Skyrim Special Edition

1672 comments

  1. LucasWerewolf
    LucasWerewolf
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    Is this mod suppose to remove grass around Goldenhills Plantation?
    Cause if not, anyone know a way to remove the grass? 
    1. code1k
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      That's a CC mod, grass patches for those add-ons are > https://www.nexusmods.com/skyrimspecialedition/mods/61777
  2. gades28
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    Hello,

    I point out a land seam that your mod introduced in half-Moon Mill.

    Depending on the grass texture and ENB, it's more or less visible.

    The screen has been taken with USEEP and your mod only (+my ENB to see it better).
    1. code1k
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      Thanks for the report. It will be fixed for next update, probably not anytime soon though. It should be completely hidden with most expanded landscape type grass mods or maybe even all grass mods types with enough density.
  3. Zdummy1
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    this mod can cause random ctd when using dyndolod.
  4. mtoscano
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    When I have the mode active, it creates a gap at the end of the road before reaching a town (Falkreath, for example).
    I think it might be related to the Northern Roads mod, but I've already installed the patch and it still continues to create a huge gap at the end of the road, and the grass seems to be in the air...
    Thanks!
    1. code1k
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      Please read the load order info on the description page.
      With this mod gaps in terrain are always due to incorrect load order. You have this mod loading after a mod that requires terrain height changes, move this mod above it.
      Northern Roads Must load after this mod(+patches) and every other mod that requires land edits at any cell near roads then requires patches to combine changes for both. This mod will only work in areas away from roads while using Northern Roads.
    2. mtoscano
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      Hello!
      Thanks for the tip.
      I had already moved the mod up the list as much as I could.
      However, I can't go any higher, this warning appears and I don't know what to do.
      Can you help me? Thanks!image
    3. code1k
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      No need to load this mod before Landscape and Water Fixes, it's flagged as .esm anyway so you cant.

      If this mod and any patches from this mod are loading before NR it's not an issue between it and this mod. IF the gap remains your issue is more then likely between NR and some other mod.

      Probably not this since you say it's at end of road with NR but If your issue is similar to the post below from Marvech with a paid mod and if those are .esl files like the CCC mods that can't be moved around in LO that's more a problem for that mod and nothing i can do anything about. The author of those type of mods should provide a load order patch else you'd just have to make your own .esp load order patch for those type of mods.
  5. Marvech
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    Hello, I love your mod, been using it for years. It helps so much giving that finished look to our game.
    I just noticed that, with LFGM, when using the mod Shadetree Lodge, curious gaps and seams appear in the soil near the lodge. Could you do something to these ?
    Many thanks !
  6. Zdummy1
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    the road before the entrance of rorikstead, theres still so many grass there that i can barely see the road
  7. aaabull
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    i installed "Skyrim 202X by Pfuscher"  is it ok to install this mod after?
  8. maumanga
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    Hello, friend.

    Although I have been playing Skyrim since 2011, I still have a real basic question (I believe) regarding grass mods. Specifically, how much can I stack on top of each other before blowing my computer up.

    Being a stubborn veteran, I still use Skyrim Flora Overhaul, and have always felt like expanding the grass on my gameplays, but... I do not comprehend which mods could allow me to do so cohesively (is this a real word? Heh...). Would you be so kind as to tell me the name of 1 or 2 mods which could go along SFO, whenever you have a moment?

    I'd appreciate it, Code1k.
    Thanks in advance.
    1. code1k
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      You cant really stack multiple grass mods, they will just override each other and you'll only see the last one in your LO.
      Without making a custom combine patch the most you'd be able to do is use one expanded landscape type grass mod and load Skyrim Flora Overhaul grass or other vanilla landscape type grass mod after that which would keep around half of the other grass mod. Grass mod list sorted by type is on the description page here.
  9. Undorich
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    LOOT gives me this message, even though i have the Arthmoor's patch installed:

    "Landscape Fixes For Grass Mods.esp

    • You seem to be using Alternate Start, but you have not enabled a compatibility patch for this mod. A compatibility patch is provided on this plugin's mod page.
    • You seem to be using Cutting Room Floor, but you have not enabled a compatibility patch for this mod. A compatibility patch is provided on this plugin's mod page."


    Edit: Nvm i forgot to activate the plugins
  10. rozebeanz
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    would this be safe to update mid-game?
    1. code1k
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      Of course.
  11. promitroy
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    Thanks for the consistent updates over the years. Btw the TGC Morthal only patch doesn't have XCWT water record not forwarded. Anyone can do it using xEdit. Letting you know just in case.
    1. code1k
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      The water data is blank just as it is in TGC Morthal and if i'm not mistaken when it's blank the game will just use the previous masters water data so you won't see incorrect water in game.