RumiVixeni Posted January 2 Share Posted January 2 (edited) This is Helgen Keep (Screenshots). I can walk through that invisible rocks and fall down to nowhere... But I end up teleporting to another upper floor of Helgen Keep. How to fix this glitch? I have tried everything. Even started a new game, cleaned my .inis, deleted some mods... And no fix at all. Is there any mod or anything that can help me solve this? I even tried with some retexture mods for caves... But nothing helped. I'm out of ideas so I decided to seek for help here. It also happened in Bleak Falls Barrow, so I assume it will always glitch in caves or dungeons... Because I didn't see this glitch anywhere else in Skyrim. If anyone got any idea of what mod can be causing it or any solution for this, it's really apprecited. Edited January 3 by RumiVixeni Link to comment Share on other sites More sharing options...
scorrp10 Posted January 3 Share Posted January 3 You should use SSEEdit to check this. And very first thing to check is, in Skyrim.esm, in Non-Player-Character (Actor) section, look at 00000007 (Player), if some plugin overrides default Bounding Box. Cause, you know, it might be not a glitch in world geometry, but rather player size that is bugged. If your bounding box seems fine, you can install "More informative Console", and in game, open console and clicks the rocks through which you can phase. See which mod (if any) is the last to modify Base ID an Ref ID. 1 Link to comment Share on other sites More sharing options...
RumiVixeni Posted January 4 Author Share Posted January 4 20 hours ago, scorrp10 said: You should use SSEEdit to check this. And very first thing to check is, in Skyrim.esm, in Non-Player-Character (Actor) section, look at 00000007 (Player), if some plugin overrides default Bounding Box. Cause, you know, it might be not a glitch in world geometry, but rather player size that is bugged. If your bounding box seems fine, you can install "More informative Console", and in game, open console and clicks the rocks through which you can phase. See which mod (if any) is the last to modify Base ID an Ref ID. Thank you so much for your reply. I followed your instructions, but I used Mfg Console instead of "More informative Console" since it's for SE only. (I'm using LE). I can't see any mod that is changing the "un-solid rocks", and when I press "Extra window info" nothing shows up. I also tried to select more rocks with the "mouse wheel option" but they appear the same as the others. (Screenshots for example). One of the screenshots says a rock was modded by USLEEP, but that was a "solid rock"... (Screenshot) I'm not sure what else should I do... (First time using this mod) Link to comment Share on other sites More sharing options...
RumiVixeni Posted January 5 Author Share Posted January 5 (edited) If anyone is curious... I found the culprit! It was the mod "Throat of the World House". I have no idea why though... But I'm 100% sure about it. I unistalled the mod multiple times and installed it again and the glitch was back every time the mod was active... I'm kinda sad this mod is giving me such problems, it's the only house at the Throat of the World for LE that is kinda decent... Anyways my problem is solved, I just deleted the mod for good. Edited January 5 by RumiVixeni Link to comment Share on other sites More sharing options...
scorrp10 Posted January 5 Share Posted January 5 If you wish to keep that mod: you need to run TES5Edit, make sure that ALL your plugins are loaded into it, and examine ALL records that this mod is overriding over vanilla Skyrim.esm. if it adds a house at TotW, it should have no business modifying other things in the game. I can check that mod later this week to see what is the matter with it. 1 Link to comment Share on other sites More sharing options...
RumiVixeni Posted January 6 Author Share Posted January 6 15 hours ago, scorrp10 said: If you wish to keep that mod: you need to run TES5Edit, make sure that ALL your plugins are loaded into it, and examine ALL records that this mod is overriding over vanilla Skyrim.esm. if it adds a house at TotW, it should have no business modifying other things in the game. I can check that mod later this week to see what is the matter with it. If you can do it that would be great Mod author doesn't seem he's going to fix it... And I don't really know how to "delete" the files that are overwritting the vanilla files in game, I just know just one thing in TES5Edit, and it's cleaning... I don't know how to use any other function honestly. Btw, Mod author also did an SE version, and someone was saying he was having the same problem as me. So it's definitely the mod's problem. Link to comment Share on other sites More sharing options...
scorrp10 Posted January 10 Share Posted January 10 Ok, I am looking at the mod, and I can see that it DELETES the static navmesh bounding box for form 22505 (CaveGBoulderL02), which it really has no business doing whatsoever. As a result, this change propagates all over the world... which is in a LOT of places. I took the change out and cleaned things up for affected cells. Additionally, I can see that it changes the base nature of medium stone and wood acoustic spaces, which would have the effect on a LOT of interiors. I made mod-specific copies of those acoustic spaces, and assigned them to TotW house interiors, and removed the vanilla overrides. Here is the cleaned-up mod, just install instead of the original one. TotWHouse.7z However, a word about in-progress savegames: once you visit a particular location in-game, a lot of its data is 'baked' into the save file, which means that fixing things in a mod plugin will likely NOT take effect for an in-progress game. A new game needs to be started for the fixes to take effect. 1 Link to comment Share on other sites More sharing options...
RumiVixeni Posted January 12 Author Share Posted January 12 On 1/10/2025 at 1:53 PM, scorrp10 said: Ok, I am looking at the mod, and I can see that it DELETES the static navmesh bounding box for form 22505 (CaveGBoulderL02), which it really has no business doing whatsoever. As a result, this change propagates all over the world... which is in a LOT of places. I took the change out and cleaned things up for affected cells. Additionally, I can see that it changes the base nature of medium stone and wood acoustic spaces, which would have the effect on a LOT of interiors. I made mod-specific copies of those acoustic spaces, and assigned them to TotW house interiors, and removed the vanilla overrides. Here is the cleaned-up mod, just install instead of the original one. TotWHouse.7z 92.63 kB · 0 downloads However, a word about in-progress savegames: once you visit a particular location in-game, a lot of its data is 'baked' into the save file, which means that fixing things in a mod plugin will likely NOT take effect for an in-progress game. A new game needs to be started for the fixes to take effect. Thank you so much for taking the time to do this!! I'm going to try it and I'll let you know how it goes in my save file, or I'll just start a new game Link to comment Share on other sites More sharing options...
RumiVixeni Posted January 12 Author Share Posted January 12 On 1/10/2025 at 1:53 PM, scorrp10 said: Ok, I am looking at the mod, and I can see that it DELETES the static navmesh bounding box for form 22505 (CaveGBoulderL02), which it really has no business doing whatsoever. As a result, this change propagates all over the world... which is in a LOT of places. I took the change out and cleaned things up for affected cells. Additionally, I can see that it changes the base nature of medium stone and wood acoustic spaces, which would have the effect on a LOT of interiors. I made mod-specific copies of those acoustic spaces, and assigned them to TotW house interiors, and removed the vanilla overrides. Here is the cleaned-up mod, just install instead of the original one. TotWHouse.7z 92.63 kB · 1 download However, a word about in-progress savegames: once you visit a particular location in-game, a lot of its data is 'baked' into the save file, which means that fixing things in a mod plugin will likely NOT take effect for an in-progress game. A new game needs to be started for the fixes to take effect. Alright I tested it in my existing save file and it worked! I went to the TotW house, Helgen Keep, and other caves and everything is in order. Thanks again!! Link to comment Share on other sites More sharing options...
scorrp10 Posted January 12 Share Posted January 12 Ok, glad it fixed the in-progress game too. 1 Link to comment Share on other sites More sharing options...
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