Jump to content

Floating house in SE 1.5.97


Guest

Recommended Posts

Posted

How do I figure out why this House is floating over Bleakwind Basin??  Is there a way to move it with Console Commands?? I would imagine it has something to do with my load order, Vortex...this is AE downgraded to SE v 1.5.97

Skyrim Special Edition 2_15_2023 11_07_33 AM.png

Posted
22 minutes ago, caveman74 said:

How do I figure out why this House is floating over Bleakwind Basin??  Is there a way to move it with Console Commands?? I would imagine it has something to do with my load order, Vortex...this is AE downgraded to SE v 1.5.97

 

I had not even heard about this thing till about a month ago... Never seen it till your screenshot.

 

https://www.gamestar.de/artikel/skyrim-geheimnis-muellplanet,3386032.html

Posted

@belegost said........

 

Bleakwind Basin is a dead centre of the map. Lots of bugs make it so things spawn high above this location, since coords are 0,0,0. If those are NPCs (or you, because you can be teleported there as well), they usually don't survive the fall. This is first time I've seen a house spawn there though.

Edited February 4 by belegost

Posted (edited)
1 hour ago, caveman74 said:

@belegost said........

 

Bleakwind Basin is a dead centre of the map. Lots of bugs make it so things spawn high above this location, since coords are 0,0,0. If those are NPCs (or you, because you can be teleported there as well), they usually don't survive the fall. This is first time I've seen a house spawn there though.

Edited February 4 by belegost

 

Literally a moment ago a SexLab scene teleported my character and her partner over there from inside of Shalidor's Staff. I initiated a scene from inside the staff, first the partner disappeared, then a loading screen occurred, and she was standing inside of those crooked stone pillars that are in the middle of that camp, SexLab undressed her and then she floated straight up, where about 100 meters above the ground the parter was waiting. The scene started, and Lydia who was a follower, but not involved in the scene, got ported by NFF next to my character and promptly fell to her doom. The scene proceeded as normal. Once finished, my character got put back on the ground, same spot, that is inside the pillars. The partner did not and the gravity of the situation caught up with him.

 

One sex scene, two fatalities. Not bad.

Also, I had to use tcl to get out of the tight spot.

 

Finally answering your question: it has nothing to do with Vortex or load order. It's just Skyrim being Skyrim. And yeah, disable/markfordelete seem to be the good options. Or you can tcl float up there and see if the door opens and where do they lead. If they do and the location is important, pretend it's "Up".

Edited by belegost
Posted (edited)
53 minutes ago, belegost said:

Finally answering your question: it has nothing to do with Vortex or load order. It's just Skyrim being Skyrim. And yeah, disable/markfordelete seem to be the good options. Or you can tcl float up there and see if the door opens and where do they lead. If they do and the location is important, pretend it's "Up".

I have been there with tcl, no name or entry on door, just did not know if it would be important later.

I switched to Sex Lab and have a bunch of new stuff to explore!

Edited by caveman74
Posted
5 hours ago, zlota said:

Try something like More Informative Console.  By clicking on object you can get useful information about it. This way I figured out purple textures in Widhelm.

I am out of likes, Thank you for the input, will check it out.    :thumbsup:

Posted

It can be related to load order, because if a mod disables a reference improperly, it will end up teleported to that position. You might want to load up your load order in sseedit to see what's flagging references from the main game (skyrim.esm) as deleted rather than disabled.

Posted (edited)

From my side and how CK is handled is this report about bethesda´s "dashplanet" an absolute nonsence info. Nice to read but another fake info.

You can delete fail-placed part of the mod, which add this into your game by using CK. Or you switch that mod off. Lot of different mods have this placement errors because of a wrong handling of CK. Building planets of lost assets being placed in the sky by bethesda´s landscape-creators..................i can not even laugh about such nonsence.

Before handling loadorders (which mostly are not important for the game, depending on some few rules) and falling into  a skyrim´s science club behavior simply locate the mod and try to delete that asset.

Laterns flying, different other moss and smaller objects may also fly, coming with different mods of NEXUS-mods which are beloved and which simply have never been cleaned up because the creators do not recognize the "lost" parts of inputs. The most bizzare assets are those, which are being created by having a wrong gamebryo-content and which can not become deleted anymore by pointing onto them by mouse-pointer. In that case you have to locate the asset from the asset-content list and delete it by choosing them there and press "delete". Wrongly created new assets can instabilize the overall game and screw down it´s performance for no reason.

Sometimes the creators can not find out, how to solve that issure and so this stuff is lost and staying forever inside of a mod. Not at least has CK sometimes a HANDLING-bug so that different objects can not be choosen anymore by mouse-cursor. In this case it is possible, that opened edit windows are in background and deny an access for objects in foreground. This are mostly called BUGS of CK but that´s all about straight missing HANDLING of users, which are simply not using the CK in a correct way. As the CK is a direct manipulation of the game if a new mod is being stored and activated, it has to become handled with 100% precision and 100% concentration to avoid mistakes. If you install mods, you mostly will pick up with your wanted stuff also and most of the time MISTAKES, created by their authors.

 

Edited by t.ara

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...