Bugs NOT fixed in main file: -I you notice something in the way that I missed, open the console, click the thing, type disable, hit enter. TADA -All NPCs are pathing fine and able to go in or out of buildings. If you are using mods that edit their routines, like Immersive Citizens* or Run For Your Lives, you will need to make a patch. -Remaining slight clipping of fences or plants is an aesthetic annoyance. Paths are clear and plants are no longer in walls. Given how many mesh replacers exist, if it bothers you: open the ck and move things. I've used 3 different stone wall replacers over the years, so they haven't lined up perfectly since like 2013. I'm too lazy to load a fully vanilla game to double check these days, sorry. :T -The stone walls near the first path as you enter town are added by "Perfect Falkreath" and are intentional.
*Immersive Citizens in particular is not friendly with ANY other mods and the author did not allow patches the last time I checked. Do it yourself or go ask them.
!! NOTICE !! Graveyard Patch: A new version is available! -Fixed random cart in the road -Fixed pit near longhouse
TROUBLESHOOTING: Problem: Windmill is buried in some dirt hills! Solution: Load "Beta Falkreath Graveyard" AFTER "Perfect Falkreath". Problem: The pits are still there! Solution: Double check your load order.
Problem: Yeah, no, I'm still falling through the floor/THERE IS NO FLOOR Solution: Open "Beta Falkreath Graveyard" in tes5edit and remove the entry for FalkreathExterior01. It shouldn't exist. See last screenshot for the entry's location.
If anyone else is experiencing the jarl's longhouse moving and blocking the stairs... I've only been experiencing it literally this week. I have no idea what's causing it and no way to fix it.
Never happened a single time when I was testing my navmesh fix or the graveyard patch! Now I'm actually trying to play the game, I'll do some bounties in Falkreath and everything is normal... then I'll take a job directly from Siddgeir, go complete it, and when I return the stairs are swallowed up by the building.
Sometimes restarting the game helps. Reloading saves does not.
What do you mean by "overwrite?" Just place it lower on the load order not merge it?
My apologies if I'm asking for an exact meaning since I have some people when saying "overwrite an esp" they usually mean "place it lower on the load order" not actual merging.
Replace. This is a replacer for the original esp. A merge is unnecessary. (I don't use mod managers, but you can replace the zipped mod directly, too)
"Overwrite" means when you move the file into your folder, you get message saying "a file with that name already exists, overwrite?", then say "Yes" to replace with the newer file.
Overwrite does not mean place it lower. That would imply 2 mods. You only need the original for its other files, and use this esp instead.
No idea. This mod just moves things around outside. It shouldn't be affecting anything inside, or locking doors, etc.
Maybe a conflict somewhere? Do you use anything like Citizens of Skyrim that edits their schedules? Things like Run For Your Lives edit NPC packages so they go inside and lock doors, etc, but if those NPCs don't have keys they may not be able to reopen them.
Hello, I added some images to ask you for some things I noticed in the mod. I know that maybe it's not your problem or yours to solve, but I figured you could be more active than the original mod. I don't know if this is happenning only to me, and I'm not sure frome where it is either. Maybe you could help me a little, I feel like lost here.
Looks like you have either some conflicting mod(s) or stuff left over from a mod you removed at some point. The extra walls & bushes in your screenshots don't appear for me on a fresh vanilla game, so they are not caused by this file. Try starting a new save and seeing if they still appear. If they do, open the console and click on them to see what their last change was from. That will tell you what mod needs to be patched, or if it is indeed this one (and I'll recheck wtf it's doing)
The navmeshing still isn't perfect, but your npcs are waaay out of line, so it's still screaming 'conflict' to me. If you have any mods adding things to the area, try loading them higher/before this so Perfect Falkreath's navmesh can overwrite.
Hi!: thanks for the reply, I have yet to figure out with what it's conflicting. I don't think I got something that alters Falkreath, but who knows lol. I already started a new game to try it, and changing the load order, but the conflict persist. Gonna try with the console if I can get some info, but I don't know how to see the changes, is there a special command fo that? (I feel such a nob lol)
Just pop up the console and click on something. In the bottom right of the screen it should list the object's base id, ref id, last base change (what you're looking for), etc. I'm pretty sure that's a vanilla feature, but I have so many misc skse addons, who knows. : (
Last Base Change will tell you the esp that has the "winning" edit, but sometimes nothing comes up but Skyrim.esm, so it's not a perfect debug. Since the problem is still there in your new file, it's definitely an actual edit somewhere.
Looking back at my own screenshots, that rock wall/fence is a "feature" from the original mod. I have a mesh replacer that turns those walls into wooden fencing so it wasn't obvious when I was looking for messy decorating. No idea about the chair though. : /
Hello again friend: thanks for the step by step help. The info shows that the last base change for some npc and that chair is Immersive Citizens or Immersive Children and the Unofficial Skyrim Legendary Edition Patch (those are all master files, so they are on top always). Gonna try a playthrough without those, and see wath happens.
15 comments
Bugs NOT fixed in main file:
-I you notice something in the way that I missed, open the console, click the thing, type disable, hit enter. TADA
-All NPCs are pathing fine and able to go in or out of buildings. If you are using mods that edit their routines, like Immersive Citizens* or Run For Your Lives, you will need to make a patch.
-Remaining slight clipping of fences or plants is an aesthetic annoyance. Paths are clear and plants are no longer in walls. Given how many mesh replacers exist, if it bothers you: open the ck and move things. I've used 3 different stone wall replacers over the years, so they haven't lined up perfectly since like 2013. I'm too lazy to load a fully vanilla game to double check these days, sorry. :T
-The stone walls near the first path as you enter town are added by "Perfect Falkreath" and are intentional.
*Immersive Citizens in particular is not friendly with ANY other mods and the author did not allow patches the last time I checked. Do it yourself or go ask them.
Graveyard Patch:
A new version is available!
-Fixed random cart in the road
-Fixed pit near longhouse
TROUBLESHOOTING:
Problem: Windmill is buried in some dirt hills!
Solution: Load "Beta Falkreath Graveyard" AFTER "Perfect Falkreath".
Problem: The pits are still there!
Solution: Double check your load order.
Problem: Yeah, no, I'm still falling through the floor/THERE IS NO FLOOR
Solution: Open "Beta Falkreath Graveyard" in tes5edit and remove the entry for FalkreathExterior01. It shouldn't exist. See last screenshot for the entry's location.
I've only been experiencing it literally this week. I have no idea what's causing it and no way to fix it.
Never happened a single time when I was testing my navmesh fix or the graveyard patch! Now I'm actually trying to play the game, I'll do some bounties in Falkreath and everything is normal... then I'll take a job directly from Siddgeir, go complete it, and when I return the stairs are swallowed up by the building.
Sometimes restarting the game helps. Reloading saves does not.
But I found a new problem. There's a broken cart blocking the main road in front of Dead Man's Drink.
My apologies if I'm asking for an exact meaning since I have some people when saying "overwrite an esp" they usually mean "place it lower on the load order" not actual merging.
"Overwrite" means when you move the file into your folder, you get message saying "a file with that name already exists, overwrite?", then say "Yes" to replace with the newer file.
Overwrite does not mean place it lower. That would imply 2 mods. You only need the original for its other files, and use this esp instead.
Edit: actually it seems like nobody leaves their house except Tekla and a couple others. and each one only does like one task while outside.
Maybe a conflict somewhere? Do you use anything like Citizens of Skyrim that edits their schedules? Things like Run For Your Lives edit NPC packages so they go inside and lock doors, etc, but if those NPCs don't have keys they may not be able to reopen them.
I don't know if this is happenning only to me, and I'm not sure frome where it is either. Maybe you could help me a little, I feel like lost here.
The navmeshing still isn't perfect, but your npcs are waaay out of line, so it's still screaming 'conflict' to me. If you have any mods adding things to the area, try loading them higher/before this so Perfect Falkreath's navmesh can overwrite.
Last Base Change will tell you the esp that has the "winning" edit, but sometimes nothing comes up but Skyrim.esm, so it's not a perfect debug. Since the problem is still there in your new file, it's definitely an actual edit somewhere.
Looking back at my own screenshots, that rock wall/fence is a "feature" from the original mod. I have a mesh replacer that turns those walls into wooden fencing so it wasn't obvious when I was looking for messy decorating. No idea about the chair though. : /