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.
Definitely navmesh edit but they referred to exterior, nothing inside the city, Wich is strange since it should add stuff in solitude. I should compare with one of your patch. Thank you for the responses, I just tested the mod a bit in VR and the feeling of physically going inside a main city is really good !
If it doesn't edit the inner city worldspace navmeshes (SolitudeWorldspace) then no navmesh patch is needed. It is possible to add objects without needing to edit them! If that is the case, then a level 1 patch or synthesis are enough!
For me, after using this mod together with CommunityShaders_AIO, the game freezes for around ten seconds every few minutes, then goes back to normal. The frame rate fluctuates within about 20 FPS. I'm not sure if it's due to running out of VRAM or system RAM. I'm playing in VR, and my specs are: i5-12400F, 6750 GRE 10GB, 32GB RAM, Quest 3S.
This mod 100% does not cause freezing. This is something specific to your mod list! I cannot debug your issue, I don't know your list and don't play VR at all. You'll have to do some investigation, maybe even binary searching...
Sorry but no. Especially when the entire start is NSFW stuff. I'm not touching that with a 10 foot pole! (and it is notorious for causing instability)
Binary searching:
Spoiler:
Show
This method is when there are no crash logs, freezes, or inconclusive information in the crash logs. It is time consuming, but effective 100% of the time.
What you will want to do is: 1. Disable half of your mods, and test ingame. 2. If you still have the same issue, disable half more. If no issue, enable half of the mods you had disabled. 3. Repeat until you find the cause of the issue, always enabling or disabling half.
Tip 1: you still have to be mindful of missing masters, always check that before testing, or your game won't launch. Tip 2: Always test on a new game. For faster testing, you may type `coc riverwood` in the console from the main menu (before clicking on new game). It will teleport you on the map with a default dragonborn for you to test quickly. Tip 3: if on MO2, you can duplicate your profile and test on there, so that your original profile is not messed up. You can also create a backup, just in case.
Last time I had a freeze of 10 seconds or so in VR it was due to heavy load order of mod using scripts. It may be a mod you delete that still have script running in the background. You can find those using resaver and see for yourself if that's the culprit
Working as intended but sadly not suitable for large mod packs, running this with dyndolod, town overhauls, performance really tanks from 90-144 to 25-30 fps
Could be many things, for example crazy 8K skin, HDT SMP on all NPC clothes and hair, a massive amount of overhauls adding tons of high poly clutter...
Could you provide more detailed information about the issue with VramR? Since using VramR and SREC, I frequently experience freezes of around ten seconds every few minutes.
Vramr and SREX have no direct link, to be perfectly clear. What they mean is that if you are low on VRAM, you may want to consider using VRAMr (despite the artifacts that may appear as a result). Freezing upon saving? If so, that is normal
Hi, I’m having an issue where the objects and NPCs don’t load on the other side of a gate until I walk through. I have this mod as the last in the load order. Is this normal?
That sounds like a misplaced occlusion plane, is it in whiterun? Do you have eFPS and our patch installed? You should not be using the patch in the "unofficial efps patch" mod, it's outdated
In this mode, if you don't receive mission orders from rikke during the civil war quest on the Imperial side, it's because the normal enemies still remain in the fort that will be the target later. I had to infiltrate the fort that will be the target and kill all the enemies one by one while looking at the wiki information. Then, can't you add a trigger to this mod that kills all the enemies in the fort? If a certain condition is met, all the enemies in the fort that will be the target will die. Since the related trigger in the vanilla+ussep version doesn't work when using this mod, it would be helpful if you added a separate related trigger to the mod. However, in the case of Fort Kastav, the existing enemies are not killed but replaced with rebel enemies, but in this quest, there was no problem with the quest progressing even if normal enemies were present in the fort. It was reported to Tullius normally. Also, there are cases where you can't receive the next mission after occupying Winterhold and reporting to Tullius. This problem occurs because the 'lctn' of Winterhold is not owned by the Imperial Army. It would also be nice to have a trigger that sets all of Winterhold's 'lctn's to Imperial ownership once more when certain conditions are met.
Or is there a mod that does this and I can't find it?
I don't know all the mechanics of Skyrim, but it could be a vanilla bug like you said. That's why I said this in the hope that adding a related device to this mod would fix it.
The bug patch mods that have been tried so far only reveal the results of using them, and do not reveal more information than that. I mentioned "tried" before, but of course it did not work. So if I add the device I mentioned to this mod, it will not work either? If so, I will give up.
I'm curious to try this out, but I dread the compatibility nightmare this will cause. How does it play with Spaghetti's city overhauls and follower mods that add characters to city interiors?
Interiors are unaffected. Spaghetti has a small patch already provided on the patch hub. It even has a synthesis patcher for anything not yet covered by our patches, which can handle all objects and NPCs placed in the inner city worldspaces.
Does this mod not work perfectly on older versions of the game, such as version 1.6.640? I applied only this mod under the same conditions and proceeded with the civil war quest on the Imperial side. Under the same conditions. And after finishing the defense of Whiterun and the next quest, 'A False Front', I reported to rikke, but his reaction was divided. With this mod applied, rikke receives the report and does not give any orders. This means that the quest cannot proceed any further. However, without this mod applied, rikke gave me the next mission. Let me emphasize this once more, under the same conditions, only the 'SR Exterior Cities' mod was applied. And in case you ask if I can pass it with a console command, I will answer in advance. If you do so, rikke will not give you the next order no matter what method you use to proceed with the quest. Absolutely not. And since I want to send Wulfrik to Sovngarde, if the 'Reunification of Skyrim' quest gets messed up from the start, I'll have to stop at that point.
I had no issue completing the civil war on imperial side with SREX installed, personally. It does not touch any civil war quest. It does not touch Rikke or her dialogue at all.
There is no reason to be on 1.6.640 whatsoever anymore, but that alone would not cause any issue with SREX. Just make sure you have BEES installed, it's a mandatory requirement for any downgraded game, regardless of this mod.
Also keep in mind, the civil war can break VERY easily, even in vanilla.
Is there a patch for Alternative Perspective? I'm starting out in Solitude. Once on the East Empire docks and once from the Winking Skeever. Both times I could hear the execution dialogue, but there were no NPCs and the buildings inside Solitude seemed to be facades and not actual buildings.
You have the exact same control of the load order as with MO2 ;) (and MO2 does not cause problem, on the contrary, it allows solving problems vortex cannot fix)
If you use LOOT, you have to add the plugin to the Worldspace Settings group, as explained on the description.
I'm facing a teleport bug when I'm on horseback in solitude. Both on the bridge and at the entrance to the city I'm teleported to the stable. Does anyone have this same bug?
Wait what?! I knew about one that affected NPCs (due to ussep), but never heard of anything affecting the player... You'll need to figure out which mod needs a patch!
I understand, I'll remove all the mods and leave only yours to see which mod it is. The funny thing is that only when I'm with the horse, walking without the horse the bug doesn't happen.
its because the horse is the one teleporting, not you. i had this issue with the ussep patch which there is a fix on their discord, and clutting room floor patch for this mod. all npcs would teleport, including the horse you ride on
Yeah we are working on a way better fix to that issue than what USSEP does. We're looking to include that new and better fix directly in the SREX main esp, that way we can just straight up disable/not move the USSEP "fix" which is causing so many issues.
It just works! No issue on my end (imperial at least)
I have no clue what you mean by "other war focused mods". That sounds extremely broad a description, so I am going to say a cautious no to that. Any mod that touches the civil war is prone to breaking your game, due to how the civil war is implemented in the base game. There is absolutely no telling if a mod is made well, if it would interact with the base game in a good way or not, or if it would have an effect on SREX/would need a patch/if a patch is possible at all. Please narrow down your description because with this broad a scope you cannot draw any conclusion (with any mod, not just this one).
Oh sorry, that was pretty vague. Thanks for replying to my question.
Also, the war-focused mods I was referring to specifically were either Second Great War (the Thalmor war mod), or Conquest of Skyrim (heavy on the conquest of skyrim, playing that with open world cities would be amazing.
I don't think there would be any major issue, but if they place some markers etc in the cities, you'd likely need a patch for them. If it is just that, the synthesis patcher can absolutely handle them without any issue!
978 comments
How can we determine if a mod need a navmesh patch ?
I should compare with one of your patch.
Thank you for the responses, I just tested the mod a bit in VR and the feeling of physically going inside a main city is really good !
I cannot debug your issue, I don't know your list and don't play VR at all. You'll have to do some investigation, maybe even binary
searching...
https://controlc.com/54fc9ceb
(and it is notorious for causing instability)
Binary searching:
This method is when there are no crash logs, freezes, or inconclusive information in the crash logs.
It is time consuming, but effective 100% of the time.
What you will want to do is:
1. Disable half of your mods, and test ingame.
2. If you still have the same issue, disable half more. If no issue, enable half of the mods you had disabled.
3. Repeat until you find the cause of the issue, always enabling or disabling half.
Tip 1: you still have to be mindful of missing masters, always check that before testing, or your game won't launch.
Tip 2: Always test on a new game. For faster testing, you may type `coc riverwood` in the console from the main menu (before clicking on new game). It will teleport you on the map with a default dragonborn for you to test quickly.
Tip 3: if on MO2, you can duplicate your profile and test on there, so that your original profile is not messed up. You can also create a backup, just in case.
You can find those using resaver and see for yourself if that's the culprit
i7 10700k
rtx 3080
64gb of ram
What they mean is that if you are low on VRAM, you may want to consider using VRAMr (despite the artifacts that may appear as a result). Freezing upon saving? If so, that is normal
I had to infiltrate the fort that will be the target and kill all the enemies one by one while looking at the wiki information.
Then, can't you add a trigger to this mod that kills all the enemies in the fort?
If a certain condition is met, all the enemies in the fort that will be the target will die.
Since the related trigger in the vanilla+ussep version doesn't work when using this mod, it would be helpful if you added a separate related trigger to the mod.
However, in the case of Fort Kastav, the existing enemies are not killed but replaced with rebel enemies, but in this quest, there was no problem with the quest progressing even if normal enemies were present in the fort. It was reported to Tullius normally.
Also, there are cases where you can't receive the next mission after occupying Winterhold and reporting to Tullius.
This problem occurs because the 'lctn' of Winterhold is not owned by the Imperial Army.
It would also be nice to have a trigger that sets all of Winterhold's 'lctn's to Imperial ownership once more when certain conditions are met.
Or is there a mod that does this and I can't find it?
That's why I said this in the hope that adding a related device to this mod would fix it.
The bug patch mods that have been tried so far only reveal the results of using them, and do not reveal more information than that.
I mentioned "tried" before, but of course it did not work.
So if I add the device I mentioned to this mod, it will not work either?
If so, I will give up.
It even has a synthesis patcher for anything not yet covered by our patches, which can handle all objects and NPCs placed in the inner city worldspaces.
So overall, very good compatibility ;)
I applied only this mod under the same conditions and proceeded with the civil war quest on the Imperial side. Under the same conditions.
And after finishing the defense of Whiterun and the next quest, 'A False Front', I reported to rikke, but his reaction was divided.
With this mod applied, rikke receives the report and does not give any orders. This means that the quest cannot proceed any further.
However, without this mod applied, rikke gave me the next mission.
Let me emphasize this once more, under the same conditions, only the 'SR Exterior Cities' mod was applied.
And in case you ask if I can pass it with a console command, I will answer in advance. If you do so, rikke will not give you the next order no matter what method you use to proceed with the quest. Absolutely not. And since I want to send Wulfrik to Sovngarde, if the 'Reunification of Skyrim' quest gets messed up from the start, I'll have to stop at that point.
The pre-set pre-mods I have for testing are as follows:
Address Library for SKSE Plugins, Skyrim Input Method, USSEP 4.2.8 ...that's all
There is no reason to be on 1.6.640 whatsoever anymore, but that alone would not cause any issue with SREX. Just make sure you have BEES installed, it's a mandatory requirement for any downgraded game, regardless of this mod.
Also keep in mind, the civil war can break VERY easily, even in vanilla.
(and MO2 does not cause problem, on the contrary, it allows solving problems vortex cannot fix)
If you use LOOT, you have to add the plugin to the Worldspace Settings group, as explained on the description.
Does anyone have this same bug?
Yeah we are working on a way better fix to that issue than what USSEP does. We're looking to include that new and better fix directly in the SREX main esp, that way we can just straight up disable/not move the USSEP "fix" which is causing so many issues.
I have no clue what you mean by "other war focused mods". That sounds extremely broad a description, so I am going to say a cautious no to that. Any mod that touches the civil war is prone to breaking your game, due to how the civil war is implemented in the base game. There is absolutely no telling if a mod is made well, if it would interact with the base game in a good way or not, or if it would have an effect on SREX/would need a patch/if a patch is possible at all. Please narrow down your description because with this broad a scope you cannot draw any conclusion (with any mod, not just this one).
Also, the war-focused mods I was referring to specifically were either Second Great War (the Thalmor war mod), or Conquest of Skyrim (heavy on the conquest of skyrim, playing that with open world cities would be amazing.