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  • Writer's pictureNesbit098

Incompatible Mods. TPOSC Old Version

Updated: May 21, 2019

A Growing Resource:


In my testing I encountered CTD's and of course all content and changes made are null & void.


Direct conflicts patching required.


Direct conflicts patching required.


Direct conflicts patching required.


Solitude Docks patching required.


One small area of conflict reported, patching required.


Some people play without issue, some have an issue?

At the end of the day test if you want the two mod to work together and see for yourselves. It could be a multiple factor of conflict in the load order rather than just these two mods.


Verdant affects the landscape regardless of load order placement. So my elements are sunken into the earth like in Rorikstead. Patch would be required.


If you use the above grass mod I suggest, Veydosebrom, then please note:

Place these settings in your ini skyrim docs file under grass; so when you install Veydosebrom select NONE under the ini setting for DENSITY when running through the installer and then just paste the below settings of mine into the skyrim docs ini file.


Why Nesbit?

Because you will have excessive grass in some areas, ( Solitude Gate ) using these settings seems to fix that.


Last make sure the grass mod is above TPOS in your load order.


\Documents\My Games\Skyrim Special Edition\ skyrim.ini file

[Grass] bAllowCreateGrass=1 bAllowLoadGrass=0 bDrawShaderGrass=1 fGrassFadeRange=7500 fGrassWindMagnitudeMax=125 fGrassWindMagnitudeMin=5 iGrassCellRadius=2 iMaxGrassTypesPerTexure=3 iMinGrassSize=52 (you can adjust this value ) 10 -110 - 110 the lowest amount.

These are my settings with this grass mod no issues.

CREDITS: Bethini Mod:


Or any multiple bridge mod will cause issues especially if the are navmeshed.


Navmesh conflicts and a bridge is in situ.


Any and all town mods will conflict.


This is NOT a absolute conflict. I add this mod as a consideration if you have random CTD's when all other options have been explored. Otherwise use as is. The only reason I add this mod to the list is as a precaution. Some, a small few reported conflicts. Could have been a poorly run load orders of course on their part.


light incompatibility with aurora village


Patching Required




Please Note:

Depending on the mods installed CTDs or other errors can be removed via good load order practice. If you disable my mod and an error stops it doesn't mean my mod is directly responsible... Why?

Mods can and do clash and a simple load order adjustment fixes the issue. However this is a learning curve which requires patience and experience. If you have doubts play with just my mod and build your load order slowly.


If placing a mod like new homes, grass mods, new settlements, and the like before TPOS does not resolve the issue, then you can be sure it is not compatible in most cases, and a patch is required. Verdant Grass is such an example.



Water Mods:

If you run Realistic Water Two DO NOT run the patch for TPOS you will end up with water floating above the landscape.

Running Vivid Weathers and Realistic Waters ends in the same result...Vivid Weathers has a built in water mod so choose between those mods.



DynDOLOD

I am generating DynDOLOD with TPOS activated, and am getting the following error? TPOS_JOKE_06


That is a resource, a book with glasses on it.

DynDOLOD error...

So load TPOS in ssedit or tes5edit and under static delete TPOS_JOKE_06 then re/run DynDOLOD

OR

Just use my lod's which are under download and do not activate my file in DynDOLOD



General Rules:

As a general rule and town or city mod which edits the spaces of towns villages and cities will not be compatible. The people of Skyrim edits every town city and village as well as the outskirts of the area to.

Mods like immersive Patrols, AI mods can be placed after TPOS in the load order do not let any mod overwrite my files when you install.


Place grass mods above TPOS and adjust density as required. If you have issues try this. Just uninstall the grass mod; then unpack it manually and install only the textures and meshes if applicable to the corresponding files in data. This way you get the grass without the other conflicting changes with my mod.


NPC mod which change appearance, or add new NPC's to the game can be placed after my mod in the load order.

Again do not let any file overwrite my files.


If you use my patches follow the load order advice for those and do not deviate from the order given.


If you use mods like sands of time or the like go into an interior cell save, and wait for 48 hrs.


A good tip whenever you load a new mod, any, but especially mods with scripts is to go to an interior cell, save, leave the game and backup game files under documents, load the new mod, run loot, start the game wait for 48 hours then off you go, testing very well before moving on.

If you get issues you can reverse the process and no harm done.


Never uninstall a mod with scripts mid game.



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