Aylis Posted October 1, 2025 Author Posted October 1, 2025 (edited) Hotfix (will be added to the last update) I just noticed that I still had a mod in there that is incompatible with 'Better Dynamic Ash'. It was a way to avoid BDS/BDA in 2.X but those are now required after the switch to CS. Mods to REMOVE Spoiler Textures - Landscape Better Dynamic Ash Incompatible with a better mod Nature of the Wild Lands - Better Dynamic Ash World - Locations [Exterior Skyrim] Fortified Morthal - fixed and extended navmeshes Was integrated World - Locations [Exterior Skyrim] Ryn's Anise's Cabin Incompatible with another mod Ryn's Lund's Hut Caused random issues. I remove to ensure stability. Skyshards - TGC Winterhold Patch City mod is gone Unique Border Gates Fixes Added NPC use the correct armor but have texture issues. Unique Border Gates Fixes - SMIM Patch Unique Border Gates Fixes - Goblins World - Textures Ash Rocks Mesh issues with 'PG-Patcher' Shaders Vanilla HDR Was for a reshade we're not going to use. CS - Light Limit Fix Got integrated Window Shadows Ultimate - Skyland Farmhouse Fix We don't use 'Skyland Farmhouse' anymore PBR Cathedral Landscapes PBR Causes flickering textures in Solstheim Mods to MOVE Spoiler Textures - Landscape Skyland AIO Moved above BDS Shaders of Solstheim - Ash and Moss Moved from 'World - Locations (Exterior Solstheim)'. Mods to ADD Spoiler Meshes Mesh Improvement Compilation Fixes a few meshes World - Locations [Exterior Cities] The Great Village of Mixwater Mill - Retexture World - Locations [Exterior Skyrim] Across the Border - Diverse Border Gates Fixes issues with 'Unique Border Gates Fixes'. World - Locations [Exterior Solstheim] Solstheim - Abandoned Lodge Overhaul Changes a copy/pasted vanilla house Bugfixes Config GrassControl (See 'Files') Patches Textures and Mesh Patch (See 'Files') PBR Whiterun PBR Whiterun - Darker wood PBR Adding NEW instructions for 'Skyland AIO' Spoiler 1.1 Automatic 2.1 Yes 3.1 No 3.2 No 3.3 Snowy Roads 3.4 Yes 3.5 None 4.1 All cities 4.2 Your choice. I recommend ‚Grey‘. 4.3 Yes 4.4 Yes 4.5 Yes 4.6 No 4.7 Yes 5.1 Yes 5.2 Your choice 5.3 None 6.1 Vanilla 7.1 Your choice 8.1 Yes 9.1 Yes 10.1 Automatic Edited October 6, 2025 by Aylis
cloudmc Posted October 2, 2025 Posted October 2, 2025 (edited) How would I lighten up interior spaces? I can't even see in areas of Bleak Falls Barrow Spoiler Edited October 2, 2025 by cloudmc
Aylis Posted October 2, 2025 Author Posted October 2, 2025 (edited) @cloudmc Get a torch or wearable lantern. Also check the new version of 'True Light'. The OA added a new lighting setting. Or add a reshade. The one I reommended on page #1 is a more balanced one. Not too dark and not too bright. _________________________________________________ With PBR there is one big issue. Texture-wise everyone is putting packs up and almost all either ignore the DLCs or have issues with the snow. The one we got atm is absolutely perfect for snow but has issues in Solstheim (flickering textures). Roadpacks are the same. Great in Tamriel, but nothing in Solstheim. We see something similar for Winterhold. Everyone is focusing on the effing college while the city gets ignored. What started as an 'easy fix for a texture' became a search for a Solstheim compatible PBR pack. For now I'll wrap up the hotfix first as some smaller things have to be addressed, then I'll go through all texture packs to look for a solution. __________________________________________________ Crazy idea incoming... Snow looks fine Roads look OK Solsheim done Snowy rocks too dark BDS Settings? Keep logs! 1 2 1 1 3 1 0 0 Gap at Windhelm brigde Filler? Different road setup? __________________________________________________ Now I know why everyone calls 'Northern Roads' a difficult mod. So many many patches (almost like LUX)! __________________________________________________ Uploading files: Config GrassControl Done Textures and Mesh Patch Done Edited October 3, 2025 by Aylis
DarkForce_256 Posted October 3, 2025 Posted October 3, 2025 has SC Horses been considered as a replacement for Witcher horses since it works with ABC?
Aylis Posted October 3, 2025 Author Posted October 3, 2025 (edited) 4 hours ago, DarkForce_256 said: has SC Horses been considered as a replacement for Witcher horses since it works with ABC? Nope, thats something you have to test yourself. Quote Purple Mods i've tested but won't use myself (aka no support from me). Edited October 3, 2025 by Aylis
Was1 Posted October 3, 2025 Posted October 3, 2025 it's just me or Draugr Voice - Aptrgangr - Draugr Voice Overhaul is far too loud ? they are screaming in my ear.
Aylis Posted October 3, 2025 Author Posted October 3, 2025 (edited) 4 hours ago, Was1 said: it's just me or Draugr Voice - Aptrgangr - Draugr Voice Overhaul is far too loud ? they are screaming in my ear. Not really louder than the other monster. Just turn them down in the settings. __________________________________________________ Hotfix is live now. Still working on the snowy rocks and road textures (looks like I have to replace them too). Whiterun (Reshade, PBR textures and full 'City Trees') Spoiler Kynareth temple (Maxed out) Spoiler Edited October 3, 2025 by Aylis 1
YuFeng Posted October 3, 2025 Posted October 3, 2025 (edited) @Aylis The instructions for CS Lights are outdated and don't match with the installer at all anymore. -------------------- And I think we don't need these two patches anymore: Nature of the Wild Lands - Ryn's Anise Cabin Nature of the Wild Lands - Unique Border Gates Fix Edited October 3, 2025 by YuFeng
Aylis Posted October 3, 2025 Author Posted October 3, 2025 (edited) 4 hours ago, YuFeng said: @Aylis The instructions for CS Lights are outdated and don't match with the installer at all anymore. Nature of the Wild Lands - Ryn's Anise Cabin Nature of the Wild Lands - Unique Border Gates Fix 1. Hey, that one came out today... I'm not that fast. Havn't even downloaded the new version yet. 2A. Already in the hotfix. 2B. Correct. But I can't find it. Not installed on my system (or even marked for deletion) and not in the guide. __________________________________________________ The site doesn't like me today. I'm always getting timeouts. First run of 'Northern Roads' was interesting. Only the needed patches are scary (and I need more than the ones I have atm). Edited October 3, 2025 by Aylis 1
YuFeng Posted October 3, 2025 Posted October 3, 2025 You don't need to be that fast, you only need to know.
cloudmc Posted October 4, 2025 Posted October 4, 2025 FYI the new CS doesn't need, and errors out w/ Light Limit Fix. And Vanilla HDR is included
Aylis Posted October 4, 2025 Author Posted October 4, 2025 (edited) 16 hours ago, cloudmc said: FYI the new CS doesn't need, and errors out w/ Light Limit Fix. And Vanilla HDR is included Both were already removed a few days ago. 😇 _________________________________________________ Looks like I have to remove 'Valhalla Bridges' as they conflict heavily with 'Northern Roads'. The mill from Redbag is the next point to check. The mod is close to the road. The new companion here breaks Anise. But I already got a replacer for her that removes the black face. Time for the next 'dummy'. The setup with the roads broke her... 😮 __________________________________________________ The new Riverwood looks fantastic. I'll add it later in a subgroup for Riverwood so you can decide which one of the two replacer you want to use. Falkreath now got a few missing textures. 51 patches for 'Northern Roads' (incl. one for Falkreath) and this still happens. Spoiler At least I got an idea where to look. __________________________________________________ We already got Remi. Redcap will be next. Spoiler __________________________________________________ The snow issue seems to be caused by PBR Spoiler Withourt PBR With PBR That does shrink the number of mods I have to check. __________________________________________________ The gap at the bridge to Windhelm is fixed. 'Northern Roads' is done and no big issues anymore. But the configuration is a big PITA (you have to manually sort 67 patches). Falkreath is fixed. Have to make another run with 'City Trees' enabled. Tweaked 'Winterhold' it is now more like vanilla but repaired and got some extensions. Edited October 4, 2025 by Aylis
Aylis Posted October 5, 2025 Author Posted October 5, 2025 (edited) Collecting Links NOT for use! Spoiler Detailed Landscapes - Morthal Swamp (BOS) The Great Village of Mixwater Mill - Retexture Winterhold Rebuild The Ruined Great Wall of Winterhold Dungeon Pack Dungeon Pack - Misc Patches Dungeon Pack - Unique rewards HAG - Occult Orphan Rock Subgroup: Riverwood Riverwood Option 1 (Static) Riverwood Option 2 (Static) Ivy Riverwood Overhaul Docks of Riverwood Interesting NPCs (3DNPC) - Winterhold Rebuild Light and Shade Redcap the Riekling Can fight in/under water. Project Cougar - Anise REQUIRED for Redcap Anglerfish Very hostile! Anglerfish Commentary and Interactions Patch ONLY if you installed Redcap. Butterflies Land True Dragon Eggs Sweeping Organizes Stuff - Use Broom to Clean Mess REQUIRED for the second magic broom mod. Immersive Diseases Immersive Magic Brooms Immersive Magic Brooms - Sweeping Organizes Stuff Fixes accidental 'Fuz Roh Dah' or similar situations. True Storms - Thunder Rain and Weather Redone True Storms and NAT III patch Particle Lights for ENB - Blood Decal Fix Subtle Candlesmoke for Smoking Torches and Candles Use and effect strengh depends on your screen and in-game lighting. True light - Small fixes CCC - Goblins - Redcap Patch ONLY if you installed Redcap. CCC - Myrwatch - Butterflies Land True CCC - Tundra Homestead - Butterflies Land True CCC - Tundra Homestead - Stability Lawbringer - Guardsman Lawbringer - Guardsman - Atlas Version Lawbringer - Guardsman - Ryn's Karthspire version Mehrunes Dagon's Shrine Unlocked - Pieces of the Past Alternate Ending Northern Roads Northern Roads - Landscape Fix and Improvement Northern Roads - Patch Collection Northern Roads - Patches Compendium Northern Roads - HAG Occult Orphan Rock Northern Roads - Floating Objects Fix Rerun 'Ivy Riverwood Overhaul' in 'World - Locations (Exterior Skyrim)' ONLY if you selected the second option for Riverwood Move unrelated patches above 'Northern Roads' Rerun 'City Trees' in 'World - Textures (Fixes)' Move unrelated patches above 'Northern Roads' Sort the patches (Failing to do so will cause issues) PBR The Great Cities - Ressources PBR Whiterun Didn't I already add that? PBR CCC Goblins Overhaul PBR Vanaheimr - Landscapes PBR Vanaheimr - Mountains Moved in the group PBR Northern Roads PBR Northern Roads Patch PBR Vanaheimr - Northern Roads Pick what you like Notes: ToDo Update instructions for BDS Update instructions for City Trees Create pics for the NR patches Several pics? Written instructions? Edited October 5, 2025 by Aylis
Was1 Posted October 5, 2025 Posted October 5, 2025 Excited about Northern Roads even if we need 50 patch for it !
Aylis Posted October 5, 2025 Author Posted October 5, 2025 (edited) 7 hours ago, Was1 said: Excited about Northern Roads even if we need 50 patch for it ! Atm I run 64 patches for it (Riverwood Option 2). Spoiler 'Northern Roads' is very sensitive when it comes to patches. One wrong placement can have serious consequences (ranging from visual glitches to broken landscape or even hangs or CTD). It took me a while and countless reruns of PGPatcher to figure it out. I also have to see how I got to handle the different options for Riverwood. Maybe I'll have to create separate pics for each one. Too bad that 'City Trees' is missing a patch for 'Redbag's Falkreath' plus 'Northern Roads', so that mod causes issues in Falkreath. __________________________________________________ The third option for Riverwood isn't. CTD when I got too close to the village and that was when I managed to get into the game. Edited October 5, 2025 by Aylis
YuFeng Posted October 5, 2025 Posted October 5, 2025 3 hours ago, Aylis said: Too bad that 'City Trees' is missing one for 'Redbag's Falkreath' plus 'Northern Roads', so that mod causes issues in Falkreath. The mod author from City Trees seems to be very happy to make patches, so we could simply ask him to make a mod like that. There are already patches for both mods, so I'm sure they can make a combined one as well. 1
petrowitch Posted October 6, 2025 Posted October 6, 2025 While following the guide, I came across this message: The latest version of Fortified Morthal Patch Collection contains navmesh fixes. Using these both together will cause navmesh conflict that will result in CTD. So i guess this Fortified Morthal - Fixed and extended navmeshes from World - Locations [Exterior Cities] is no longer needed. It is now replaced by Fortified Morthal - Patch Collection from Patches. 1
Aylis Posted October 6, 2025 Author Posted October 6, 2025 (edited) 3 hours ago, petrowitch said: While following the guide, I came across this message: The latest version of Fortified Morthal Patch Collection contains navmesh fixes. Using these both together will cause navmesh conflict that will result in CTD. Nice find. Thanks 👍 Will be removed now. Fixed and added to the last update __________________________________________________ Adventurers Spoiler Edited October 6, 2025 by Aylis
valencydenied Posted October 6, 2025 Posted October 6, 2025 Wanted to leave this here in case anyone finds it useful: Running Community Shaders on Linux with wine I got horrible flickering effect on a lot of shadows but there is a patch by some guy on github, you have to manually edit the Utility.hlsx file https://github.com/doodlum/skyrim-community-shaders/issues/1479
YuFeng Posted October 6, 2025 Posted October 6, 2025 @Aylis Looks like I found another thing. I guess sometimes it is a good thing to be bored to tears.... In Gameplay - Animations we have Unique Border Gates Fixes - EVG Animated Traversal. Since the Border Gates are gone, this should go too, right? 1
Aylis Posted October 7, 2025 Author Posted October 7, 2025 (edited) 10 hours ago, YuFeng said: In Gameplay - Animations we have Unique Border Gates Fixes - EVG Animated Traversal. Since the Border Gates are gone, this should go too, right? Yep, I hate it when they don't throw an error about a missing master and stay sort of 'invisible'. WIll be fixed. Done Note: Do we still need the other EVGAT animations? Recheck __________________________________________________ There's a lot of typing ahead. Each heart means a FOMOD which requires instructions... I'm aim to get HDT-SMP, PBR and 'fuzzy' pelts to all armors that exist in the vanilla game. So if you decide not to use a replacer you'll still get the best possible visuals for an armor (and some mods point directly to a vanilla armor and use them). Spoiler The drawback is more mods to download, the advantage is an improved look and the option to scale the required textures to the capabilities of the system (aka use less VRAM). They all have options for 4K, 2K and some can get even lower. __________________________________________________ First testfile (for female armors) is done. If it works out and I have to upload it then the real fun starts. Even with the best compression I have it size is ~370MB. And with a limit of 500MB here it will become interesting to post. But if I'm successful the furry parrts of all armors should look close to this mod. Edited October 7, 2025 by Aylis 1
petrowitch Posted October 7, 2025 Posted October 7, 2025 World - Housing Proudspire Manor Update 4-21-2022: - No more Navmesh error. So this Proudspire Manor - Navmesh Patch is just an old, patched version, and it seems like it's not needed.
Aylis Posted October 7, 2025 Author Posted October 7, 2025 3 hours ago, petrowitch said: So this Proudspire Manor - Navmesh Patch is just an old, patched version, and it seems like it's not needed. Can't find anything about not being needed. Plus it is even listed on the main modpage.
Boceifus Posted October 7, 2025 Posted October 7, 2025 (edited) Is there a patch for Skyshard and Nature of the Wild I missed somewhere? The one by the stable outside Whiterun is in the middle of a Nature of the Wild bush and you cant target it. Love this list, though I dont use every mod its a great way to learn Dyndolod and stuff and I have been modding my games for 15+ years still learend some new tricks. The first time I tried Dyndold a while back I got frustrated and confused, the video was a GREAT help. Edited October 7, 2025 by Boceifus 2
YuFeng Posted October 7, 2025 Posted October 7, 2025 (edited) @Aylis These days I seem to find things. But for a change, this time it isn't something in the list. Instead I found a new and very interesting looking mod: https://www.nexusmods.com/skyrimspecialedition/mods/160603 That would make archery gameplay more fun and interesting. ------------------ Just checked and Arrow Nocks seems to be compatible with that since vanilla uv maps and textures get used there and that's the requirement for the vanilla + dlc asset pack needs. Edited October 7, 2025 by YuFeng 1
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