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code1k

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code1k

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556 comments

  1. toostruus
    toostruus
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    • 512 posts
    • 13 kudos
    Great mod... But.....

    We need a fix for Falkreath @ Lod's Blacksmith house....
    Maybe it has something to do with Arthmoor's Falkreath Mod?

    1. code1k
      code1k
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      Yes Arthmoor's Falkreath edits the vanilla landscape.
    2. toostruus
      toostruus
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      Will there be a patch available soon?
    3. Leafchip
      Leafchip
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      I was just hopping on to check for a patch for this, too!
  2. MongoMonk
    MongoMonk
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    • 45 kudos
    Just to let you know: you can safely set the esl flag for some of your patches freeing up load order slots. You can use any recent github version of SSEEdit to check. Just start the program with the -PseudoESL parameter and it will load all plugins into FE slots for which you can safely set the esl flag (without compacting!). Then set the flag in SSEEdit
  3. 10minch10
    10minch10
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    I'm having trouble installing for legendary edition. I clicked on the "Landscape Fixes For Grass Mods- 32bit Skyrim(LE) version" download link and when I dragged it into vortex, I get the error message "Archive Damaged Encountered errors extracting this archive. Please verify this file was downloaded correctly."

    Any ideas on how to fix?

    EDIT: I figured it out. Turns out you are supposed to use the zipped version of the mod, and not unzip it. *Facepalm*
  4. ISHOTGUNJENI
    ISHOTGUNJENI
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    Hi
    I was just wondering if this mod causes water to disappear from lakes? There is a small lake in the Whiterun area that has no water in it, think its near Silent Moons Camp. It seems to be the only one and haven't noticed it before, but all other Lakes and Rivers are fine.
    I use Realistic Water Two and have followed all instructions on load order etc...

    I love this mod by the way, the clipping in some of the houses in the woods drove me nuts, Endorsed
    1. code1k
      code1k
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      Nope doesn't remove any water.
    2. ISHOTGUNJENI
      ISHOTGUNJENI
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      Ok thanks, must be another mod causing it
    3. Xyberbat
      Xyberbat
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      This typically happens with converted Oldrim mods that contain water edits.
      Narrows down the search, sometimes.
    4. FelesNoctis
      FelesNoctis
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      • 723 posts
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      https://www.nexusmods.com/skyrimspecialedition/mods/21079
      https://www.nexusmods.com/skyrimspecialedition/mods/9087
      https://www.nexusmods.com/skyrimspecialedition/mods/5221

      These three files could potentially help with that, but you may also need to use xEdit manually dig into worldspace cells modified by Oldrim mods as Xyberbat suggested. Personally I've run both scripts and am using the plugin (because I'm paranoid like that) and haven't run into any seams. At least, none that I've noticed.
  5. mystraven777
    mystraven777
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    You should ping Arthmoor to see if he would merge your changes into the USSEP. Even without grass mods, your trimming is still a necessary fix in some places.
  6. mario58791
    mario58791
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    For some specific areas like Whiterun Stables, and Goldenglow Estate there is still grass clipping through roads, and inside the stables. I reinstalled verdant, and all of this mods files, but it is still like this.
    Edit: It turns out it was cutting room floor even though I am using the patch for this mod. Any suggestions to fix try to fix this?
    1. code1k
      code1k
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      • 190 posts
      • 49 kudos
      You can load the main file here after CRF so long as you are not using using TouringCarriages.esp. Also CRF doesn't alter Glodenglow Estate landscape it's something else there and if that mod changes landscape height you may have to live without the fix to Goldenglow.
    2. mario58791
      mario58791
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      Ok thanks.
    3. CptMcSplody
      CptMcSplody
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      @code1k It's these 3 records which cause seams if CRF is after Landscape fixes. But it will only affect users of Touring Carriages. I could make a patch for Touring carriages to resolve the Location conflicts, which would make things simpler. Would you host it if I made it?
    4. code1k
      code1k
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      Was thinking of doing a fomod for it but don't have time to mess with all that so i went ahead and added them to the CRF patch. Guess we'll just see if it causes more problems or not.
    5. mario58791
      mario58791
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      The new patch fixed everything for me. I don't need to load landscape fixes after CRF. By the way I don't use touring carriages, but I still had problems.
  7. j4n0sch
    j4n0sch
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    Cutting Room Floor v. 3.1.0 needs a new patch, Arthmoor added some buildings at Frost River Farm area and changed the landscape a little bit.


  8. Ray84
    Ray84
    • member
    • 363 posts
    • 31 kudos
    Hi i really love yor Mod.
    Is there a chance for esl plugins?
    1. code1k
      code1k
      • member
      • 190 posts
      • 49 kudos
      The main file and some of the patches have new records and cannot be a "ESPFE".
      I recommend merging the patches together with ZMerge / Merge Plugins.
    2. Ray84
      Ray84
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      Thank you for the answer.
    3. Ray84
      Ray84
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      • 363 posts
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      BTW: I think I take this opportunity and ask if it would be possible for you to create a patch for "Blackthorn - A Buildable Town in The Rift (SE)".
      https://www.nexusmods.com/skyrimspecialedition/mods/2242
  9. Kulharin
    Kulharin
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    should this be used with SFO grass or not needed? I didn't see it in the list.
    1. code1k
      code1k
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      "needed" is subjective. Yes this mod will fix some grass clipping with vanilla dense grass(SFO) but if you've never noticed it do you need to fix it.
  10. sskkooommaa
    sskkooommaa
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    Such a great mod, but I don't use JK's anymore. Curious if Dawn of Skyrim needs patching...not seeing much about it?
    1. code1k
      code1k
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      Dawn of Skyrim only edits the interior of cities, you shouldn't be seeing any grass clipping in there.
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