After testing many load orders, i realized that Lux Via patch from this mod is causing floating lanterns from Lux Via in some areas, i don't know why but even after changing the load order of the Lux Via and the Northern Roads patch for Lux Via, it didn't change anything, even after starting a new game didn't fix my floating lantern issue, can someone help me with the load order or do i need this patch? it's auto selected by the mod so im not sure, only solution i found so far was disabling the Lux Via patch from this mod, i did the load order that was suggested, i check countless of modlist load orders like LoreRim etc. and their load orders didn't fix either, i tried the Loot thing, that didn't help either, i manually did it myself, no hope.. i tried a synthesis patch, still the same i checked the console to see what was effecting the cell and the last one effecting was the patch for Lux Via and even after disabling the mods before that and starting a new game with Lux Via and other patches didn't change anything either, i did everything possible, i've been trying for 2 days nonstop, i don't know what to do anymore, this mod is a patching nightmare.. if anyone reading this can show me their load order i would be so happy, Thanks for your time for reading this.
How would I go about fixing the Northern Roads - COTN Morthal - JK's Skyrim - The Great City of Morthal - Lux Orbis patch to work properly without crashing?
NR+lux via+Windhelm outskirts+ryn's farms from this hub demands NR+windhelm outskirts+ryn's farms from Patch Collection, but master's name is wrong Its +, not - in the name of the patch, fix pls
First of all, sorry for my English. It's not my native language, so I'm using Google Translate. Let's get to the point. When using the Ryn's Whiterun Limits, Lux Via and obviously Northern Roads mods, a patch is activated, whose name is "Northern Roads - Lux Via - Ryn's Whiterun City Limits patch.esp", but curiously it has a dependency on another patch called "Ryns Whiterun City Limits - Lux Via patch.esp", which is strange, since the Ryn's mods patch hub doesn't have Whiterun City Limits included, and the Lux Via patch hub doesn't have a patch for Ryns Whiterun City Limits either. So, where the hell is this "Ryns Whiterun City Limits - Lux Via patch.esp" patch supposed to come from??? Apparently my game didn't break because of this, but I haven't finished my mod list yet, so you know what could happen?
Hey I'm looking for something to patch COTN-Falkreath with The Great Cities AIO. Was a bit surprised to see that this collection only provides support for them on a case-by-case. Would the easiest thing be just changing masters in XEDIT?
Having them in either order preserves two navmeshes, one correctly on the bridge and one below it. Trying my hand at it myself but in case you get to it first.
246 comments
most mods are old and finished so have not had sweeping landscape/navmesh changes that would break patches.
Its +, not - in the name of the patch, fix pls
Checking for Errors in [FE 2EC] Northern Roads - Hold Border Guards patch.esp
[NAVI:00012FB4]
NAVI \ NVPP - Precomputed Pathing \ Precomputed Paths \ Path #20 \ Navmesh #34 -> [FE2E5853] <Error: Could not be resolved>
NAVI \ NVPP - Precomputed Pathing \ Precomputed Paths \ Path #25 \ Navmesh #34 -> [FE2E5853] <Error: Could not be resolved>
NAVI \ NVPP - Precomputed Pathing \ Precomputed Paths \ Path #28 \ Navmesh #34 -> [FE2E5853] <Error: Could not be resolved>
NAVI \ NVPP - Precomputed Pathing \ Precomputed Paths \ Path #29 \ Navmesh #34 -> [FE2E5853] <Error: Could not be resolved>
NAVI \ NVPP - Precomputed Pathing \ Precomputed Paths \ Path #52 \ Navmesh #19 -> [FE2E5853] <Error: Could not be resolved>
NAVI \ NVPP - Precomputed Pathing \ Precomputed Paths \ Path #82 \ Navmesh #87 -> [FE2E5853] <Error: Could not be resolved>
NAVI \ NVPP - Precomputed Pathing \ Precomputed Paths \ Path #92 \ Navmesh #72 -> [FE2E5853] <Error: Could not be resolved>
Let's get to the point. When using the Ryn's Whiterun Limits, Lux Via and obviously Northern Roads mods, a patch is activated, whose name is "Northern Roads - Lux Via - Ryn's Whiterun City Limits patch.esp", but curiously it has a dependency on another patch called "Ryns Whiterun City Limits - Lux Via patch.esp", which is strange, since the Ryn's mods patch hub doesn't have Whiterun City Limits included, and the Lux Via patch hub doesn't have a patch for Ryns Whiterun City Limits either. So, where the hell is this "Ryns Whiterun City Limits - Lux Via patch.esp" patch supposed to come from??? Apparently my game didn't break because of this, but I haven't finished my mod list yet, so you know what could happen?
https://www.nexusmods.com/skyrimspecialedition/mods/88122
Having them in either order preserves two navmeshes, one correctly on the bridge and one below it. Trying my hand at it myself but in case you get to it first.