Followers both vanilla and mods stopped at random locations "looking" for player when he/she is just a mere few steps away. 100% repeatable around the area of Whiterun, Halter Stream Camp, and Bleakwind Basin, as well as the path from crossroads near Fort Amol to Mixwater Mill. Evident when surpassing 200 ESPs installed. This SIMPLY fixed the issue (not 100% - between bridge near Fort Amol and Mixwater Mill - but I'll still take it). Thank you. Would have rated this mod 11/10 if permitted.
This mod is criminally underrated, why this is not as famous than dyndolod and community patches makes me disgusted about the state of things here, literally, should be strict number 1 or 2 of all times Do not worry OP I've heard from very good artists (real ones who work for game industry) that you are genious of skyrim modding
Was hoping this might by some miracle fix a pathing issue with a housing mod wherein my followers refuse to walk onto the first portion of the bridge entrance of the home (a known issue that might be caused by the vanilla game). http://www.nexusmods.com/skyrim/mods/67021/?
Unfortunately, no matter where I placed Saner Pathing, both followers I used for the test continued to balk at walking onto the bridge's entrance.
I may still try to permanently add your mod to my load order (it's beyond maxed), because I definitely prefer to not fast travel and you described all of the same gripes I've experienced. I'll let you know if I see improvements in follower behaviors. I have several that travel from custom house to custom house in the region of Lost Knife Hideout.
This mod currently alters only AI packages in vanilla and DLC quests.
As for travel involving modded locations or quests, what I'm thinking is adding teleport markers between problematic locations for the NPCs to use, maybe in the form of roadside carriages that you can hop into along the way. What do you think?
seems everyone has that issue w/ the Pinegrove house linked. bad enough that followers can't nav the bridge, but kids can't leave the house area. i like the idea of carts for npcs when on a travel quest
damn i was hoping there'd be some input about this mod by now. i'm already past the points to use it. it seems like a fantastic idea tho, as i had ugliness happen when following some of these. Delphine finally made it after waffling back n forth for ages. i also had to use Jaxonz Positioner to move some npcs out of stuck spots.
noticed in changelog it mentions something about Ulfric and Galmar using horses. what mod gives them horses?
Anyone tested Saner Pathing with CWO? Saner Pathing edits package for http://www.nexusmods.com/skyrim/mods/75216/? for MQ302CouncilGalmar1 Season Unending but it doesn't have any record conflicts with CWO itself.
Finally some bug fix to the companion quest, i tried following them every time hoping somehow it would be fixed alone but never happenned. Thanks a lot, i will try it out in some days when i finish the companion quest line again and come back to tell you the results
13 comments
makes me disgusted about the state of things here, literally, should be strict number 1 or 2 of all times
Do not worry OP I've heard from very good artists (real ones who work for game industry) that you are genious of skyrim modding
Unfortunately, no matter where I placed Saner Pathing, both followers I used for the test continued to balk at walking onto the bridge's entrance.
I may still try to permanently add your mod to my load order (it's beyond maxed), because I definitely prefer to not fast travel and you described all of the same gripes I've experienced. I'll let you know if I see improvements in follower behaviors. I have several that travel from custom house to custom house in the region of Lost Knife Hideout.
As for travel involving modded locations or quests, what I'm thinking is adding teleport markers between problematic locations for the NPCs to use, maybe in the form of roadside carriages that you can hop into along the way. What do you think?
i like the idea of carts for npcs when on a travel quest
noticed in changelog it mentions something about Ulfric and Galmar using horses. what mod gives them horses?
Anyone tested Saner Pathing with CWO? Saner Pathing edits package for http://www.nexusmods.com/skyrim/mods/75216/? for MQ302CouncilGalmar1 Season Unending but it doesn't have any record conflicts with CWO itself.
http://i.imgur.com/3xG9IWT.jpg