do you think it would be possible to merge all of your new town mods into one because there's a few that Id want to download but I don't want it to eat up my plug-in's
I'm missing the path leading up the hill - invisible and no collision. There's a mention of it in the bugs section, but the guy who posted it withdrew the report and provided no solution.
You have the landscape conflict - another mod overwrites the New Weynon's landscape settings. If you're familiar with xEdit, you can load your entire order and check the Landscape records from New Weynon - one or more of them will be overwritten by another mod. Solution (until someone makes the patch) - load it lower than conflicting mod.
There's a limit to how far MO2 lets you move the plugin in the load order, and the lowest it allows isn't far enough to resolve the conflict. I can boot up xEdit and poke at it a bit, though.
EDIT: could it be DynDOLOD? If it is, I'm not sure what the resolution to the problem would be.
EDIT 2: Yes, it could be and it was DynDOLOD. You have to move New Weynon, it's npc patch, and its lux orbis patch all under dyndolod to resolve this broken landscape. I don't know what new problems this will create, if it breaks LODs or something, but I guess we'll see.
This is hands-down my favorite little village mod. Super compact with extra game play elements that are both functional and interesting. I can't imagine playing Skyrim without it now.
fixed Holes in The Ground + Navmesh , and removed some rocks for better use with immersive laundry made it for personal use - feel free to do \ share what ever you want with it .... hope it helps
I wonder if you have any plan for the Loreius Farm from Settlements Expanded ? It appears that New Weymon rocks are taking over the outdoor merchant stall and vendor ; no ID on console clicking, thus no *disable* possible. Left a note on their site too.
Somebody should really get this patch set up for Ryn's farms AIO and put it on the Nexus. If nobody else does maybe I'll try my hand at modding this summer.
There seems to be clipping and compatibility issue with the mod "Hold Border Guards - Definitive Edition" the wooden pillars is inside the house along with the stairs causing some guards to have problems with the nav meshes since they attempt to walk through the house and mountain. If there is a patch for these two tell me, for I have scored nexus without results.
I love the location and other mods you have done though I renamed this place "Dunpar Wall" lore friendly location and the wall like design you made for the houses.
Does anyone know if the textures in this mod series are affected by blanket texture overhauls for landscapes, an obvious example being Skyrim Winter Overhaul?
Loaded up Skyrim to test, they do work together with your mod loaded below Ryns. As for Navmesh, the guard is still able to walk up and down the road, so it might not be that bad of a conflict? Still, good job.
Hahahahaha, dont be too hard on him. Many ppls arent experienced modders so they cannot know how troublesome thoses patches can be to make. Navmeshes and landscape edits are a pain in the ass.
Looks like there may also be conflicts with https://www.nexusmods.com/skyrimspecialedition/mods/13320 which is a shame. If they could be patched to play nice it would be a cool feature to have a little village near the big keep.
I am not entirely sure yet but New Weynon simply has empty grounds, meaning that blended roads are floating around between the rock structure of the settlement while some of the doors are just non accessible by foot has they stand meters above the ground. I am super confused, since it is inside of the village could it be caused by Ryn's?
I'm going to make the patch for Ryn's Farms after the planned release of the updated version of Ryn's mod. I know Ryn and Robert (mostly Robert in this case I think) are fighting to finish the job as soon as possible.
I'm aware. We're currently working on updates to our other Ryn's Farms patches and slowly creating some new ones. You have to be patient, the patch will be made.
fixed Holes in The Ground + Navmesh , and removed some rocks for better use with immersive laundry made it for personal use - feel free to do \ share what ever you want with it .... hope it helps
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EDIT: could it be DynDOLOD? If it is, I'm not sure what the resolution to the problem would be.
EDIT 2: Yes, it could be and it was DynDOLOD. You have to move New Weynon, it's npc patch, and its lux orbis patch all under dyndolod to resolve this broken landscape. I don't know what new problems this will create, if it breaks LODs or something, but I guess we'll see.
Download link :
New Weynon & Ryn's Loreius Farm Land Fix Patch
fixed Holes in The Ground + Navmesh , and removed some rocks for better use with immersive laundry
made it for personal use - feel free to do \ share what ever you want with it .... hope it helps
It appears that New Weymon rocks are taking over the outdoor merchant stall and vendor ; no ID on console clicking, thus no *disable* possible.
Left a note on their site too.
whats the conflict?
If there is a patch for these two tell me, for I have scored nexus without results.
*Pedantics intensifies*
I'll probably start on a patch for it tomorrow. (also - Northern Roads, LFFGM)
Hahahahaha, dont be too hard on him. Many ppls arent experienced modders so they cannot know how troublesome thoses patches can be to make. Navmeshes and landscape edits are a pain in the ass.
Anyway, +4 for the patch yeah
Download link :
New Weynon & Ryn's Loreius Farm Land Fix Patch
fixed Holes in The Ground + Navmesh , and removed some rocks for better use with immersive laundry
made it for personal use - feel free to do \ share what ever you want with it .... hope it helps