Yo how did you do it? Cause I want to get the mod myself and don't want to screw it up. Edit: I am a fucking idiot I figured it out right after I made this comment lmao. Right click on "Caravan Guard Remastered" and set it up as data directory.
Where the hell is Chad? I played old version of this mod, it's still in my load order. Forgot about it though. I could swear I had done one mission and kept Chad alive. But I can't find the guy. In case he is dead how do I bring him back?
Anyone know if this mod is eligible to be added to the patch creation process for Improved AI (Navmesh Overhaul mod)? The original Caravan Guard mod states in it's description that it adds navmeshes but I don't have xEdit on my Steam Deck to check if it's an .esm flagged .esp file.
*Edit: Was able to figure out how to get xEdit running on a Steam Deck and that mod was not compatible, so I added the .esm flag in xEdit and made a new Nav patch. No issues so far!
There should be an option to get hired by it detecting if you have the Grunt perk and you could say something like "I have a considerable amount of combat experience. I know how to use various rifles, machine guns, and a little bit of explosives."
Dude, you gotta convert this mod into ESM otherwise the navmesh can mess up and cause crashes. It's always the best practice to make quest mods or at least mods that have navmesh, into ESMs.
I’m only making simple edits. Thats it.you’re welcome to make an esm version, and I’ll upload it for ya buddy. I’m just touching up the OG mod. Another rule of thumb, don’t change what already works, hahah.
Mate, it’s a general known fact in this modding community that navmeshes in an esp are big no no.
And it’s for good reason, navmeshes unload when in an esp which can cause NPC’s to get stuck in place, stop moving, teleport in areas, slowly fall through the ground, bounce up and down sporadically.
By flagging it as an esm you prevent these issues as the navmeshes remain persistent.
Mate, it's also a general fact in 'this modding community" that sometimes converting a mod that was made from the beginning as an esp into esm, can break things (Scripts, and such). If you encounter a bug because of navmeshes, then your "request" would sound at least a bit reasonable, before that, stop bugging people about something that is not a problem.
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Help please
*Edit: Was able to figure out how to get xEdit running on a Steam Deck and that mod was not compatible, so I added the .esm flag in xEdit and made a new Nav patch. No issues so far!
File does not exist in fomod (ShowcaseM01.xml)
Mod was not installed
Any help/advice would be greatly appreciated. Cheers
It's always the best practice to make quest mods or at least mods that have navmesh, into ESMs.
And it’s for good reason, navmeshes unload when in an esp which can cause NPC’s to get stuck in place, stop moving, teleport in areas, slowly fall through the ground, bounce up and down sporadically.
By flagging it as an esm you prevent these issues as the navmeshes remain persistent.