1773 comments

  1. LucasWerewolf
    LucasWerewolf
    • member
    • 1 kudos
    Locked
    Sticky
    Is this mod suppose to remove grass around Goldenhills Plantation?
    Cause if not, anyone know a way to remove the grass? 
    1. code1k
      code1k
      • premium
      • 243 kudos
      That's a CC mod, grass patches for those add-ons are > https://www.nexusmods.com/skyrimspecialedition/mods/61777
  2. toostruus
    toostruus
    • premium
    • 710 kudos
    Is it me? Or did the shack from PCS moved a bit further down the road the last update. The couriers markers ar eto low now so when he is hammering or leaning, he is half way in ground. PCS 4.1.8 latest from AFK i am using. The spot where the shack used to be is a grassless piece of land now. I think this patch needs an update for it
    1. code1k
      code1k
      • premium
      • 243 kudos
      Yes it was moved again. This is stated in the installer for the patch !!!NOT COMPATIBLE WITH VERSIONS 4.1.7 or NEWER!!!
      I have no plans to remake the Provincial Courier patch for the versions off Nexus anytime soon.
    2. toostruus
      toostruus
      • premium
      • 710 kudos
      I never saw that. It is no big problem. Guess i will return to 4.1.6 version in new game.
  3. xFlock
    xFlock
    • member
    • 0 kudos
    fairly new to modding but can anyone tell me if its ok to install the newest version of this ? ihave the old one thats no longer here anymore i just dont wanna mess anything up
    1. code1k
      code1k
      • premium
      • 243 kudos
      This mod can be updated at anytime, always.
  4. MauriceSire
    MauriceSire
    • member
    • 0 kudos
    I can't seem to use the optional files for Alternate Start and Cutting Room Floor during grass cache generation. The game crashes unless I use only the main file.
    1. code1k
      code1k
      • premium
      • 243 kudos
      First I've heard of that and nothing has changed with the files to cause any issues so no idea. Check in SSEEdit for any errors due to incorrect version. You may just have to keep trying or maybe someone on the NGIO page would know.
    2. MauriceSire
      MauriceSire
      • member
      • 0 kudos
      I'm kinda a novice with sseedit stuff, but wouldn't it be okay to deep copy your optional files into Alternate Start and Cutting Room Floor plugins? It seems that's the only way that NGIO is able to generate grass cache.
    3. code1k
      code1k
      • premium
      • 243 kudos
      Yes it's fine to merge them, all you need is the landscape record data from the patch. I had no problem generating grass cache so shouldn't really be any need to do anything.
  5. shvetsov0711
    shvetsov0711
    • member
    • 3 kudos
    Something is not working with Veydosebrom and Khajiit Has Tents.
    1. code1k
      code1k
      • premium
      • 243 kudos
      Solutions:
      1) Move Khajiit Has Tents up above this mod in load order.
      In some cases this may not work for everyone if you have other mods that must load after LFFGM but have Navmesh conflicts with Khajiit Has Tents and it needs to load after that mod. But those would probably need navmesh patches with KHT anyway idk.

      2) If you know how, make a simple load order patch that forwards landscape records from this mod after Khajiit Has Tents. Or just remove the conflicting landscape records from KHT. I do not provide plain load order patches when i think it's not really needed.

      The LFFGM patch on KHT page is not needed if you're able to load it above this mod. It doesn't forward grass placement changes from this mod, it just fixes a texture seam conflict due to fault of my mods edits in the area.
    2. shvetsov0711
      shvetsov0711
      • member
      • 3 kudos
      The loading order was originally like this. And the same thing with the Khajiit Has Wares variant.
      And with the patch there are no changes either.
    3. code1k
      code1k
      • premium
      • 243 kudos
      That area is clear for me with Veydosebrom, so if you see no change to grass or terrain with this mod loading after there's only 2 reasons left, assuming that's the tent at Whiterun.

         1) You have another mod loaded after that is editing terrain in the area. Figure out what mod it is, if the mod requires terrain height
      changes it must load after and disable this mod for that location.

          2) Using a grass cache where this mod was not active during generation. Remove the grass cache, if working without
      cache re-gen the grass cache. If you downloaded someone else's pre-gen grass cache you need one for all mods in your load order.

      You mentioned Khajiit Has Wares that mod requires terrain height changes unlike Khajiit Has Tents so you cant load this mod after Khajiit Has Wares, that one has to disable this mod around it's tents.
  6. I don't get, can I use this mod as a standalone mod, or only with some grass mods? I don't feel I need them, but fixes for overall grass here and there sounds pretty useful
  7. Avengersrule2002
    Avengersrule2002
    • member
    • 1 kudos
    Quick Question

    Probably covered in previous !!! BUT

    The jks skyrim patch, I only have JKs Riverwood . . I would assume not to use it

    However, When I do enable it there is no warning for loot on missing masters . . .so it made me curious

    I looked around in sse edit to see what it all covered & chose to delete everything but the riverwood records

    Good practice or bad practice ? let me know if i just should not use it or if this would be ok !!

    thanks
    1. code1k
      code1k
      • premium
      • 243 kudos
      Yes, good practice. It doesn't have master so it can be used with the individual towns if wanted, removing the unused towns with SSEEdit is recommended.
  8. mooit
    mooit
    • premium
    • 22 kudos
    Hi code1k,

    I don't remember if I asked this in the past...

    Besides the patches for Arthmoor, would it be beneficial to have one also for Schlitzohr's Oakwood?

    THANKS
  9. AlexiousITA
    AlexiousITA
    • premium
    • 0 kudos
    Where did the Alternate Start patch go? Can't seem to find it.
    1. sleepingtanuki
      sleepingtanuki
      • supporter
      • 14 kudos
      It's in the Optional Files "Patches for Arthmoor's Town add-ons".
  10. mjbabyface
    mjbabyface
    • premium
    • 56 kudos
    always loved this mod, thank you
  11. toostruus
    toostruus
    • premium
    • 710 kudos
    the new Alternate Start patch creates a seam at Helgen escape cave. Version 1.08 did not have this seam. I just checked.
    Cell 1, -18
    1. toostruus
      toostruus
      • premium
      • 710 kudos
      I reversed that Cell 1,-18 back from 1.08 version to 1.09 version and kept the other fixes from 1.09 version. All seems oke again.
    2. code1k
      code1k
      • premium
      • 243 kudos
      From someone else's LFFGM patch that hasn't been updated. v5.6/1.0.9 reverts that cell border back to vanilla. No harm in using the older  version if that other mods patch doesn't get updated.