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Missing Meshes in CK makes me unable to patch a mod


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Hi, I use both Elionora's Halla Player home and the Provincial Courier service mod but as it turns out they overlap each other quite severely/perfectly. According to Elionora's permission notes you are able to release bug fixes. So I intended to do that. But the house and some other random things turn up as missing meshes in the CK. Works in game. So I thought I'd unpack it as loose files but that didn't help at all. I'd rather not move anything unless I can see what it is.

 

Any ideas?

 

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Only the house and lantern are added by the Courier mod.

Edited by Niborino9409
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Strange..., unpacking them should do the trick.

 

There is a patch for Provincial Courier Service and Halla that partially solves the problem.

 

https://www.nexusmods.com/skyrim/mods/58689/?tab=2&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D58689&pUp=1

 

Just remember that Halla has a navmesh issue that will stop all the patrolling guards and your followers from crossing the bridge next to the house. This has been brought to everyone's attention multiple times in Halla's comment section but the last time I checked, it was never fixed. You might want to check it again and see if Elianora has decided to fix the problem.

Edited by yian
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Thank you! Really? I didn't know about that. Does it overlap the navmesh or interrupt it? That sounds like a real issue.

 

It's just great that you can't contact her in any way. Could probably easily port that but I need to contact her to get permission for that :pinch:

Edited by Niborino9409
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I used to have Halla + PCS + patch in my oldrim load order and this is where it gets tricky:

 

- load Halla before PCS + patch results items and flowers sinking into the ground. This is because PCS patch only moves the build to the left, but did not correct the terrain.

- load PCS before Halla means Halla will have the correction elevation but also will completely break the navmesh on the bridge.

 

I finally solved the problem by combining all three esps into one and then edit them in the CK. But merging esp doesn't work as well in SSE, from what I have read, so I simply abandoned both mods and ported another oldrim mod called Clear Stead Farm to occupy the same empty space. So if you just want to make that area a bit more lively, you can consider porting Honningdew Village and Clear Stead Farm for your own personal use.

 

(However, Clear Stead Farm has some cheese wheels that will respawn as soon as you load the game, meaning that you can quick save, pick up the cheese wheel into your inventory, then quick load and BOOM new cheese wheel on the floor. LOL Can;t get a break here.)

Edited by yian
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Didn't know it was this problematic. Think I'll just keep PCS since it adds the courier into the world.I have Routa already so I already have a house mod from Elionora anyway. But the setting was nice and close to Whiterun but I can just use Breezehome or find another house mod I guess.
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Hahaha, I had unpacked it into the special edition .exe folder ^^'

 

Putting it in the data folder might do something.

 

Edit: I'm not even going to bother with this anymore. I'd rather skip Halla, the Provincial Courier service is the most fun of the 2.

Edited by Niborino9409
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