Allows npcs in the wilderness who were given an AIWander package to actually wander within their cell.
Requirements
DLC requirements
DLC name
Bloodmoon
Tribunal
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
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Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 1.0
original release
I've done two things: - add simple pathgrids on most roads of Vvradenfell - double the range radius of a few npcs
A few more things to know: - npcs will NEVER leave the cell they started in. - Mabrigashes and Ashalanders do wander but not too far from their camp. - Mai'q and Umbra as well as blocked npcs are left untouched - npcs near dungeons are left alone (ruins often have pathgrids) - paralysed, hidden, wounded, etc npcs are left untouched.
As an added benefit, any mod-added npcs set to wander will make use of the new pathgrids. (F&F, MCA, Hostiles, etc)
This mod should load quite early in your modlist. Don't forget to merge objects.