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Gaps in the ground


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Posted

I suppose it depends on how you look at it. Its mods being incompatible, so either remove one of the mods, or fix it yourself in the Creation Kit. Perhaps easier yet might be to edit, or rather remove world edits from one of the conflicting mods using xEdit. However I don't know what will happen to things like grass then.

Posted (edited)

TPOS is touchy with load order, lots of mods can conflict with it especially if the other mods are editing world terrains. 

 

I would first try to move TPOS down lower in load order.  @nd you can post your load order

 

As far as identifying which mods are conflicting. See post below 

 

 

 

 

Edited by Heroine HoneyCrotch
Posted

I reviewed process, when you click on something when console is open you get various infos

 

 

 

20220828103040_1.jpg.b87c0bcf59fd27fd0d725c9c43861d63.jpg

 

 

You can see on the right relevant info provided for what I clicked on, on left side of image you see (74009e63)  this is location.

 

Load all mods into xedit and for me I put    74009e63 into filter and it loads up "World Space Tamriel   Block -1,0 Sub Block -3,0" you can see an image that this is where that tree is found in xedit, click on the 00009598 that the tree is placed in and xedit will then tell what mods touch that particular cell

 

 

Region.jpg.e62770c3c54f2c19c68d3f0224e8abff.jpg

 

Region2.jpg.2e79fcd4b618b0cc01373c24a4f5d4eb.jpg

 

 

For me with that paritcular cell I have grass mod, tree mod and then Etac plus an alt start patch file for etac touching that cell

 

Region3.jpg.f1bece529956db9239b7645a0ec8b031.jpg

Posted

Thanks all for response. 

 

Heroine HoneyCrotch, I tried to do your example, but all I click and see in the console, are vanilla skyrim meshes. They have the vanilla ID numbers, and the "last change" is always done by skyrim.esm. 

So I think I have to live with it for now, and maybe in the future with a new Skyrim install it might be working as intended.

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