I put the mod and its patch at the end of my LO and it seems to work all right. Save for the fact that grass is all over on most roads and places in the exteriors. How do I fix the game to forbid it to grow grass where it shouldn't?
More than likely have your load order out of whack pertaining to location edits, landscape edits, grass, and grass patches. It could be another mod conflicting with the same area such as lux orbit, although there is a patch for that. If you check the required files section, you'll see other mods on Nexus that patch this mod for various things that others have made.
If using MO2, I sort this way
Trees/Flora/Grass Grass Patches New Locations (this mod) City Overhauls (JK mods, cities of the north, etc) Landscape Textures/Water Light Mods Patches
I put the ESP's in the same order. Never sort with LOOT.
Could it be that I have to regenerate grass cache with your mod installed and somehow tell it to leave grass off for the area? If it helps I am using Tamrielic Grass and Edmond's patch.
As for lux I got your patch straight after your mod but before Lux orbis now that you made me aware of it, could that instead be the reason?
Sorry for the confusion but I am a little confused on the topic.
The lux patch should go after lux. All patches go after what they're patching. Put after this mod and lux. Yes you will have to redo grass cache Also, pickup No Grassias and place directly after grass mods and try that first before regenerating grass cache to see if that fixes your issue.
That’s a good question. I don’t think so, but could be wrong. I feel like I did granite hill and then had 3 people to help in falkreath. So that would mean no. I also tried to help people outside the city of falkreath and that didn’t count either. I should easily be able to see what acts as a trigger to the quest the jarl gives you so that if you complete the granite hill quest it will count towards his quest.
thanks for this fun idea and great question. I’ll will be looking into this.
Granite Hill and every one of your city mods, new location mods, should all overwrite grass mods and patches. Not just for this mod, but any. Or you'll have gaps in the ground.
Glad to hear. Just gotta know some basic LO rules, and not to use LOOT. It takes a little time to get it all and harder to remember everything. The power of putting things in proper order.
Loving this mod but I am having a small issue. I have done everything required (Bleakfalls Barrow, the Dragon Stone, killed the dragon at the Western Watch Tower and read the note from the Courier.) I activated the quest, traveled there, found John but whenever I attempt to speak with him he won't engage in dialogue/the dialogue tree doesn't open. He just responds with the generic "Hello" and greeting lines like an npc with no interactions.
Just wondering if this is a known thing and if so how should I fix it?
I guess make sure you have the latest version? Not sure. Never heard of the issue. I can't really help without being able to reproduce the issue. If you can tell me how you got to that point and what mods you have. You can hit me up in discord and I can help you better than here.
Just got done doing the quest here and seeing this place with all of Lorerim's upgraded graphics, all I can say is... wow. My new back porch breakfast area has the best view in Skyrim. The whole town just looks amazingly beautiful. Cool quest, cool home. My only very small nitpick is the lack of a forge crafting area in the home, though there is a smithy nearby so it's not the end of the world.
That was why I didn't put any crafting areas in the home except potions and enchanting because it makes more sense. I could have put it on the porch or under the porch, but would have been weird having to crafting areas right next to each other. I wasn't going to put ANY crafting in the house since all the crafting tables are throughout the town.
If you like that view, check out my Aonghus House mod.
I can't help you unless I know what's wrong and needs to be patched. If you can get me a list of what's wrong with this mod and LUX and Lux Orbis, I can take a look. Please also include pictures of the bugs and steps I need to make to recreate any issues and bugs you've experienced.
Hi Skyking2020! I love Skyland, Fantasia Landscapes and both your town mods (Markarth Side and this one) nwn
I'm not a modding expert, just someone who likes to play with mods and just learned how to kinda use xEdit a month ago, but the thing with Lux aren't bugs per sé, but the fact that it changes the way lighing works in interiors, and when those interiors are changed they look not-so-great...
Something I've noticed that can be done in order to circumvent this issue without applying Lux changes is to disable said changes in a cell, and that's something that (for example) HyliosSykes' Lux patches for his interiors do. This is what it looks like: https://i.imgur.com/hb8xqfd.png (HS Whiterun - The Drunken Huntsman).
Once again, I'm not a mod author so I'm sorry I lack the vocabulary and technical knowledge to explain things (English is not my first language either), but I hope I communicated the gist of it...
I personally don't use Lux Orbis, which alters lighting sources in exteriors, so I can't say what the issues there are.
509 comments
If using MO2, I sort this way
Trees/Flora/Grass
Grass Patches
New Locations (this mod)
City Overhauls (JK mods, cities of the north, etc)
Landscape Textures/Water
Light Mods
Patches
I put the ESP's in the same order. Never sort with LOOT.
As for lux I got your patch straight after your mod but before Lux orbis now that you made me aware of it, could that instead be the reason?
Sorry for the confusion but I am a little confused on the topic.
Yes you will have to redo grass cache
Also, pickup No Grassias and place directly after grass mods and try that first before regenerating grass cache to see if that fixes your issue.
thanks for this fun idea and great question. I’ll will be looking into this.
Any patch hub?
Just wondering if this is a known thing and if so how should I fix it?
If you like that view, check out my Aonghus House mod.
I'm not a modding expert, just someone who likes to play with mods and just learned how to kinda use xEdit a month ago, but the thing with Lux aren't bugs per sé, but the fact that it changes the way lighing works in interiors, and when those interiors are changed they look not-so-great...
Here is what Lux should look like: https://i.imgur.com/8aNbmsF.png (JK's The Bannered Mare).
And this is what a cell looks like when Lux is installed but there's not patch for it: https://i.imgur.com/MQpgniT.png (Markarth Side, The Kings Rest).
Something I've noticed that can be done in order to circumvent this issue without applying Lux changes is to disable said changes in a cell, and that's something that (for example) HyliosSykes' Lux patches for his interiors do. This is what it looks like: https://i.imgur.com/hb8xqfd.png (HS Whiterun - The Drunken Huntsman).
Once again, I'm not a mod author so I'm sorry I lack the vocabulary and technical knowledge to explain things (English is not my first language either), but I hope I communicated the gist of it...
I personally don't use Lux Orbis, which alters lighting sources in exteriors, so I can't say what the issues there are.