3. revenant0713
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    Reference ID 0010306A, MountainCliffSlopeFieldGrass01 [STAT:0006E06B]

    This rock leaves a gap between it and the ground. It's right behind the Battleborn Farm hut. No other environment mods installed.
    Disabling it works fine, so in the meantime, I just created an esl file where it is initially disabled for my playthrough. But I thought I'd let you know.
    1. J3w3ls
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      Got a screenshot? It'd be easier to find ^^ or at least the cell it is located in (this website here can help: https://modmapper.com/)
  4. skytechman
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    Do I need to turn off paper maps when patching with Synthesis? Should they still be loaded last?
    1. J3w3ls
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      You don't need to turn them off, no. Synthesis will take the winning override for those records and forward them (aka all the changes from FWMF will be preserved)
  5. LoopsOrLamps
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    Hello again. Just wondering what this weird error DynDOLOD keeps giving really means.

    Warning: Root block is NiNode in meshes\srider\srex\statics\lod\srexsolitudegroundmain_lod4.nif SR Exterior Cities.esp SREXSolitudeGroundMain [STAT:FE01D809]
    Warning: Root block is NiNode in meshes\srider\srex\statics\lod\srexsolitudegroundmain_lod8.nif SR Exterior Cities.esp SREXSolitudeGroundMain [STAT:FE01D809]

    I don't exactly know what a Root Block really does and why it keeps suggesting to change it to BSFadeNode.
    Is this just something the mod intentionally uses or should this not actually be here?

    My guess is it has to do with not enabling Dynamic LOD. Which hopefully doesn't mean I now have to cause that adds a lot of scripting for what is essentially just a way to look a little further off in the distance.
  6. DaModdaKilla
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    Hello! Sorry if this question's answer is obvious but I just don't know whether the description implies that a mod that adds NPCs into the interior of the cities is compatible or not, such as the Populated Skyrim (Populated Cities) mod to be exact or even 3DNPCs. Do those mods require further patching?
    1. J3w3ls
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      They do, yes, if you want them to show up in the city! You can use the synthesis patcher to take care of all NPCs placed there though ;)
    2. DaModdaKilla
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      Cool! Having that Synthesis patcher makes it so much easier. Thanks for the reply :)
  7. shawnb34
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    so ran dyndolods ran the patcher and when i go to the gate it says Skyrim thats not how it was before lods now if i go thru it it resets me outside again anybody else have this issue and  is there a fix should i run patcher after lods created i have white has walls and jk outskirts running in whiterun and it almost last in load order
    1. J3w3ls
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      Dyndolod should be the very last thing you run before playing, and then you do not touch your load order at all for the entire duration of your playthrough. That's the ideal way to mod/play skyrim ;)

      The issue may be that dyndolod edits the placement of some things (I don't know for sure). As such it effectively removes some of the edits from SREX and prevents the patcher from running as it should! Do you still have issues if you disable dyndolod? Just to check if your load order is correct or if you're missing some patches first
    2. shawnb34
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      Sorry dyndolods were last thing I ran I will check Sr citys should go below northern roads patches and before dyndolods.esp and A Clear Map Mod
    3. shawnb34
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      Ok disabled Dyndolods  and its still happening
    4. J3w3ls
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      Sounds like you're missing patches then! Are you using the synthesis patcher?
    5. shawnb34
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      Yes It Works except whiterun door just says skyrim i climb over wall lol the other door opens to this one here 
    6. J3w3ls
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      Try updating the synthesis patcher and rerunning it, you may have missed an update there
    7. shawnb34
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      is the one from github recent or nexus page
    8. J3w3ls
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      It's updated within the synthesis window itself. A blue upwards arrow
    9. shawnb34
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      I fixed it the patch i made did not Disable the door in whiterun fixed  it in sseedit lol 
    10. J3w3ls
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      The synthesis patcher is ignoring the gate though... 
  8. LoopsOrLamps
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    EDIT: oh. The Synthesis Patcher is separate for NPCs from Navmeshes. That explains it. 

    Spoiler:  
    Show
    I should probably get this out before this mod's scope makes it impossible to figure out.
    It could be a problem on my end that may have info on it.
    But from what I read and clicked on, nothing seems to address it. Only cities and landscape/architecture ports.

    For anyone who feels like their newly opened cities suddenly feel a bit... Vanilla.
    The reason why is incredibly simple and incredibly gut-wrenching once you use a "moveto" command on them.


    !!! YOUR CUSTOM NPCs ARE ALL STUCK IN THE LOADED CITY !!!



    I thought it was odd how despite the city being opened. There was a loading screen every time I used the command.
    But once I used tfc and flew around. I began to notice some odd similarities.
    Nothing was loaded in beyond its LOD.
    EXCEPT Custom NPCs.

    So unless I'm missing something on how to patch these NPCs in.

    I have no idea how you're supposed to move them into the "Grand Opening" Cities.
    1. J3w3ls
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      You are missing patches, or have a bad load order. Please read the mod description carefully!
      Also, make use of the synthesis patcher.
    2. LoopsOrLamps
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      tl;dr cause the issue doesn't exist anymore:

      It's not the Load Order.
      It was the Synthesizer.

      Thanks for answering though!
    3. LoopsOrLamps
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      It worked! yay!

      Also sorry about the Load Order thing.
      It was not fun trying to achieve that streamlined process.
    4. J3w3ls
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      Glad you figured it out in the end!
  9. Zeppelin1996
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    I want to use this mod, but I'm scarred from using using Open Cities Skyrim from years ago.  There's only a few mods I have installed that change the 5 cities, and there are patches for them.  However, I'm afraid this won't work well because of the sheer amount of mods I play with (1600+). How does this work with quest mods? Does the Synthesis patcher handle those or do they need a manual patch too?
    1. J3w3ls
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      Quest mods typically only add NPCs/objects, or a few markers here and there. That means that synthesis can handle them just fine!
      Ofc there may be some exceptions, I can't comment on every single mod out there ^^
  10. ramelthree
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    Just a comment, I love the requirement ... The Ability to Read  :D

    Currently using an older version of Open Cities which works with SE; I love the effect of fighting dragons crossing above the walls, jumping over walls to take a short cut, and paragliding into cities.

    This mod looks amazing. I'll see if I can replace the old open cities with this.  Thank you.
  11. warimathas
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    I'm ripping my hair out trying to figure out why this mod and DynDOLOD won't play nicely in my setup... the main gate to Solitude's LOD simply won't unload and is overlapping with SR's.
    So this is "SMainGate_DynDOLOD_LOD" creating the super ugly opening scene seen here, inside the gate there's also "SolitudeBaseMarket_DynDOLOD_LOD" stuck blurry and clipping right in the middle of the townsfolk. I am using MO2, an older DynDOLOD (not 3.0), this only happens when using the mods together and I don't have A Clear Map of Skyrim installed either, load order for this pic is only about 55 mods:

    Spoiler:  
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    # This file was automatically generated by Mod Organizer.
    Skyrim.esm
    Update.esm
    Dawnguard.esm
    HearthFires.esm
    Dragonborn.esm
    Vanilla Script MicroOptimizations.esl
    SimplyOptimizedScripts.esl
    Occ_Skyrim_Tamriel.esp
    AHZmoreHUDInventory.esl
    UHDAP - MusicHQ.esp
    Navigator-NavFixes.esl
    SkyUI_SE.esp
    SMIM-SE-Merged-All.esp
    FNIS.esp
    bleedoutFix.esp
    SprintFixes.esp
    defaultCubemapFix.esp
    nchardak waterfall fix.esp
    BetterThirdPersonSelection.esp
    LokiHorses.esp
    Maxsu_PowerAttackControl.esp
    RaceMenu.esp
    RaceMenuPlugin.esp
    Dragon Claws Auto-Unlock.esp
    NoNPCDoorOpeningAnimation.esp
    zeroBountyHostilityFix.esp
    CutContentRestoration.esp
    CoW_LOD_Shimmer_Fix.esp
    Markarth Road Finished.esp
    [LM] eFPS Falkreath Fix.esp
    allowProgressBugFix.esp
    CraftingCategories.esp
    EVE - Moss Shaders Restored.esp
    SunAffectsNPCVampires.esp
    SunAffectsNPCVampires - ExcludeFriendlies.esp
    QwibGuardArmor.esp
    VariedGuardEquipment.esp
    NoDaedricAndDragonLVL.esp
    Enhanced Vanilla Trees SSE.esp
    SensibleBribes.esp
    AHZmoreHUD.esp
    SkyHUD.esp
    ClassicWeathers.esp
    Classic Weathers Extended.esp
    Reduced Fog for Classic Weathers.esp
    NoMoreBloom_HDR for Classic Weathers.esp
    No Killmoves, No Killcams, No Killbites.esp
    HallgarthAdditionalHair.esp
    Skyrim Unbound.esp
    SR Exterior Cities.esp
    SREX Dragonsreach Great Porch.esp
    SREX AIO - eFPS Patch.esp


    Apologies for clogging with a huge comment like this, just hoping for any small guidance if available, thanks!!
    1. J3w3ls
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      LOD Unloading Fix, try with that mod (you need it regardless of this mod, this is something that can happen in vanilla too).
      If that doesn't work... The issue is likely not related to SREX itself, but possibly a missing patch?
    2. warimathas
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      LOD unload fix wasn't helping sadly, I should mention they're like Z-fighting meshes, the LOD and the SR exterior mesh... I noticed the missing SMIM patch for SR, but anything else that would interfere I can't seem to identify... I appreciate the help!! I'm going to keep trying different ways to fix this.

      I also tried generating DynDOLOD without SR enabled which actually fixed the Solitude bug lol. But ended up causing more issues with the other cities which weren't present previously, so stumped again.