There's been some floating that I've experienced in a few places where road chunks would be previously, as well as holes in the vanilla terrain that are normally hidden by road chunks.
EDIT: I was experiencing a combination of user error and mod compatibility issues for cell and landscape record edits
It's gotta be this... its only prominent in a few specific locations so you may have not noticed it? Bottom of my LO along with Blended Roads, nothings overwriting.
When I say "floating" I mean the mesh is gone, but the collision is still there so my player floats over the ground, right where the mesh would be... which is an issue you indirectly acknowledge in your credits section. As for the holes I found, they seem to be there in vanilla landscape under some of the road chunks.
A blank nif replacer just seems to cover too many areas to be able to account for terrain issues without walking every single road where these are present. This would best be done by hand in CC, or by gathering ID's in game, and then disabling those references in xEdit.
On the topic of collision and floating, you say right in your credits that collision was left on for a reason.. why is this? I assume for navmesh purposes?
Try this: 1. Downlaod More Informative Console, select those hidden nifs & ss upload to imgur. I reckon somethings there that's causing a little bump. 2. Download something like Where in Special Edition am I so I can try test in the same location. Or use DynDOLOD ss to tell me.
Collision was left on due to the game not knowing what to do with a blank nif. Essentially, this could cause a CTD if it tries to load meshes without collisons. That's what I gather at least. And to answer your below question, navmeshes should have no problem with this afaik.
blended roads should never be near the bottom of your load order it should be before any city mods any landscape mods and any mods that alter landscape and stuff. it should be very high in your load order loading it near the bottom with other mods that alter landscape or city mods will explain why you are having issues.
Thanks for additional comment! Yeah, try having blended roads higher, and have my mod overwriting blended roads. But also check data tab in MO2 (if you use it) and see if anything is overwriting the nifs in the folders from this mod.
This seems to cause navmesh issues in some locations. Generally this isn't much of an issue because NPCs will just go around the hole where the chunk used to be, but there are places where there's no easy way around, such as if there's a chunk before a bridge. I noticed this in Riverwood when I realized all the traveling NPCs would dread crossing the bridge and opt instead to scuttle into the wilderness to live with the bears and the skeevers.
Hiya! I use simplicity of snow, which has to be patched to play nice with blended roads. How does your mod work? Are you just replacing the chunk with an empty mesh? Asking in case I have to manage to edit the nifs to play nice so I know what I'm looking for.
Here to report back that it looks AMAZING together and I had to hunt for 20 minutes to find it on nexus. So, I tracked it in case I ever redo my mod list. I also use MistiriousDawn's parallax bridges and roads and it works splendidly with that too, straight out of the box. It never made sense to have elevated patches of the road like that and now I can't unsee it.
Wish I could endorse it multiple times. It's one of those mods I can't live without now.
As a longterm Blended Road user I never noticed this existed. It was only when I tried out the 'Dirt Road' options from Skyland AIO and I like the look of the roads that I started to notice this bumps everywhere.
39 comments
EDIT: I was experiencing a combination of user error and mod compatibility issues for cell and landscape record edits
When I say "floating" I mean the mesh is gone, but the collision is still there so my player floats over the ground, right where the mesh would be... which is an issue you indirectly acknowledge in your credits section. As for the holes I found, they seem to be there in vanilla landscape under some of the road chunks.
A blank nif replacer just seems to cover too many areas to be able to account for terrain issues without walking every single road where these are present. This would best be done by hand in CC, or by gathering ID's in game, and then disabling those references in xEdit.
On the topic of collision and floating, you say right in your credits that collision was left on for a reason.. why is this? I assume for navmesh purposes?
1. Downlaod More Informative Console, select those hidden nifs & ss upload to imgur. I reckon somethings there that's causing a little bump.
2. Download something like Where in Special Edition am I so I can try test in the same location. Or use DynDOLOD ss to tell me.
Collision was left on due to the game not knowing what to do with a blank nif. Essentially, this could cause a CTD if it tries to load meshes without collisons. That's what I gather at least. And to answer your below question, navmeshes should have no problem with this afaik.
Wish I could endorse it multiple times. It's one of those mods I can't live without now.
As a longterm Blended Road user I never noticed this existed. It was only when I tried out the 'Dirt Road' options from Skyland AIO and I like the look of the roads that I started to notice this bumps everywhere.
This mod helps them look much better.