The list of fixes, as provided to you by EdmondNoir:
Spoiler:
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Waterflow is usually resolved by most water mods like Realistic Water Two which uses its own water flow system. But there are exceptions were water mods may not alter the waterflow of a area or cell. That Said it is important to convert waterflow to the new Skyrim SE system which applies true water flow. If you do not do this water seams usually show up and/or black patches in water. If a user does not use a water mod they are guaranteed to have this issue in the base vanilla Skyrim SE game with your mod if this issue is not addressed. See screenshot 1 of issue.
Below is a record of the 15 changes that were made to resolve this issue: Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [9] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 3, -2 \ [38] [CELL:00009299] (in Tamriel "Skyrim" [WRLD:0000003C] at -14,24) Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [9] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 3, -2 \ [36] [CELL:00009278] (in Tamriel "Skyrim" [WRLD:0000003C] at -14,25) Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [9] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 3, -2 \ [34] KatariahExterior04 [CELL:00009277] (in Tamriel "Skyrim" [WRLD:0000003C] at -13,25) Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [9] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 3, -2 \ [32] KatariahExterior01 [CELL:00009256] (in Tamriel "Skyrim" [WRLD:0000003C] at -13,26) Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [9] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 3, -2 \ [30] KatariahExterior02 [CELL:00009255] (in Tamriel "Skyrim" [WRLD:0000003C] at -12,26) Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [9] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 3, -2 \ [28] [CELL:00009254] (in Tamriel "Skyrim" [WRLD:0000003C] at -11,26) Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [9] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 3, -2 \ [26] [CELL:00009253] (in Tamriel "Skyrim" [WRLD:0000003C] at -10,26) Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [9] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 3, -2 \ [24] IcerunnerExterior02 [CELL:00009252] (in Tamriel "Skyrim" [WRLD:0000003C] at -9,26) Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [6] GRUP Exterior Cell Block -1, 1 \ [3] GRUP Exterior Cell Sub-Block -3, 5 \ [2] RiftenPlankside03 [CELL:0000BCD2] (in Tamriel "Skyrim" [WRLD:0000003C] at 40,-24) Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [6] GRUP Exterior Cell Block -1, 1 \ [3] GRUP Exterior Cell Sub-Block -3, 5 \ [0] [CELL:0000BCB1] (in Tamriel "Skyrim" [WRLD:0000003C] at 40,-23) Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [6] GRUP Exterior Cell Block -1, 1 \ [2] GRUP Exterior Cell Sub-Block -4, 5 \ [0] [CELL:0000BCF3] (in Tamriel "Skyrim" [WRLD:0000003C] at 40,-25) Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [6] GRUP Exterior Cell Block -1, 1 \ [1] GRUP Exterior Cell Sub-Block -3, 4 \ [2] [CELL:0000BCD3] (in Tamriel "Skyrim" [WRLD:0000003C] at 39,-24) Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [6] GRUP Exterior Cell Block -1, 1 \ [1] GRUP Exterior Cell Sub-Block -3, 4 \ [0] [CELL:0000BCB2] (in Tamriel "Skyrim" [WRLD:0000003C] at 39,-23) Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [6] GRUP Exterior Cell Block -1, 1 \ [0] GRUP Exterior Cell Sub-Block -4, 4 \ [2] [CELL:0000BCFA] (in Tamriel "Skyrim" [WRLD:0000003C] at 33,-25) Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [6] GRUP Exterior Cell Block -1, 1 \ [0] GRUP Exterior Cell Sub-Block -4, 4 \ [0] [CELL:0000BCF4] (in Tamriel "Skyrim" [WRLD:0000003C] at 39,-25)
There were two USSEP patch locational data conflicts with your mod which resolved locational data defects in the original game. These bugs can result if a number of issues from weather to quest I resolved the following two locations no other conflict data needed to be transferred all records were reviewed:
Cell > BrokenOarGrotto01
Worldspace > Riften Plankside03
I used Nifscan on all of your meshes and can confirm the bug found in your bugs tab with the nifscan error. I went to the original mod recourse and found that it was a issue with the base resource no other meshes were impacted. That said I removed all instances of the broken mesh which according to data on the error stats that the mesh can cause instability and random CTDs. I replaced the ship instances with a non broken mesh ship and adjusted all things in the area to be rebuilt around the new ship mesh while still attempting to deliver the same experience. Mesh that needed to be removed was : meshes\dos\ships\imperialship01base.nif
There was a large amount of missing models again detailed in your bugs tab and I was able to confirm the issue. This issue was preventing DYNDOLOD from running and can also cause CTDs in game as noted by Seshon the maker of DYNDOLOD and is noted in the DYNDOLOD log. In game these items appeared as “red !” – I removed ever entry of these meshes that were used in the game and deleted all refrence to them. DYNDOLOD will now run as expected if users want to include your mod when running the program.
Having some really awful performance issues with this when going near lakes, my fps tanks by half. the only solution I have for this is using TG in console commands to turn off all grass when near lakes and the ocean. If anyone can help keep the grass but improve performance than that would be great, I really love what this mod does but it's unusable for some pcs
No quests but there are some scripted encounters, shipwrecks with loot, a jumpscare, the odd easter egg and even a treasure island. I even found a helmet of waterbreathing once, just sitting on the seafloor. Don't remember where though.
soo many bugs that i would not suggest getting this. i got so many crashes and crash logs that my head spins and they all point to a single mod. THIS ONE. +100 crash logs ranging from pure vanilla + unofficial patch + SKSE only and change profiles to a heavy 1000+ mods
I would fil up 60 pages of comments sections with the crash logs even with spoiler tags related to this mod. Unless this mod ever gets updated to use Base Object Swapper mod or any other modern method that's been around for the past few years I don't feel like ever getting this mod again.
I'm not going to argue and try fix this mod on my own or try see what could be the cause of crash. I had enough of it already. Too much stress that starts to take a toll on my IRL health. Please be gentle with your replies because you don't know what could possibly be wrong behind this LCD . Thanks for understanding.
Sorry that you're experiencing health issues IRL, but there's no need for anyone to argue with you - 12,208 endorsements, over half a million unique downloads suggests that the problems are not due to this mod. I've been using this for a while and had no crashes with it at all. Zero. Sorry, but it sounds like a conflict with something else at your end, or a load order issue.
the mod on its own is fine but you add more mods and it gets conflicts and its +1 to the load order as its a full esp/esm. Cool mod but maybe a remake of this would be better with more modern base object swapper mod support or any other method. (google translate used).
its just about gaining more experience in modding. I've modded long enough to tell that if you had the mod only installed, and nothing else, it would be fine. I've uninstalled and reinstalled and recreated my mod list literally hundreds of times the past, nearly 14 years or so. Here are some pointers for your future builds, some food for thought between experts. 1. I almost always reinstall skyrim when making a new mod list. That covers finding out about any stupid updates they made to the game and gets that part over with. 2. Install all big land changing mods and city mods before anything. Not because I want stuff to overwrite as much as I want to point out flaws in mods placed in those areas. For example If im going to use LOTD then im not installing any other mods in solitude except texture mods. 3. Give mods space, branching off 2. Mods don't like eachother in my opinion the further their files are away from eachother the better. I never mix or overlap mods. The more content in a mod the more it need its own space. That's why Beyond Reach runs so much smoother than Vigilant. No interference with the skyrim cell, except for three npcs. 4. Animations are your fastest crash so make sure you always run nemesis, even if you're not installing a new mod, sometimes animations disobey. They also need space. 5. Textures can be a pain for the smallest reasons sometimes. Installed a beach mod and a wood plank interefered with cc's fishing mod. That was it, I was so pissed. Thats going to happen but thats the fun of modding, anything worth having is worth fighting for. 6. Bash is helpful but wonky, Nemesis does wierd crap sometimes, and replacers can just not want to work. But thats modding, its the price we pay for playing a 15 year old game. Sometimes a fresh start is the best way to go, I like to take solice in that, so I make my game much better than the last. Still, take care friend, and I hope you'll have a better experience next playthrough. Power to the Gamers!
Just an opinion, but I think the driftwood should be eliminated as a grass and placed as normal refs.
As a grass the driftwood is always placed in the same position, which is not bad for a grass, but for a piece of driftwood it looks strange for all of them to end up looking exactly the same. With the refs of it in the normal game they rotate it all around giving us the illusion that each piece is a little different. Also with the mesh for this, it seems a bit low quality without the correct lighting set, since I see the same low res white end sticking up. and lastly if you have complex grass enabled, which i think alot do these days thanks to the wonderful community shaders mod, the driftwood turns to jello as you swim through it.
If you'de like to remove it like I did, you'll need to delete the files under meshes\landscape\grass:
TBPcoastdriftwood01.nif
TBPcoastdriftwood02.nif
And in SSEEdit delete the grass entries:
110578B0 <TBPCoastDriftwood>
1106BD7F <TBPCoastDriftwood2>
Also in SSEEdit delete the references to the above grass entries (Should be showing as error):
545 comments
Below is a record of the 15 changes that were made to resolve this issue:
Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [9] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 3, -2 \ [38] [CELL:00009299] (in Tamriel "Skyrim" [WRLD:0000003C] at -14,24)
Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [9] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 3, -2 \ [36] [CELL:00009278] (in Tamriel "Skyrim" [WRLD:0000003C] at -14,25)
Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [9] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 3, -2 \ [34] KatariahExterior04 [CELL:00009277] (in Tamriel "Skyrim" [WRLD:0000003C] at -13,25)
Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [9] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 3, -2 \ [32] KatariahExterior01 [CELL:00009256] (in Tamriel "Skyrim" [WRLD:0000003C] at -13,26)
Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [9] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 3, -2 \ [30] KatariahExterior02 [CELL:00009255] (in Tamriel "Skyrim" [WRLD:0000003C] at -12,26)
Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [9] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 3, -2 \ [28] [CELL:00009254] (in Tamriel "Skyrim" [WRLD:0000003C] at -11,26)
Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [9] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 3, -2 \ [26] [CELL:00009253] (in Tamriel "Skyrim" [WRLD:0000003C] at -10,26)
Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [9] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 3, -2 \ [24] IcerunnerExterior02 [CELL:00009252] (in Tamriel "Skyrim" [WRLD:0000003C] at -9,26)
Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [6] GRUP Exterior Cell Block -1, 1 \ [3] GRUP Exterior Cell Sub-Block -3, 5 \ [2] RiftenPlankside03 [CELL:0000BCD2] (in Tamriel "Skyrim" [WRLD:0000003C] at 40,-24)
Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [6] GRUP Exterior Cell Block -1, 1 \ [3] GRUP Exterior Cell Sub-Block -3, 5 \ [0] [CELL:0000BCB1] (in Tamriel "Skyrim" [WRLD:0000003C] at 40,-23)
Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [6] GRUP Exterior Cell Block -1, 1 \ [2] GRUP Exterior Cell Sub-Block -4, 5 \ [0] [CELL:0000BCF3] (in Tamriel "Skyrim" [WRLD:0000003C] at 40,-25)
Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [6] GRUP Exterior Cell Block -1, 1 \ [1] GRUP Exterior Cell Sub-Block -3, 4 \ [2] [CELL:0000BCD3] (in Tamriel "Skyrim" [WRLD:0000003C] at 39,-24)
Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [6] GRUP Exterior Cell Block -1, 1 \ [1] GRUP Exterior Cell Sub-Block -3, 4 \ [0] [CELL:0000BCB2] (in Tamriel "Skyrim" [WRLD:0000003C] at 39,-23)
Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [6] GRUP Exterior Cell Block -1, 1 \ [0] GRUP Exterior Cell Sub-Block -4, 4 \ [2] [CELL:0000BCFA] (in Tamriel "Skyrim" [WRLD:0000003C] at 33,-25)
Processing \ [05] DepthsOfSkyrim.esp \ [12] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [6] GRUP Exterior Cell Block -1, 1 \ [0] GRUP Exterior Cell Sub-Block -4, 4 \ [0] [CELL:0000BCF4] (in Tamriel "Skyrim" [WRLD:0000003C] at 39,-25)
Update: figured out it was a grass mod making the seam.
I would fil up 60 pages of comments sections with the crash logs even with spoiler tags related to this mod. Unless this mod ever gets updated to use Base Object Swapper mod or any other modern method that's been around for the past few years I don't feel like ever getting this mod again.
I'm not going to argue and try fix this mod on my own or try see what could be the cause of crash. I had enough of it already. Too much stress that starts to take a toll on my IRL health. Please be gentle with your replies because you don't know what could possibly be wrong behind this LCD . Thanks for understanding.
1. I almost always reinstall skyrim when making a new mod list. That covers finding out about any stupid updates they made to the game and gets that part over with.
2. Install all big land changing mods and city mods before anything. Not because I want stuff to overwrite as much as I want to point out flaws in mods placed in those areas. For example If im going to use LOTD then im not installing any other mods in solitude except texture mods.
3. Give mods space, branching off 2. Mods don't like eachother in my opinion the further their files are away from eachother the better. I never mix or overlap mods. The more content in a mod the more it need its own space. That's why Beyond Reach runs so much smoother than Vigilant. No interference with the skyrim cell, except for three npcs.
4. Animations are your fastest crash so make sure you always run nemesis, even if you're not installing a new mod, sometimes animations disobey. They also need space.
5. Textures can be a pain for the smallest reasons sometimes. Installed a beach mod and a wood plank interefered with cc's fishing mod. That was it, I was so pissed. Thats going to happen but thats the fun of modding, anything worth having is worth fighting for.
6. Bash is helpful but wonky, Nemesis does wierd crap sometimes, and replacers can just not want to work. But thats modding, its the price we pay for playing a 15 year old game.
Sometimes a fresh start is the best way to go, I like to take solice in that, so I make my game much better than the last. Still, take care friend, and I hope you'll have a better experience next playthrough. Power to the Gamers!
As a grass the driftwood is always placed in the same position, which is not bad for a grass, but for a piece of driftwood it looks strange for all of them to end up looking exactly the same. With the refs of it in the normal game they rotate it all around giving us the illusion that each piece is a little different. Also with the mesh for this, it seems a bit low quality without the correct lighting set, since I see the same low res white end sticking up. and lastly if you have complex grass enabled, which i think alot do these days thanks to the wonderful community shaders mod, the driftwood turns to jello as you swim through it.
If you'de like to remove it like I did, you'll need to delete the files under meshes\landscape\grass:
- TBPcoastdriftwood01.nif
- TBPcoastdriftwood02.nif
And in SSEEdit delete the grass entries:
- 110578B0 <TBPCoastDriftwood>
- 1106BD7F <TBPCoastDriftwood2>
Also in SSEEdit delete the references to the above grass entries (Should be showing as error):just want to make sure