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.
getting 15-20 fps outside whiterun with a 3070 and ryzen 7 5800x3d while looking normally but framerate goes up to 60+ if i look at the ground or sky. It's especially bad if i look towards the mountain towards riverwood. Any solution?
That sounds like it has nothing to do with this mod, if looking in that direction causes your FPS to drop so badly! They would drop regardless of SR ;)
Ok so I reenabled the flora mods i had disabled (folkvangr, flora orientalis, vinland grass patch, windy grass) and they're not the source of the problems. I'll reenable everything i had disabled one by one to see what's causing it. Right now i'm in whiterun so there isn't a lot of trees, it's mostly grass. Once I see which mod's causing the huge fps drops, i'll go to falkreath. Btw I wasn't having fps problems in riverwood, it began when I got to the other side of the moutain, in the direction of whiterun.
ive been trying all day to get this issue resolved where my bridge is just invisible when heading up to the whiterun gates. its still functional but appears to not be there even though npcs are able to walk over it and the guard on top hasnt fell through. any tips as to how to fix this? this only happens when this mod is enabled.
This mesh is included in the BSA that comes with the mod. Looks like you have some bad overwrites/bad load order... Basically, it looks like your game isn't opening the content in that BSA properly, I'm not sure there is anything on our end that we can do!
Also, if you installed this mid-game, you need a new game.
i found the issue. it was the darn occ patch from from efps but for some reason the efps patch for lotd on the patch page required it so i didnt suspect it until i started tearing apart my load order to find the cause. why does the srex lotd efps patch require a patch from the efps patch hub that conflicts with the original mod?
edit: i now see the problem. the patch for lotd is unfinished which is very unfortunate since i cant live without that mod. so i suppose i will just have to put my load order on hold until its finished. its clear you guys have put alot of blood sweat and tears into this mod and i really do want to use it but cannot ditch legacy either so i will wait for the patch for legacy and its efps patch to be finished before finishing my load order and continuing to tweak it. ty for the hard work you guys put in and ty for putting up with my seemingly dumb questions on both pages. its not intentional i swear.
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.
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.
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:
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.
473 comments
anyhow, glad it's fixed now, enjoy!
ive been trying all day to get this issue resolved where my bridge is just invisible when heading up to the whiterun gates. its still functional but appears to not be there even though npcs are able to walk over it and the guard on top hasnt fell through. any tips as to how to fix this? this only happens when this mod is enabled.
Basically, it looks like your game isn't opening the content in that BSA properly, I'm not sure there is anything on our end that we can do!
Also, if you installed this mid-game, you need a new game.
edit: i now see the problem. the patch for lotd is unfinished which is very unfortunate since i cant live without that mod. so i suppose i will just have to put my load order on hold until its finished. its clear you guys have put alot of blood sweat and tears into this mod and i really do want to use it but cannot ditch legacy either so i will wait for the patch for legacy and its efps patch to be finished before finishing my load order and continuing to tweak it. ty for the hard work you guys put in and ty for putting up with my seemingly dumb questions on both pages. its not intentional i swear.
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.
https://prnt.sc/4T3SrPLVqi_D
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
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.