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Everything posted by ram911
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SRLE Extended: Legacy of The Dragonborn
ram911 replied to Darth_mathias's topic in Skyrim Revisited (retired)
I have noticed a conflict with windows in Whiterun and have tracked this issue down to ELFX Parallax Meshes 00051925 "Enhanced Lights and FX v3.04\Meshes\architecture\whiterun\wrbuildings\wrtempleofk01.nif" "Enhanced Lights and FX v3.04\Textures\effects\ELFX\windows\wrwindows01.dds" Image Example : https://imgur.com/d8Hqc8m https://imgur.com/Df9mOc5 This issue arises between 7pm to 7am in game (night time game play) and get's worse the darker the night get's. I have researched and found some instances where this has happened in both the ELFX forum and Noble Skyrim on the nexus and the suggestion was to delete the mesh's from ELFX. I ran this build last year and did not have this issue, so I was wondering if anyone has run into this and if thier was another method to fix than to lose out on the lighting effects the meshes from ELFX provide. -
SRLE Extended: Legacy of The Dragonborn
ram911 replied to Darth_mathias's topic in Skyrim Revisited (retired)
I ran into this question for myself and found that the FHH_LEGENDARY_VE_USLEEP.esp shows later in the merge [sRLE Extended LOTD - NPC Retexture Merged] In the NPC RETEXTURE section of the build page. So the answer is to delete it from both and allow the merge to provide that .esp .... -
SRLE Extended: Legacy of The Dragonborn
ram911 replied to Darth_mathias's topic in Skyrim Revisited (retired)
I have quick question hoping some one will confirm for me. I am currently at the "Run Relinker" part of this guide and I don't remember the instructions on how to properly run this program. I understand that the tool will "take the merge maps that are produced when you merge something, grabs all the scripts and LODGen files from your active mod list (BSAs included) and replaces the old plugin name and formIDs with the new plugin name and formIDs." Does this mean that all mods used to make these merges need to be activated so that the tool can see them or can the tool still read the information from the activated new merge? P.S I hope this question makes sense, maybe a shower and breakfast will restore my brain faculties. -
I know this is a bit late in the game, but I just started a new setup last night and ran into the map issue, and found a resolution that may help. Check this post.....https://forum.sureai.net/viewtopic.php?t=12764 Hope this helps anyone with the map issue caused by the addition of the paper map, (Which looks awesome by the way).
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SRLE Extended: Legacy of The Dragonborn
ram911 replied to Darth_mathias's topic in Skyrim Revisited (retired)
I have been testing my load out and every thing feels and looks good so far, but I ran into an issue with lighting inside of Fort Greenwall with an interior campfire. I have checked the other lightning throughout the Fort and find this is the only instance with the lighting issue. I have installed Breezehome Fully Upgradeable and Severin Manor Improvements player homes to my load order along with the ELFX - NoBreezehome.esp for Enhanced Lights and FX that falls outside the guide. Breeze home shows no issue's Severin Manor has a slight flicker within the master bedroom. I believe the campfire flicker may be a load order issue, but I thought I would ask before rerunning Loot or moving plugins manually. Fort Greenwall campfire example: https://youtu.be/nVAEh43bY14 -
Skyrim flora overhaul trees pop in
ram911 replied to tomtomp's question in Guide Support & Bug Reports (retired)
Thanks for the responses I am glad to know there is a fix and I am going to try the fix for v1.9, but I took off with Darkladylexy suggestion that night as I have used that setup in SRLE before and it works really well, "I am not sure I will switch back even if v1.9 does start working because v2.5b is absolutely stunning. -
Skyrim flora overhaul trees pop in
ram911 replied to tomtomp's question in Guide Support & Bug Reports (retired)
I have spent the last two hours trying to find a fix for this issue before I found this post by accident. My reasons are the same location's shown in the images above. If someone with more knowledge on this could give some input as to how to solve this it would be greatly appreciated. If I find out first I will definitely be posting the fix. -
SRLE Extended: Legacy of The Dragonborn
ram911 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Thanks for your response Eudeyrn, I agree with you 100% as that is how I interpreted the post. I started that process and after 3 merge rebuilds I noticed Relinker was now working and realized this was unmitigated "OPERATOR ERROR". In an effort to make my load order on the left side of Mod Organizer look pretty I preface all merges with the keyboard symbol Alt-16 (►►►) rather than simple dash marks. For some reason the second Relinker tried to read these symbols I received the error message above. So I moved all merges back to the mods folder and reloaded a back up copy of my profile then made changes to all of the symbols replacing them with dash marks and re ran Relinker with success. Awesome. -
SRLE Extended: Legacy of The Dragonborn
ram911 replied to Darth_mathias's topic in Skyrim Revisited (retired)
I finally decided to come back to modding Skyrim again after 9 months of playing ESO, and after one week I have made it to the Relinker section of this guide and I am reciving this error message. File "<string>", line 268, in <module> File "c:\miniconda\envs\relinker\lib\encodings\cp437.py", line 19, in encode <class 'UnicodeEncodeError'>: 'charmap' codec can't encode characters in position 16-18: character maps to <undefined> Press Enter to exit... I have read thru the Relinker topics and searched thru this topic for some help and came across this suggestion below.... https://forum.step-project.com/topic/11168-relinker/?p=201045 I followed these instructions and re-ran Relinker (both ver40 and ver44) Relinker finishes with a message of 100% complete no merges found, but when adding back any merged plugin I get the above error once again. does anyone have any suggestions?? -
Tried unchecking Batch copying assets in the merge tab and still not copying meshes/textures. I agree with the permissions issue hypothesis as my last good merge happened on 9-16-2016, but I can not for the life of me figure out why now. Things I have tried to this point - Run Merge plugins with administrator rights - Reinstall Champollion and papyrus patch - Enable and Disable include assets and copy scripts & batch copying in the settings -I have tried both Standalone/Scripted versions of Merge Plugins.All with the same results???? I have allowed the plugins to be merged and then copying all assets from merged mods into the merged folder with no negative results while testing, but proceeding up to higher levels before finding this to be a problem is a troublesome thought. I have the exact same experiance as Gutmaw's description above.. Meshes and textures are never copied Scripts are sometimes being copied. BUT scripts folders, often empty, and are always created in my merged folders. Sound and Interface files seem to copy over partially/sometimes
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Merge Plugin Standalone (Assets not being copied)
ram911 replied to ram911's topic in Skyrim Revisited (retired)
Hey Kelmych I appreciate your response, yes I stand corrected Merge Plugins (I guess I have called it Standalone since the day it was released for us to use). One example I have is ----- Bathing in Skyrim Merged Image https://imgur.com/DWCUkn1 In the above image you will see on the left is my new merge folder and it's content, and on the right is an older merge of the same mods, (The only difference is that Bathing in Skyrim has been updated since). I have a number of older mods merge's that will show the same differences from my new merge attempts. Second example is ----- Farmhouse Chimneys MergeAfter creating a new merge for this set of esp's I went into game and noticed non of the chimney's had any caps, so I took a look inside of the merge and again noticed there were not a meshes folders inside, so I used the older version of the merge and the problem was fixed. As I stated above I was alerted to the problem while testing, and received this error "Skyrim has crashed because an object reference with the form ID: 0X6F6E8, base form ID: 0XDB0048DF and type: 0X22 failed to produce loaded node most likely due to corrupted mesh or other reasons" and tracking it to a missing mesh that was supposed to be inside the merge "Landscapes Environment and Clutter Merge" and is clearly inside of the mod "Spice Of Life - Clutter - Fences v1.07 SRLE Extended" which is an included mod for this merge. The only thing that has changed lately was a forced update to my Windows 10, but I am unsure if that has had an effect. Things I have tried to this point - Run Merge plugins with administrator rights - Reinstall Champollion and papyrus patch - Un tick and Re tick include assets and copy scripts in the settings - Download and install Merge Plugins Script v1.9 All with the same results???? -
Hi Guy's I have a slight issue with Merge Plugins Standalone v2.1.3 and v2.2.3, I was made aware of it by this error The ID for this corrupted mesh lead me to TES5Edit and showsID: 0X6F6E8 = "FenceWoven02 - LANDSCAPES ENVIROMENT AND CLUTTER MERGE" ID: 0XDB0048DF = "Spice Of Life - Clutter - Fences v1.07 SRLE Extended" Dyndolod's log file lead me to this error: So I open the merge folder and notice that there is not a meshes folder inside as it was not copied over by Merge Plugins Standalone. So I decided to download the new version and Re run all merges included inside SRLE Revisited and Extended that apply to my load order and I quickly noticed that the assets "I guess they would be called" are not populating the new merge mods. I am hoping anyone here has some suggestions as to what coulld be causing this to happen, I have been stuck for two day's now.
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Just as an FYI guy's I have been playing Enderal using Mod Organizer since the first day that it came out and I am enjoying it so much. I wanted to point to another video that also gives instructions on how to use Mod Organizer as the manager and the method I used before I saw the video (providing you have the space) only because I have learned so much from all of you in this forum. I am running Skyrim - Enderal and Skyrim - SRLE on the same drive with no problems what so ever. (Rename folders after set up is complete) The Dirty Weasel Media
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I did not even think of that @Neb but, I looked inside my MO profile right after creation and they were already populated there. Mod organizer must do that automagically as they are also inside the My Documents folder. Also I found this while looking thru the SureAi forum...... Compatible Mods https://docs.google.com/spreadsheets/d/1H-z3QUA_IB8Kr1JUXyewSW0xVz0y40ic0tpqhtzAiIw/edit#gid=1882936259
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Downloaded yesterday and it took a full 8 hours, Created a new Folder and named it Skyrim, Renamed original folder Skyrim - player name, Verified thru the steam installer, Manual install Mod Organizer 32bit, Placed Enderal Launcher inside the new Skyrim folder Placed installer inside the new Skyrim folder, Ran the launcher and detected installer, Updated installation, Loaded game thru Mod Organizer via SKSE, PROFIT........ Off to explore the land of Enderal...
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I have spent more than 8 months in search of a solution for this problem, (really since the day I updated MO to 1.3.11) and many of the suggestions did not resolve the issue (and I tried them all). My props go out to you for this post as I can not even conceive how you thought that McAfee had anything to do with this. I gave this a try last Thursday when I found this post and the error message has not come back in three day's. I kinda knew the problem was fixed as soon as I did it, but I did not want to jump the gun until I spent some day's in game without the error. I really get peeved when I can't resolve an issue...... Thanks again as I learned a thing or two about my McAfee install and resolved an issue that was driving me nuts.....
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
ram911 replied to sheson's question in DynDOLOD & xLODGen Support
Thanks for your response. I did a search for that record on the internet and found 2 post's coming from this forum and Reddit referencing the missing form ID 02165DA3 neither of them resulted in an end result. https://forum.step-project.com/index.php?app=core&module=search&do=search&fromMainBar=1 With that I followed your advice to Kelmych and did an error check on all mods and it brought back 260 matches for the phrase Error: Could not be resolved (Good Grief.....) Both of the posts found referenced the mod "FarmhouseChimneysFalskaar+Wyrmstooth.esp" which for me was combined into a merge patch following the SR:LE Extended wiki page. I could not locate the mod that referenced that form ID (I guess because it does not exist???) so I tried to run the Dyndolod exe with the merge plugin deactivated, and it finished at 13 min into the run (blew my mind as 1.49 took almost 1 hour to complete back in May) with no errors. Re entered the game inside a tavern and went outside and the Dyndolod succesfully intialized.I noticed for the first time in 21 levels my FPS dropped to 29fps in Markarth but did not show any ill effects to game play. (I have played from level 13 to 21 without Dyndolod activated as that is when I tried ver 2.07 and recieved the same type of errors) I ran to just south of Dragons Bridge to see if I could see the windmill near the Blue Palace in Solitude and the game world looked good. https://i.imgur.com/A3ox9Fj.png -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
ram911 replied to sheson's question in DynDOLOD & xLODGen Support
Hello Sheson i have used Dyndolod in the past and have never had any issue's with it, but decided to update to 2.09 and at the 13 min mark I get an error could not be resolved message???? The TES5Edit_log.txt says Exception in unit userscript line 341: [02165DA3] < Error: Could not be resolved > I have provided a link to my Log file below, If there is any info I can provide please let me know. https://drive.google.com/open?id=1jAOPF_Oqqh5BBdoOjkKi390qBGCc_SB3wkT0y3QQE-A -
Skyrim Suddenly Crashes When Saving Game Everytime
ram911 replied to Sarcasm's question in General Skyrim LE Support
I had a similar issue as sarcasm that does not seem to rear it's ugly head until you have progressed within the game, in my case it was level 13. Throughout the play thru there was no indication the game was going to take a dump - (Memory, Default Heap, FPS, String count) all seemed solid as a rock, and the game was very enjoyable. Until making a save through the menu and CTD. All saves that day allowed a load but not a save. After some serious searching (2 weeks) for a solution I ran into this post "https://www.loverslab.com/topic/46913-how-to-debug-ctd/page-1". It did not solve my issue but I think it was worth the read thru as a few of the posters were involved in this conversation "https://www.loverslab.com/topic/56588-corrupted-saves/" involving the issue of the corrupted saves as we are describing here. Although my string count seemed fine there was a problem that I could not pin point but it seemed that many of the mods with the highest number of string counts were in my load order and although we know how to look at a save and determine the string count to that point, we still do not know the string count while running the game and whether or not it fluctuates. My final last ditch effort led from the post above to this post regarding a tool to analyse the mods and make a patch to reduce the string count of those mods. https://www.loverslab.com/topic/61279-restringer/ I used it for a mod called Anna's NPC's which had a very high string count and as I indicated in my post on step I felt was causing me issue's but did not know why. Restarted the game from the earlier save in the Four Shields Tavern and have been playing for 2 weeks straight with out one CTD during a save. I am now at level 20 and loving every minute of a game I have played many times already. I do not know if it will help your case, but it may be worth the effort to test it out. Since that time I have done several mods within my load order and I believe I am the most stable I have ever been with my load order and hardware. (I miss the day's of Step Extended). -
Common CTDs, Freezes, ILS and memory issues
ram911 replied to hishutup's question in General Skyrim LE Support
I have been away from Skyrim since November 2015, and I have been watching these guy's on twitch play for hours on end (ning999, suicidalbaby, bayliun) and I got a little jealous and decided to reload SR:LE and enjoy the game for myself. My Load Order is SR:LE base 3-28-2016 with some of the mods from SR:LE ext and my own personal preference mods. (See signature for load out) I have five follower mods with Anna NPCs included which I tested for over a month to level 13. During the testing I ran the complete map doing very little in the way of quest's just checking locations and stressing the game with 6 NPc followers, and 1 dog. I did not experience any CTD's, but did have some issue's due to load order or installation errors which I felt I resolved. Continued Backstory I have referenced the New Follower Lyra and Aries both from AnnaNPC.esp because these two were not tested before together and upon picking up Aries (Husky) the CTD started. The crashdump references ""ExceptionAddress: 0068701d (TESV+0x0028701d)" and looking that id up in TES5Edit shows the record : "Form ID=0068701d EditorID=PLaced Object Name=PeltFloor02[sTAT:0005C016]" CTD crashdump :::::::::::::::::::::::::::::::::::::::::::Crash Analysis::::::::::::::::::::::::::::::::::::::::::: :::::::::::::::::::::::::::::::::::::::::::TES5Edit Records::::::::::::::::::::::::::::::::::::::::::: I hope this was the correct thread to post this information and someone can give me some options to pursue to fix this problem. Dyndolod = Medium Start String count = 45472 String Count CTD = 45860 Memory Blocks = 263 200 If there is any further info I can provide let me know..... -
Update : Thanks guys reinstalling the Stunning Statues of Skyrim and ensuring that all files were renamed in order to provide the meshes for No snow Under the Roof Mod Worked and allowed me to run past the location without re-running Dyndolod, now back to my regularly and continued testing. Another question regarding Dyndolod, when I have to rerun I normally clear both the Output, textGen and cache folders and rename the .bak esp before doing so. My question is what else needs to be cleared or deleted so I do not get the message regarding a previous run and to overwrite when running the Worlds script? I have 2 files that I do not delete in the TES5Edit Folder named DynDOLOD_next-object.fid - DynDOLOD_TES5_next-object.fid. The Dyndolod thread does indicate on the front page that the file DynDOLOD_next-object.fid does not get deleted but makes no mention of the latter. Do you guys have any info pertaining to a clean re-run of Dyndolod????
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Researching thru the forums I have only found this instance with the same situation "Skyrim has crashed because an object reference with form in 0x4E4D6 base form from ID 0xB700BD95 and type 0x18 failed to produce loaded node most likely due to corrupted mesh or other reasons." I have re- run Dyndolod multiple times and the game repeatedly freeze's and give's this error in the same spot (The road to solitude running from the Four Shields Tavern) Prior to this I ran from Whiterun with four followers testing the game without using the roads trying to stress the game as much as possible and the trip went well untill this location where the game freezes and gives me the error message above. I have looked in TES5Edit for the reference Id's and they indicate MeridiaStatue. If I deactivate Dyndolod I can run past that location without a problem, but I do not really want to play without it so any advice on what to do would be appreciated. I am running SR:LE base with many of the mods in Extended, but not all of them.
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I got a quick question hoping anyone running SR:LE along with Breezehome FullyUpgradeable can help with. I have been playing off and on for the last two months with a setup from Aug-19th along with some personal added mods included, and everything runs really well so far except for my old reliable companion Storm (The husky added from BFU). This once formidable follower no longer fights no matter the enemy including skeevers. He will run off and take cover some where untill the threat has gone. This character is an existing play through that originated from STEP 2.2.9 that I was able to update after getting SR:LE to run without flaw with a new character for at least up to level 20. I also have Bran (Dawngaurd Hireable Husky) living at Windstad Manor and he will engage in all fights as expected. I can not figure out why Storm will not ... This is my Load order right now[spoiler=Load Order]# This file was automatically generated by Mod Organizer.Skyrim.esmUpdate.esmUnofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espHearthFires.esmUnofficial Hearthfire Patch.espDragonborn.esmUnofficial Dragonborn Patch.espSkyrim Project Optimization - No Homes - Full Version.esmFalskaar.esmWyrmstooth.espClimatesOfTamriel.esmRSkyrimChildren.esmEFFCore.esmHighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.espCutting Room Floor.espMHIYH.espJaXonz6.espFISS.espAuto Unequip Ammo.espParalyze.espSkyUI.espExtended UI.espAMatterOfTime.espiHUD.espAHZmoreHUD.espRaceMenu.espRaceMenuPlugin.espRaceMenuOverlays.esptowConversation.espAtlas Compass Tweaks.espWetandCold.espWetandCold - Ashes.espCoT-WeatherPatch.espBetter Dynamic Snow.espMoss Rocks.espELFX - Exteriors.espEnhancedLightsandFX.espELFX - Dragonborn.espRealisticRoomRental.espELFX - Dawnguard.espEpisodeParallax.espGQJ_DG_vampireamuletfix.espRUSTIC SOULGEMS - Unsorted.espAshRocks.espmintylightningmod.espMintyLightningMod_COT_Patch.espMoonGlow.espMoss Rocks_DB.espWondersofWeather.espBFSEffects.espDeadlySpellImpacts.espdD - Enhanced Blood Main.espFootprints.espConvenient Horses.espRSChildren - CRF Patch.espBetterQuestObjectives.espTheChoiceIsYours_Dragonborn.espThieves Guild Requirements.espORM-Arvak.espORM Convenient Alsvid.esp83Willows_101BUGS_V4_HighRes.espDeadlyDragons.espBeards.espBrows.espThe Eyes Of Beauty - Elves Edition.espTheEyesOfBeauty.espNB-Scars.espMatureSkinComplexions.espDSAMG - Greybeard Fix.espDSAMG - Miraak Music Fixes.espdD-No Spinning Death Animation Merged.espdD - Realistic Ragdoll Force - Realistic.espXPMSE.espFCO - Follower Commentary Overhaul.espHothtrooper44_ArmorCompilation.espGuard Dialogue Overhaul.espGuardAnimationsGDO.espDual Sheath Redux.espDifferently Ebony.espWarmongerArmory_Vanilla.espWarmongerArmory_DLC.espWeapons & Armor Fixes_Remade.espClothing & Clutter Fixes.espSkyrim Immersive Creatures.espOBIS.espWeapons & Armor_TrueWeaponsLvlLists.espaMidianBorn_ContentAddon.espComplete Crafting Overhaul_Remade.espBook Covers Skyrim.espRRR_ELFX-Patch.espComplete Crafting_TrueWeaponsLvlLists.espRealShelter.espSkyrimCoinReplacerRedux.espSkyrim Immersive Creatures - DLC2.espSeverinManorImprovements.espSeverinManorRugs.espHolidays.espTxG_WindstadMasterBedroomMakeover.espRelightingSkyrim-FULL.espHigh Level Enemies - SIC.espBFT Ships and Carriages.espRBB - SR Merge.espWAF_CCF_SIC Patch.espWarmongerArmory_LeveledList.espCloaks.espTheChoiceIsYours.espPoint The Way.espSMIM-Merged-All.espLakeview_Extended_Basement.espshezrieshfkitchen.espVermelho_lakeviewmanor.espticklefeather'swinsteadexterior.espAtlas Legendary.espBring Out Your Dead.espImmersive Patrols II.espBook Covers Skyrim - Lost Library.espSkyrim Flora Overhaul.espSFO - Dragonborn.espdD-DG-DB-Immersive Creatures EBT Patch.espChesko_Frostfall.espProvincial Courier Service.espEliRedguardHouse.espPilgrimsDelight.espThe Paarthurnax Dilemma.espHoldBorderBanners.espTimingIsEverything.espBooksOfSkyrim.espRSChildren_CompleteUSKP.espHigh Level Enemies - SIC Falskaar.espOBISDB.espimp_helm_legend.espNightingaleArrows.espChesko_WearableLantern.espCCO_Frostfall_Patch.esp1nivWICCloaksCRAFT.espCCO_SIC_Patch.espBathing in Skyrim - Merged.espDual Wield Parrying_SKSE.espNPC Knockout Overhaul.espTraps Are Dangerous.espVioLens.espWM Trap Fixes.espTradeBarter.espBetter Vampires.espCloaks - Dawnguard.espEFFDialogue.espUIExtensions.espSulfurRocks.espAppropriately Attired Jarls Redux.espUnreadBooksGlow.espSit Anywhere.espViewableFactionRanksBothDLC.espiActivate.espmore plants all extra.espDaedric Dawnbreaker.espDragonborn - Dorethi.esp00MarzRedguardHome.espPreventsAccidentPickUp.espiNeed.espiNeed - Dangerous Diseases.espBrevi_MoonlightTales.espGildergreen Regrown.espTheChoiceIsYours_Dawnguard.espBreezehome_Fully_Upgradable.espELFX - NoBreezehome.espChesko_Step418_SN.espram911_FollowerMireya.espChesko_LoreBasedLoadingScreens.espSkyrim-Mapweatherfix.espUniqueHuskies.espnomorestupiddog.espAlternate Start - Live Another Life.espImmersive Citizens - AI Overhaul Merged.espRealisticWaterTwo.espAOS.espVividian ENB.espVividian ENB - Extended Weathers.espRealisticHuskySounds.espBetterQuestObjectives-Patches.espFarmhouse Chimneys Merge.espELE_Legendary_Fs_Wt_Lite.espSR Conflict Resolution.espBreezy.espDynDOLOD.espRSPatch.espVivid Snow.espBashed Patch, 0.espASIS-Dependency.espASIS.espDual Sheath Redux Patch.esp The mods that may be causing this in my thinking could be Immersive CitizensUnique Huskies (Changes colors of huskies and removes armor on dawn guard dogs) TES5Edit does not show me any conflicts that I can see, and load order does not seem to have an effect on his sudden survival mode........ Here is a video of him in NON Action.Storm The Unreliable
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DROPPED Skyrim - Enhanced Camera (by LogicDragon)
ram911 replied to dstansberry's topic in Skyrim LE Mods
I was looking for a solution to a conflict I've found with Skyrim Enhanced Camera and Breezehome Fully Upgrade able's grindstone, alchemy lab and the auto load/sort chests that come with the house mod. SEC mod is an SKSE plugin so it is easy to turn on and off and with the mod enabled and player character in first person activating the grindstone and waiting for the auto loading supplies chest my character will mount the tool without a visual weapon, crafting menu, or animations holding me there in a loop. After searching google I've found a way to release me from the loop using "S1ST" in console allowing me to tab out of the interaction with the grindstone. (Alchemy lab is the same as it has a satchel with the auto load/sort script). I can turn the features off in the SEC - .ini (bFirstPersonCrafting=0) and it will remove force first person for all crafting stations except these two in Breezehome all other stations in Whiterun seem to work fine and in 3rd person all stations will work without this glitch. I left a video link showing the problem if anyone has some suggestions I would love to hear them. I can live without one of these mods, but if I can resolve it I would like to keep both. 1st Person Crafting Glitch