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molave

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molave

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13 comments

  1. avatar3s
    avatar3s
    • supporter
    • 46 kudos
    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.
  2. iiTheBeast
    iiTheBeast
    • member
    • 0 kudos
    It broke Wrye Bash for me.
  3. high_elf143
    high_elf143
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    • 48 kudos
    It is heartbreaking that this mod has not received considerably more attention. 10/10.
  4. lrwcl
    lrwcl
    • member
    • 0 kudos
    I am using AF mod and have issues where my followers ai pathing is bad, specially around rocks.will this fix those issues
  5. lucidstorm1
    lucidstorm1
    • member
    • 196 kudos
    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
  6. deleted559516
    deleted559516
    • account closed
    • 32 kudos
    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.
    1. molave
      molave
      • member
      • 6 kudos
      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?
    2. Mookeylama
      Mookeylama
      • premium
      • 88 kudos
      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
  7. Mookeylama
    Mookeylama
    • premium
    • 88 kudos
    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?
  8. zelazko
    zelazko
    • member
    • 52 kudos
    http://www.nexusmods.com/skyrim/mods/37216

    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

    1. molave
      molave
      • member
      • 6 kudos
      It's tested to be compatible with CWO. It would however overwrite USLEEP's version of MQ302CouncilGalmar1 and others loaded before this.
  9. Matelagnier
    Matelagnier
    • member
    • 16 kudos
    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
    1. DivinityItself
      DivinityItself
      • member
      • 0 kudos
      Yes do tell please.