I have from here on out locked the bug report page, if we find a bug we will post it there. Please if you feel like there is a bug or an issue. First read the description page. Second read the comments to see if there is something similar. 99% of the bugs that have popped up have been load order issues or mods that dont have patches. If you need help figuring it out then please come to my discord or post a question here. My Discord . Mostly everyone in my Discord are pretty up front and seam like they are willing to help.
Would it be possible to easily remove certain cities from being open?
For Solitude, I'd need the USSEP patch, Blue Palace Terrace Patch, and the LotD v6 patch and for Riften, I need the USSEP Patch and JK's Mistveil Keep Patch and they're all navmesh patches that don't seem to play nicely with each other and I can't quite figure out how to combine them together into one merged patch. So I was wondering if it would be easier to just remove Solitude and Riften from the mod instead? Or would figuring out how to patch these correctly be easier?
More technical: never merge patches, that's not how you properly patch multiple mods. You would need USSEP at the very top, followed by LOTD v6 and BPT. Then you need a LOTD+BPT patch that does not exist, that has both existing patches as master. This is a complex patch, navmeshing needed... we have a guide on the process on the discord, pinned in #community-patches channel
As for riften, no patch needed tbh, USSEP's changes to the navmeshes are (imo) quite useless, so merely have the JK mistveil patch after it and you're golden.
For load order, we have outlined the general rule on the mod description, please read it!
i love what this mod does but npcs disappear when going through the solitude gate (not the entrance to the city but the first gate on the path to solitude). it is due to the ussep or cutting room floor patch. it doesnt work with either of those patches installed
yes i noticed this bug too. it happens with the open cities patch with USSEP on the official patch mod. and even if you patch these 2 mods with Synthesis. same problem occurs. i did some investigation on this topic. and from my discoveries. im almost sure this bug occurs from some kind of box added by USSEP with the CK exactly on that point, i dont know for what reason. because the vanilla game doesnt have that box present there. it was added by USSEP im almost sure. i managed to make a temporal fix for now. i dont remember why but i was also running Landscape and Water Fixes.esp and i open that with USSEP in the CK and all master plugins of the SE version. i probably loaded Landscape and Water Fixes.esp because it was also doing some changes there.. i dont remember exactly but in the ck i lowered the box just a little bit lower so it doesnt make enemies dissapear and i saved it as a patch on a new plugin and it works. i dont believe it will be game breaking because that box in not there on vanilla. but i dont know if i would consider this a bug. because the problem is introduced in another mod. but if you load only this mod.. there is a bug with the solitude gate that if you enter the city from exterior and then run all the way to the blue palace and come back to the main gate. the one next to the execution.. the gate will dissapear.
Hey! could you make a patch for my mod Immersive Needs ESL? You just need to copy my well marker and paste it over the well you placed in game. Id greatly appreciate it!
I am sure you can use the synthesis patcher for that in the meantime :) You can also make the patch easily in xEdit, following SRider's tutorial on the matter, if you're against using synthesis for whatever reason
There is nothing to patch though right? You have to copy my invisible well marker and paste it into your world space that you duplicated so that my well marker is over your well. Otherwise I have to release a patch that is your full mod fully duplicated with my well marker added.
Since your mod fully removed the entire vanilla cell i think you have to be the one to add my well markers to your new cell you made as I understand it. Also to be very real. My wife had a affair and left me for the other man im going through a divorce and dont have the mental ability to try to figure out patches at this time. Since this mod fully removed the vanilla cell i dont have a easy avenu to figure out how to make it work with what you did and I dont have the mental energy or ability to on my side. I think I may be done modding fully on Nexus to be honest too so im not sure I will ever be able to make the patch.
Just to be clear since there seems to be a confusion there: we do not duplicate ANYTHING, there is no duplicate worldspace, no duplicate objects, unlike Open Cities. We merely move objects from the inner city worldspaces to the same exact coordinates in the Tamriel worldspace. That's it!
The patching process is really simple, you can do it all in xEdit with only like... 4-5 clicks? And I also made a Synthesis patcher for the mod, which users can use to patch their entire modlists in one go. Your mod, since it only has some markers to move can be patched with no issue! Feel free to recommend that synthesis patcher, if people ask you a patch for SREX, while we figure out the patching on our end. None of us have any bandwidth currently to make more patches, but we'll definitely add it to the list, it's easy enough!
I wish you all the best though, and as a personal note, it would be a great loss to the community should you decide to quit modding. Of course I'd fully understand, it is a tough thing to get over... Again, all the best man.
What are the 5 navigation xEdit clicks to add my well marker to your world space? I am still not understanding. I could handle 5 clicks but I think it may be more in depth then that but depending on what you say I will figure it out if indeed its that easy.
It's basically the level one patch here: https://www.nexusmods.com/skyrimspecialedition/mods/88430 It involves copying the record to your new patch mod, then applying the Worldspace copy script from xEdit itself to move to tamriel... then saving! That's basically it!
The mod altered the routine of the NPCs, made the doors of the houses and businesses in Whiterun not work and for some reason made some torches very bright, to the point that they looked like battery-operated flashlights.
You installed it mid playthrough. This mod requires a new game.
I very much doubt the mod affects lights at all. Again, probably a symptom of you installing it on an ongoing playthrough. This is very bad and can break saves. Don't touch your modlist after you start playing. That goes for any mod, not just this one
Hi there. first of all i love this mod and i want to thank you for sharing it with the community. it works very nicely.
ive been using this mod and testing it for about 3 months. so far i have found a few things..
1) is a problem related to the USSEP mod that the patch made for this mod and USSEP does not work correctly because it does not patch the dissapearance of npcs when they pass under the second gate of solitude. the one near khajiit camp. this happens because of a box placed in ck right under the arch in the gate on USSEP.
2) Solitude City Gate dissapears. when you come from outside into the city.. if you run all the way to the blue palace and come back to where the execution takes place. the main gate will dissapear. sometimes its instant.. sometimes takes a few seconds or interact with it again and it will dissapear. i tried this with only this mod running a few times. always had same issue.
3) Some of Windhelms rooftops have holes. specially in the corner of the city near the market. nothing to bad. and ive also noticed that the Capital Windhelm Expansion patch that comes in the official patches mod didnt work for me. the city had a lodwall that you could go through near entrance to go to the palace of kings and a few other bugs.
1) we have a fix on the discord, it just hasn't been uploaded yet due to everyone being busy
2) Also something we have fixed... turns out a script runs during the execution that disables a gate and enables another in its place... for whatever reason!
3) yep, that is vanilla windhelm! Full of holes! As for the patch, we may have a WIP update on the discord as well, I don't know if that one has been fully tested though
Im trying to access the discord but it says that the invitation is invalid. would love to get that patch for the gate if thats ok.
regarding the main gate. i couldnt care less if the door is there or not hehe. i only wonder if its not going to create a bug in some quest or something. it shouldnt right?
btw i will release a city overhaul of all skyrim cities and towns. very friendly and bug free. with this mod as dependency. this mod is very well done. i have never had a crash with it. truly grateful it exists. a lot of work here for sure.
If I knew earlier there was an alternative to another mod doing this I would have jumped on this one at least for trying! I used my ability to read like the pre required asked me to do! So if I understand right I can use this mod with no issues as long as I have nothing changing interior cells like mods that adds new buildings or which enhances cities like JK's mods right?
My cities are all vanillas and I won't add any mods changing cities I'll keep them as they were meant to be, so that means I can use this mod without issues right? Only things I use which might change cities are Immersive Citizens (Changes only AI and behaviors of NPCs and Skyland AIO (Textures) I should be okay isn't it? (Dumb question feel free to make fun of me)
Immersive citizens adds markers and stuff, so you would need a patch for that. If you are familiar with synthesis, I made a patcher that can handle that with no issue!
Yeah I used Synthesis for removing stamina damages with frost spells due to the mods I use! That's even better if you already made a patch!!! I'm currently testing on a new save and things seem to be working really fine besides the fact AI seems to be a bit lost with immersive citizens indeed... ^^ I found it on Synthesis I think : SR-Exterior-Cities-Patcher.
Working as intended but sadly not suitable for large mod packs, running this with dyndolod, town overhauls, performance really tanks from 90-144 to 25-30 fps
Could be many things, for example crazy 8K skin, HDT SMP on all NPC clothes and hair, a massive amount of overhauls adding tons of high poly clutter...
861 comments
For Solitude, I'd need the USSEP patch, Blue Palace Terrace Patch, and the LotD v6 patch and for Riften, I need the USSEP Patch and JK's Mistveil Keep Patch and they're all navmesh patches that don't seem to play nicely with each other and I can't quite figure out how to combine them together into one merged patch. So I was wondering if it would be easier to just remove Solitude and Riften from the mod instead? Or would figuring out how to patch these correctly be easier?
More technical: never merge patches, that's not how you properly patch multiple mods. You would need USSEP at the very top, followed by LOTD v6 and BPT. Then you need a LOTD+BPT patch that does not exist, that has both existing patches as master. This is a complex patch, navmeshing needed... we have a guide on the process on the discord, pinned in #community-patches channel
As for riften, no patch needed tbh, USSEP's changes to the navmeshes are (imo) quite useless, so merely have the JK mistveil patch after it and you're golden.
For load order, we have outlined the general rule on the mod description, please read it!
You can also make the patch easily in xEdit, following SRider's tutorial on the matter, if you're against using synthesis for whatever reason
Since your mod fully removed the entire vanilla cell i think you have to be the one to add my well markers to your new cell you made as I understand it. Also to be very real. My wife had a affair and left me for the other man im going through a divorce and dont have the mental ability to try to figure out patches at this time. Since this mod fully removed the vanilla cell i dont have a easy avenu to figure out how to make it work with what you did and I dont have the mental energy or ability to on my side. I think I may be done modding fully on Nexus to be honest too so im not sure I will ever be able to make the patch.
The patching process is really simple, you can do it all in xEdit with only like... 4-5 clicks? And I also made a Synthesis patcher for the mod, which users can use to patch their entire modlists in one go. Your mod, since it only has some markers to move can be patched with no issue! Feel free to recommend that synthesis patcher, if people ask you a patch for SREX, while we figure out the patching on our end. None of us have any bandwidth currently to make more patches, but we'll definitely add it to the list, it's easy enough!
I wish you all the best though, and as a personal note, it would be a great loss to the community should you decide to quit modding. Of course I'd fully understand, it is a tough thing to get over... Again, all the best man.
It involves copying the record to your new patch mod, then applying the Worldspace copy script from xEdit itself to move to tamriel... then saving!
That's basically it!
I very much doubt the mod affects lights at all. Again, probably a symptom of you installing it on an ongoing playthrough. This is very bad and can break saves. Don't touch your modlist after you start playing. That goes for any mod, not just this one
ive been using this mod and testing it for about 3 months. so far i have found a few things..
1) is a problem related to the USSEP mod that the patch made for this mod and USSEP does not work correctly because it does not patch the dissapearance of npcs when they pass under the second gate of solitude. the one near khajiit camp. this happens because of a box placed in ck right under the arch in the gate on USSEP.
2) Solitude City Gate dissapears. when you come from outside into the city.. if you run all the way to the blue palace and come back to where the execution takes place. the main gate will dissapear. sometimes its instant.. sometimes takes a few seconds or interact with it again and it will dissapear. i tried this with only this mod running a few times. always had same issue.
3) Some of Windhelms rooftops have holes. specially in the corner of the city near the market. nothing to bad. and ive also noticed that the Capital Windhelm Expansion patch that comes in the official patches mod didnt work for me. the city had a lodwall that you could go through near entrance to go to the palace of kings and a few other bugs.
2) Also something we have fixed... turns out a script runs during the execution that disables a gate and enables another in its place... for whatever reason!
3) yep, that is vanilla windhelm! Full of holes!
As for the patch, we may have a WIP update on the discord as well, I don't know if that one has been fully tested though
Im trying to access the discord but it says that the invitation is invalid. would love to get that patch for the gate if thats ok.
regarding the main gate. i couldnt care less if the door is there or not hehe. i only wonder if its not going to create a bug in some quest or something. it shouldnt right?
btw i will release a city overhaul of all skyrim cities and towns. very friendly and bug free. with this mod as dependency.
this mod is very well done. i have never had a crash with it. truly grateful it exists. a lot of work here for sure.
You can also try looking for it, it's called Rider's Night Tavern
The door being missing should not cause any issue whatsoever, it'll just be gone entirely!
Glad to hear it, looking forward to seeing what you do with it
I used my ability to read like the pre required asked me to do! So if I understand right I can use this mod with no issues as long as I have nothing changing interior cells like mods that adds new buildings or which enhances cities like JK's mods right?
My cities are all vanillas and I won't add any mods changing cities I'll keep them as they were meant to be, so that means I can use this mod without issues right? Only things I use which might change cities are Immersive Citizens (Changes only AI and behaviors of NPCs and Skyland AIO (Textures) I should be okay isn't it? (Dumb question feel free to make fun of me)
That's even better if you already made a patch!!! I'm currently testing on a new save and things seem to be working really fine besides the fact AI seems to be a bit lost with immersive citizens indeed... ^^ I found it on Synthesis I think : SR-Exterior-Cities-Patcher.
But thank you for for the quick answer!
i7 10700k
rtx 3080
64gb of ram
Redbag solitude there is a WIP patch on the discord made by the community :)