For Atlantean users, I added a temporary file that has his patches with edits to remove 5 records that need to be updated. You can use these patches until the official ones on Atlantean's page are updated. Just copy the patch file that you need and overwrite the original patch for now.
So looking at your advice to check mods that alter land and ltex records in xEdit shows me that I have nearly 100 plugins that change some of those records (I am using northern roads). Most of my Textures work fine and blend nice but I have some areas (mainly around fort dawnguard) that have 100 % spiky ground textures.
I am guessing to get around this issue I would have to check every texture in those landscape altering mods, getting your mod as a master for it and change the texture to the corresponding texture in your mod, correct? (Please tell me I am wrong...)
Hiya im just sorting all the patch plugins. would you reccomend putting each patch right beneath their main mod individually or all just batched after the lowest main mod you're patching. (i have 20 of them)
Also I was wonder if this is for terrain why does it patch things like BNP eyes and apothecary/mysticism etc.
Sorry if I was wrong.I am using the Vanilla Complex Parallax series of your mod, and when I use the add-ons and patches for the latest version of this mod,the parallax is strangeThis did not happen when I was using the Full version 2.08 of this mod Another thing I found strange is that when I remove the latest version of ESP in the middle of a game, the game does not warn me about anythingIn 2.08, when I removed it in the middle of the game, the game warned me that it could not find the ESP.
The versioning of the image was incorrect. The top image is from 3.23 and the bottom is from 2.08.
It's vertex colors not matching between the landscape and the mesh, not possible to fix with just a plugin. There is a Synthesis patcher to remove vertex colors from landscape and for meshes, you can use NifSkope or a tool like SNIFF.
Use version 2.0.8 for now, I will be putting out a new version soon that returns to the method used in 2.x because I don't think I can keep up with these infinite loading screen issues.
I'm considering going back to the old method for TPBF. I don't really like that this mod will stop working if I don't keep up with updates for these grass mods. I didn't fully account for that (and the sheer number of grass mods that people would want patches for). The old method requires more patches but is generally more stable and tolerant of updates to other mods. What do you all think?
I am going to go back to the old method in the next release, as this new method runs into much more engine bugs (crashes and infinite loading screens) when the patches don't perfectly match up.
Thank you for your hard work! Just in case report with bugs in Parallax TXST Fixes - Cathedral Landscapes.esp and Parallax TXST Fixes - Cathedral - 3D Pine Grass.esp (it was recently updated). There are errors in five records.
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I am guessing to get around this issue I would have to check every texture in those landscape altering mods, getting your mod as a master for it and change the texture to the corresponding texture in your mod, correct? (Please tell me I am wrong...)
Also I was wonder if this is for terrain why does it patch things like BNP eyes and apothecary/mysticism etc.
thanks for reading
Another thing I found strange is that when I remove the latest version of ESP in the middle of a game, the game does not warn me about anythingIn 2.08, when I removed it in the middle of the game, the game warned me that it could not find the ESP.
The versioning of the image was incorrect.
The top image is from 3.23 and the bottom is from 2.08.
https://imgur.com/a/TdFZuRx
https://ibb.co/rdvjLZb
i cant seem to fix this
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