ZetsuboSeishin Posted June 3, 2023 Posted June 3, 2023 Hi guys, Cell -20, 11. Near Robber's Gorge is supposed to be like this? I am using Northern Roads, Lux Via, Lux. I checked in the SSEEdit that along with Lux Via plugins, Northern Road.esp, Northern Road Lux Via.esp and Northern Road Lux via clutter.esp affects this cell. (Form ID: 0000944c). I checked the load orders mentioned in both patches collection multiple times and sorted it with MO2 loot but still didnt get anything different. Couldn't get the loot app to work normally because of connection error.
traison Posted June 3, 2023 Posted June 3, 2023 That is typically what the terrain looks like under the road prefabs. So to answer your literal question of whether its supposed to be like that: probably yes, but you're missing the road prefabs. Only 2 things I can think of that does this: content streaming issues (usually leads to a crash) or a mod removed the road pieces. 2
ZetsuboSeishin Posted June 3, 2023 Author Posted June 3, 2023 50 minutes ago, traison said: That is typically what the terrain looks like under the road prefabs. So to answer your literal question of whether its supposed to be like that: probably yes, but you're missing the road prefabs. Only 2 things I can think of that does this: content streaming issues (usually leads to a crash) or a mod removed the road pieces. Any idea how I can detect it because the cell in SSEEdit shows the affect mod plugins are just one mod. So, its a buggy Northern Roads mod patch? I want to know if anyone else who is using Lux Via and Northern Roads together have the same issue or not.
traison Posted June 3, 2023 Posted June 3, 2023 Since apparently plugins from only one mod is affecting that area, it does seem like a bug in the mod yes. You could load the plugins from that mod (and set one of them to active) in the CK and have a look at Robber's Gorge there, just to make sure. If the roads are there, you're missing something in xEdit. For instance, the roads may appear in the CK but if they're marked as disabled, they wouldn't be there in-game.
ZetsuboSeishin Posted June 3, 2023 Author Posted June 3, 2023 2 hours ago, traison said: Since apparently plugins from only one mod is affecting that area, it does seem like a bug in the mod yes. You could load the plugins from that mod (and set one of them to active) in the CK and have a look at Robber's Gorge there, just to make sure. If the roads are there, you're missing something in xEdit. For instance, the roads may appear in the CK but if they're marked as disabled, they wouldn't be there in-game. I am not that skilled cause I am still learning things but I openned it up on CK as you said and loaded the proper plugins and the one which I think is the culprit and it looks a bit broken. I saw some roads to be present in the cell but don't know which should be present.
ZetsuboSeishin Posted June 3, 2023 Author Posted June 3, 2023 In the SSEEdit, is this normal? The Z co-ordinate for Skyrim.esm is 12400 while Northern Road overwrites it to 30000.
traison Posted June 3, 2023 Posted June 3, 2023 That would be a problem yes. -z is up I believe, so somewhere close to orbit is your road piece I guess. You can easily undo the change by drag and dropping the Position element from Skyrim.esm to Norther Roads.esp. Do it to one piece and view it in game, if it fixes the issue for one piece of the road you know what to do with the rest of them.
ZetsuboSeishin Posted June 3, 2023 Author Posted June 3, 2023 52 minutes ago, traison said: That would be a problem yes. -z is up I believe, so somewhere close to orbit is your road piece I guess. You can easily undo the change by drag and dropping the Position element from Skyrim.esm to Norther Roads.esp. Do it to one piece and view it in game, if it fixes the issue for one piece of the road you know what to do with the rest of them. Ok thanks I will try it out when I get chance and see.
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