BeingShotAt Posted August 4 Share Posted August 4 How can I use it to check what mods are modifying a world space? The entrance to Avanchnzel is blocked off and non-existent for me right now, which means I have a mod conflict somewhere, how can I figure out what mods are modifying this? Link to comment Share on other sites More sharing options...
7531Leonidas Posted August 4 Share Posted August 4 Take a look at More Informative Console ( https://www.nexusmods.com/skyrimspecialedition/mods/19250 ). You just walk up to the area/object you want to know more about, open the console, and click on it. The least intuitive thing about the mod for me is the use of the 'Shift' key to expand the information displayed. That took some getting used to. 3 Link to comment Share on other sites More sharing options...
BeingShotAt Posted August 7 Author Share Posted August 7 This really doesn't seem to help that much Link to comment Share on other sites More sharing options...
FelipeMA88 Posted August 7 Share Posted August 7 On 8/4/2024 at 5:03 AM, BeingShotAt said: How can I use it to check what mods are modifying a world space? The entrance to Avanchnzel is blocked off and non-existent for me right now, which means I have a mod conflict somewhere, how can I figure out what mods are modifying this? If you want to see what mods edits world space try this: 1 Link to comment Share on other sites More sharing options...
radiusrsatti Posted August 8 Share Posted August 8 2 hours ago, BeingShotAt said: This really doesn't seem to help that much far as instructions, it was only a half-step... more informative console was intended to give you as much info as possible on the object in-game... using the information displayed, the BaseID and the RefID (this one mainly, as it is the instance of the object in question), you can load up xEdit with your entire load order and find that object, under the worldspace it's located, and other edits of the same mod in that region... if that specific object is conflicted, there would be multiple mods editing that record... on the other hand, if it's just a placement by mod editing the location, there would be no overwrites, and setting the record flag to "initially disabled" would effectively remove it from game without removing the record should you wish to have it restored at a later time (I think this only applies to the first load, initially, so even after setting that you may have to use the following step) short of that, to provide a quick fix that doesn't require investigation, you can load up console in-game and use the disable command to remove it... since you didn't specify what it was, I can't say with certainty that it is a single object affecting your progress 2 Link to comment Share on other sites More sharing options...
SirCadsimar Posted August 13 Share Posted August 13 (edited) Did you start the quest Unfathomable Depths..? If not, the door might be glitched, that's why you're blocked off from the entrance. But if some mod author really blocked off the entrance to a vanilla quest location... Edited August 13 by SirCadsimar Link to comment Share on other sites More sharing options...
drsemmel Posted August 13 Share Posted August 13 11 hours ago, SirCadsimar said: But if some mod author really blocked off the entrance to a vanilla quest location... Ya, that strikes me as odd. Every single person, that uses the mod in question would have to have that same problem. I had similar issues once with Inigo and also 3DNPC, but the entrances were not vanilla (cc content). I found out by checking with console (cell) and xedit, then reading up on bug reports etc. (to confirm). 2 Link to comment Share on other sites More sharing options...
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