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.
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.
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.
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)
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.
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?
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
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
EDIT: oh. The Synthesis Patcher is separate for NPCs from Navmeshes. That explains it.
Spoiler:
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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.
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?
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 ^^
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.
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!!
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?
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.
457 comments
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.
I am using dyndolod since you mention occlusion
Everywhere else is fine
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.
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.
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
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.
Also, make use of the synthesis patcher.
It's not the Load Order.
It was the Synthesizer.
Thanks for answering though!
Also sorry about the Load Order thing.
It was not fun trying to achieve that streamlined process.
Ofc there may be some exceptions, I can't comment on every single mod out there ^^
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.
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!!
If that doesn't work... The issue is likely not related to SREX itself, but possibly a missing patch?
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.