I haven't looked at the mod in the CK, but it seems you've done something a bit odd to Heimskr. At some point, he decided to stay in his house...permanently. It may be related to him being the "Friend" during the quest "Hunting the Monster", but that could have been coincidental and I only noticed it because he was the target.
Using "moveto player" while I was outside put him back on schedule, but if I didn't do that, he stayed in his house.
Lastly, it's clearly your mod that's doing it, as disabling it caused him to leave his house and resume his normal schedule, while enabling it left him stuck in there.
I have this exact bug as well, but haven't done "Hunting the Monster". I think it's because Heimskr's house is destroyed if the Stormcloaks win, from then on he's supposed to sleep in a tent next to the Shrine of Talos. So his programmed schedule probably gets messed up when his house is magically repaired. Would really love to see a fix for this!
I'm in agreement with Heepster and Darkarhon! xD I was on the fence about if I REALLY needed this mod, but if it has the unintended consequence of that loud preachy s.o.b., then I'm more than happy to stick this mod in my mod list. lol
Using the console to enable/disable as suggested below can get messy and cause major issues. Even if they work at first, things can come up later on, and if that happens there's no mod to uninstall to try and fix things. Cells in the game reset after a period of time, when that happens after using console commands in that way a number of issues could arise. Best case scenario, the city reverts to its intended state. Worst case scenario, the game crashes every time you try and enter the city.
Simple mods like this are fairly easy to port to SSE, just do the following:
Manually download the file. Unzip and move to your Skyrim Special Edition Data folder. Open the SSE Creation kit. Under data, check the box for Skyrim.esm, then highlight this file (Civil War Repairs.esp) and click set as active, then click OK. Once everything opens, go to file and click save, then exit the creation kit. Open your mod manager and enable the mod.
I am not sure what this was never ported over ... and I too would 1+ this.
But since it is not I found a solution that has worked well for me.
Copy/Paste the above into a TEXT FILE: IE: windhelm.txt and save in the Skyrim SE ROOT / Base directory. It has to be there!
Then when the war with Windhelm is over and won. Go to another place, IE: Solitude - Dawnstar - Whiterun ... and go into console command: ~ and type the following: bat windhelm <enter> and you will get a short set of the above commands done. Exit Console command - SAVE and Windhelm is repaired.
For the Whiterun repairs, do the exact same thing:
Save this as Whiterun.txt in the SKYRIM ROOT - BASE directory. When the battle of Whiterun is over:
Go to another place, IE: Solitude - Dawnstar - Whiterun ... and go into console command: ~ and type the following: bat whiterun <enter> and you will get a short set of the above commands done. Exit Console command - SAVE and Whiterun is repaired.
I actually found I like this method a lot more, in that it does not require a mod space to be filled.
this repairs everything by talking to either Ulfric or General Tullius at any time after the conclusion of the quest line. www.nexusmods.com/skyrim/mods/78958/? and it's reported to work on SSE.
Should I load this before I start the Civil War, or afterward? I haven't gotten anywhere near attacking Whiterun yet and want to be sure before I download this. Thanks! EDIT: never mind, found my answer by reading through older replies
130 comments
Using "moveto player" while I was outside put him back on schedule, but if I didn't do that, he stayed in his house.
Lastly, it's clearly your mod that's doing it, as disabling it caused him to leave his house and resume his normal schedule, while enabling it left him stuck in there.
Simple mods like this are fairly easy to port to SSE, just do the following:
Manually download the file.
Unzip and move to your Skyrim Special Edition Data folder.
Open the SSE Creation kit. Under data, check the box for Skyrim.esm, then highlight this file (Civil War Repairs.esp) and click set as active, then click OK.
Once everything opens, go to file and click save, then exit the creation kit.
Open your mod manager and enable the mod.
That's it, you're done.
But since it is not I found a solution that has worked well for me.
Copy/Paste the above into a TEXT FILE: IE: windhelm.txt and save in the Skyrim SE ROOT / Base directory. It has to be there!
Then when the war with Windhelm is over and won. Go to another place, IE: Solitude - Dawnstar - Whiterun ... and go into console command: ~ and type the following: bat windhelm <enter> and you will get a short set of the above commands done.
Exit Console command - SAVE and Windhelm is repaired.
For the Whiterun repairs, do the exact same thing:
Save this as Whiterun.txt in the SKYRIM ROOT - BASE directory. When the battle of Whiterun is over:
Go to another place, IE: Solitude - Dawnstar - Whiterun ... and go into console command: ~ and type the following: bat whiterun <enter> and you will get a short set of the above commands done.
Exit Console command - SAVE and Whiterun is repaired.
I actually found I like this method a lot more, in that it does not require a mod space to be filled.
For those who side w/the Stormcloaks:
Hope this helps!
.. Jj ...
www.nexusmods.com/skyrim/mods/78958/?
and it's reported to work on SSE.
can someone please explain to me what this mod actually does? i dont understand from the pictures
thank you my friends
EDIT: never mind, found my answer by reading through older replies