- Cutting room floor interesting npcs mod#
- Cutting room floor interesting npcs manual#
- Cutting room floor interesting npcs Patch#
- Cutting room floor interesting npcs mods#
That's revealed fixes to a dozen or so places where the navmesh doesn't work properly, even though it looks perfectly valid. Directly tests the game engine pathfinding. Where would be the best place to discuss? (That's what the horse does going East, but just hangs trying over and over going West.) Usually, the follower will run all the way around through the middle of town. My follower often gets stuck near the corner of the building, but sometimes near the rocks on the other side of the road instead. The cell border triangles match there on the road (although not in other places).Īn easy test is to run backwards past the house in 3rd person, and see what your follower does.
I've looked really hard at it over several days, and nothing is obviously wrong. Years ago, I'd given you a fixed navmesh but you've changed so many things since that it doesn't apply anymore (for one thing, there are more buildings with doors).
There should be a horse seat marker, and a horse sitting package, so that he doesn't wander.īut the biggest problem is that once again the carriage won't pass Trilf's House (either direction). The horse near the wagon is often (but not always) in the road. I'd had to stop using Point The Way years ago because of so many posts too close to the road. That's what vanilla does in most places (Whiterun, Windhelm, etc). (I'll try to have my next version out soon to avoid complaints.)īetter would be to move the signpost "above" the top of the T intersection, outside of the preferred roadway. But the wagon still hits the post, although it doesn't hang anymore. I've moved it back now to provide visual stimulus for why I've added path markers sweeping around it. Kuhlmann (Real Carriages) had moved the rock pile farther away from the road. The signpost (in the lavendar) near the road junction rock pile is inside the preferred road mesh, and the wagon kept hanging on it.
Cutting room floor interesting npcs Patch#
Cutting room floor interesting npcs mods#
Remember to clean your masters and mods as appropriate.įinally, I do use SKSE and ENB (with a custom, minimalistic, preset).
Cutting room floor interesting npcs manual#
I’ll note manual steps required if they are specific to this modlist. Sorting ESPs is done entirely through LOOT.
Cutting room floor interesting npcs mod#
The mods should appear in the order listed here on the left-hand side of Mod Organizer 2. Everything is manually installed, and I organize my installation with Separators (sub-headlines in this section). Once it’s done, I hope to turn this into a Wabbajack modlist. And while I am happy to answer questions and help out (best way to get in touch is to ask on my Discord server), there is currently no support for this list. Please note that this is a work under construction. In an ideal world I’d like to fit all of Beyond Skyrim in, but since we don’t know how big those will be, that’s hard to ensure for now. For example, textures do not always have to be 4k. Mods should provide the most bang for the buck. This is a modlist for everybody, not specifically warriors, or thieves, or mages, or whatever. And a texture that’s upscaled with an added grunge/noise filter added to hide pixelation is not usually an improvement.