Don't post bug reports in the posts section, report them in the bugs section. Before reporting any issues you've encountered, ideally remove all other mods whilst troubleshooting them:
If you've downloaded the mod with MO2 or Vortex, redownload and install the mod manually.
Make sure you've downloaded and installed the DLC Integration Patch.
Check that the load order is BSAssets.esm, BSHeartlands.esm, BS_DLC_patch.esp, and any patches after that - LOOT seems to be sorting them incorrectly for some users.
If you have Beyond Reach, an Alternate Start patch, A Quality World Map (or similar), or any translation installed, remove these and see if the issue persists.
After taking these steps, if the issue continues, please make a post only(!) in the bug report section with the following:
How did you download and install the mod?
Do you have any external mods that may be affecting Bruma? This includes translation patches, patches for other mods, bodyslide presets, or anything editing equipment or visuals within Bruma.
Common Issues:
Generating custom LOD (like DynDOLOD) for the areas outside the accessible zone is not supported - technical limitation for Bruma (Cyrodiil will be fine)
Flickering LOD around city Bruma: Inconsistent, but may be fixed by editing shadow-cast settings, reinstalling the mod, or re-running any LOD mods you have.
Trying to load new locations just returns you to your current location: If you have the mod "Identity Crisis" installed, either uninstall it or install the Bruma patch for the mod.
The terrain appears to be missing and/or character falls through the ground: You've likely left the playable area. Make sure world borders aren't disabled.
Applewatch has missing textures or buildings: Uninstall Beyond Reach, or find and download the patch for it. They use an outdated version of some of our assets, leading to a conflict when loaded in-game.
Getting distant objects and tree LOD like in the screenshot above:
Update 1.6 is out featuring new custom map markers! You might have seen in our showcase updates that we've figured out how to implement entirely new map markers into the game. Although there have been recent developments such as CoMAP, the Beyond Skyrim way is not to depend on SKSE for our mods.
What does that mean for me? You just need to download the latest update and everything will work out of the box. However, there are some mod conflicts that can occur. Specifically, UI mods overwriting specific files will conflict with the implementation of our map markers. While we support SkyUI out of the box, other UI mods may need to develop patches. Note that you won't be able to see the new map markers if you unpack SkyUI and let those files overwrite our interface files.
I'm an SKSE user, what should I do? Nothing, unless you have other UI mods than SkyUI installed. In this case, install CoMAP and don't choose to install custom map markers in the fomod or delete the interface folder in BSAssets.
I'm NOT an SKSE user, what should I do? Nothing, unless you have other UI mods than SkyUI installed. In this case, you need to check for compatibility patches between Beyond Skyrim and UI mods. If there are none, you have to let one mod overwrite the other. Note that if you let Beyond Skyrim take priority, your UI mod will break in the HUD and map. If you let the UI mod take priority, you'll not be able to see the new map markers. We suggest you install the optional plugin "No Custom Map Markers" in this case.
Skyrim VR is not supported. Note that we currently don't support map markers for Skyrim VR. Install the optional esp to remove the map marker changes and delete the interface folder in BSAssets as well.
Wouldn't it be easier to just use CoMAP instead? Yes and no. For SKSE users it is definitely easier just to have the CoMAP integration that is from now on part of the mod, next to our manual map marker implementation through interface files. Those interface files are the ones that can conflict with UI mods other than SkyUI which is why we didn't include the modified interface files in the BSA. This way you can simply choose not to install custom map markers in the fomod installer or delete the interface folder from the mod and no patches for UI mods will be needed for you. Non-SKSE users still don't need to go through the process of installing it and depending on SKSE updates with new game updates. They just need to install the latest update and potentially patches for UI mods.
BSHeartland - Meshes.esp is missing after the update? We've been able to remove BSHeartland - Meshes.esp and put everything in BSHeartland - Meshes.bsa into BSHeartland - Textures.bsa. This prevents installation errors and declutters your load orders. When loading an existing save game, this will be noted. Just click ok, you won't have any issues with your save game. If you have patches that require BSHeartland - Meshes.esp as a master, you will need to clean your patch via xEdit.
Don't worry about that. It works. All that matters is that it works. Being obsessed about the version numbers will not help you. MO2 tells me a lot of irrelevant nonsense about version numbers of mods (like for instance: some mod is version 1.0, Mod Organizer 2 says it "needs an update", the newest version of said mod: 1.0; or some optional file I don't want or need is "newer version" pfffft). Nothing can be done to perfectionize this, anyway. It just is what it is.
I find it hilarious that bethesda releases their remake and not only is it making this obsolete but in true bethesda fashion they're already caught ripping the work of your nerds. LOL
Seriously. There's being able to play a remastered version of an old favorite. And then there's being able to walk through the place 200 years later, seamlessly stepping across the border from Skyrim with the same character. No comparison, and definitely not obsolete!
Can someone help me out? Im having a crash in bruma randomly. doesnt happen in Skyrim only bruma. Ive been trying to deconflict but havent had much luck. It was originally a freeze and i was able to remove a mod conlfict and now i get this random ctd. again, only in bruma nowhere in skyrim. here is the crash log in pastebin - https://pastebin.com/qmfzcL2N
Nature of the Wildlands edits trees, some/many of the trees in Bruma use the same base code as those trees. That mod caused my game a bunch of issues (including consistent game crashes), I tried it for a few weeks but I removed it last summer.
Despite having it installed for years, I never managed to make it to Cyrodiil due to my chronic re-start tendencies so I thought I would give it a go from the start using an alternative start mod.
I was very glad I did, this was perfect to establish the backstory for my Imperial character before arriving in Skyrim. There are no ‘world ending must do now’ quests, just generally doing quests for coin or helping people, good sized dungeons, great side quests. Well-done NPCs, Adius was my personal favourite, shout-out to the voice actors too.
Not really, they've been doing a lot of work and showcasing it on live streams for mod con and things like that. However, I was just saying to my friend that with FOLON coming out despite them being different Bethesda games and requiring different levels of work, still it does make the rest of these large Bethesda mod teams look bad or at least have criticizing eyes back on them. I did note to my friend that it is a little crazy this was released in 2017. I think Skingrad is the next chapter to come out. That was a few months back they gave any update on that though. Maybe there have been others that I haven't seen.
The teams are prioritizing work on the other Beyond Skyrim projects, and especially the Cyrodiil one that this mod is a demo for.
They aren't going to release any more parts of Cyrodiil as demos like Bruma, @Bigdarby98. All parts of Cyrodiil, Bruma included, are going to be in one big mod someday: Beyond Skyrim - Cyrodiil. SoonTM.
Its difficult for any mod to surpass Enderal. I think that new mods should follow the line of exploration because when they try to include some different gameplay mechanics they become a disaster, with the exception of Enderal.
I can only assume this conversation has been had a billion times, but I can't help but feel the ''it'll all be released once it's fully done'' philosophy is rather silly. I'd much prefer they did it the way TR does it. Whether or not TR ever comes out fully is irrelevant at this point because they're doing their mod one region at a time, and thus there's already a huge body of work that you can sink your teeth into. There will never be a situation where the whole mod just gets stuck on someone's hard drive due to critical lack of resources and time. I genuinely think that with how ridiculously ambitious this project is, it may very well never see the light of day, in which case it's entirely possible most of that work is going to go to waste.
It's been explained multiple times why. The Beyond Skyrim projects have multiple teams, all doing different projects (there is some overlap of members between projects, and mod assets shared between them). But the Cyrodiil project is more likely than not to eventually be released some time in the coming years. They have quite a lot done, but still quite a bit more to do. Gods I wish I could still use Discord, damned Two Factor Authentication...
It's as "dead" as you want it to be... It's a demo. Remember demo games from the 1990s and 2000s? This is like that. Incomplete little portion of a game.
6015 comments
Don't post bug reports in the posts section, report them in the bugs section.
Before reporting any issues you've encountered, ideally remove all other mods whilst troubleshooting them:
After taking these steps, if the issue continues, please make a post only(!) in the bug report section with the following:
Common Issues:
Getting distant objects and tree LOD like in the screenshot above:
- In SkyrimPrefs.ini add/edit these settings
[TerrainManager]fTreeLoadDistance=300000.0000
fBlockMaximumDistance=300000.0000
fBlockLevel1Distance=100000.0000
fBlockLevel0Distance=70000.0000
You might have seen in our showcase updates that we've figured out how to implement entirely new map markers into the game.
Although there have been recent developments such as CoMAP, the Beyond Skyrim way is not to depend on SKSE for our mods.
What does that mean for me?
You just need to download the latest update and everything will work out of the box.
However, there are some mod conflicts that can occur. Specifically, UI mods overwriting specific files will conflict with the implementation of our map markers. While we support SkyUI out of the box, other UI mods may need to develop patches.
Note that you won't be able to see the new map markers if you unpack SkyUI and let those files overwrite our interface files.
I'm an SKSE user, what should I do?
Nothing, unless you have other UI mods than SkyUI installed. In this case, install CoMAP and don't choose to install custom map markers in the fomod or delete the interface folder in BSAssets.
I'm NOT an SKSE user, what should I do?
Nothing, unless you have other UI mods than SkyUI installed. In this case, you need to check for compatibility patches between Beyond Skyrim and UI mods. If there are none, you have to let one mod overwrite the other. Note that if you let Beyond Skyrim take priority, your UI mod will break in the HUD and map. If you let the UI mod take priority, you'll not be able to see the new map markers. We suggest you install the optional plugin "No Custom Map Markers" in this case.
Skyrim VR is not supported.
Note that we currently don't support map markers for Skyrim VR. Install the optional esp to remove the map marker changes and delete the interface folder in BSAssets as well.
Wouldn't it be easier to just use CoMAP instead?
Yes and no.
For SKSE users it is definitely easier just to have the CoMAP integration that is from now on part of the mod, next to our manual map marker implementation through interface files. Those interface files are the ones that can conflict with UI mods other than SkyUI which is why we didn't include the modified interface files in the BSA. This way you can simply choose not to install custom map markers in the fomod installer or delete the interface folder from the mod and no patches for UI mods will be needed for you.
Non-SKSE users still don't need to go through the process of installing it and depending on SKSE updates with new game updates. They just need to install the latest update and potentially patches for UI mods.
BSHeartland - Meshes.esp is missing after the update?
We've been able to remove BSHeartland - Meshes.esp and put everything in BSHeartland - Meshes.bsa into BSHeartland - Textures.bsa. This prevents installation errors and declutters your load orders.
When loading an existing save game, this will be noted. Just click ok, you won't have any issues with your save game.
If you have patches that require BSHeartland - Meshes.esp as a master, you will need to clean your patch via xEdit.
Nothing can be done to perfectionize this, anyway. It just is what it is.
These Beyond Skyrim mods aren't trying to remake previous Elder Scrolls games.
That mod caused my game a bunch of issues (including consistent game crashes), I tried it for a few weeks but I removed it last summer.
I was very glad I did, this was perfect to establish the backstory for my Imperial character before arriving in Skyrim. There are no ‘world ending must do now’ quests, just generally doing quests for coin or helping people, good sized dungeons, great side quests. Well-done NPCs, Adius was my personal favourite, shout-out to the voice actors too.
Very much enjoyed my time in Bruma, thanks!
patches (nordic faces + vanilla hair remake)
beyond reach - ongoing approval
beyond skyrim bruma - ongoing approval
immersive wenches - ongoing approval
vigilant se (vanilla face replacer to match skyrim face style) - on going approval
nordic faces - ongoing approval
thank you
0 what?
They aren't going to release any more parts of Cyrodiil as demos like Bruma, @Bigdarby98. All parts of Cyrodiil, Bruma included, are going to be in one big mod someday: Beyond Skyrim - Cyrodiil.
SoonTM.