I'm currently investigating some reports we've had of boat pilots attacking the player if bandits attack near a BFT boat, but I've been unable to replicate this behavior, despite spawning a load of different bandits around each of the pilots.
I would appreciate it hugely if anyone using the current version of BFT that sees this issue, could you please grab the FormID of both the boat pilot and the bandit by opening the console using the ~ key (top-left key on the keyboard, right below the Esc key) and clicking on them with the mouse. The FormID is a string of letters and numbers that appears at the top of the console pop-up window.
Until I get this information I don't think I'm going to be able to investigate further as I've so far been unable to get them to budge off the chair, much less attack me! lol
Right... on to cart positions and an update soon! Until then, have fun!
Hello guys. I have a problem in my game and it's bugging me lately. I have two boat npcs spawning to each other. Gort in Windhelm and the boat dude in Solitude I have two of them in my game. I imagine it's like this in other areas too. How do I fix that? Thanks
I iuse this mod since short but can not tavel i can omly use never mind when asked where you want to go, why. I am just at start , level 1 , why is this, i use no other travelling mods
PlagueHush, where is the carriage located for Helgen? Is it located outside the city gates or at the vanilla location where it stopped in the cutscene at the start of the game?I'd love to install this because of the immersive and very useful ship travel feature from northern cities like Winterhold. But would your mod be compatible with Helgen Reborn if the Helgen carriage option is left unchecked? I'm in the process of rebuilding Helgen as of now and worried about navmesh/incompatibility issues.I noticed Helgen was one of the stops in the mod menu.
Also what about global mods like ETaC? I have the modular version of this mod and all the cities/villages shown in the pics would be affected by this mod.
Finally, since the mod's structure is loose files format, it's supposed to override the vanilla game carriage system with the horse carriages shown for HH and LV. So I'm assuming the mod would take care of the event if you haven't yet bought a vanilla carriage for HH.But what about custom home mods which place custom horse carriage NPCs like Ac3s Lakeview Extended? Would disabling this option in MCM make it compatible? Because this particular mod has a wall that surrounds the entire home. So your version of the carriage might spawn inside the wall or even block the gate itself.
I guess what I'm really asking is, for those cities/towns and custom homes which could potentially conflict with this mod (i.e. they already include vanilla/custom mod carriages) can you avoid such conflict as long as the carriage destination is not checked in MCM?
I too have been looking for answers to compatibility with Lakeview Extended! Judging by pictures it appears to fit even if the carriage isn't moved..., but will the dialog pathing be altered? Since you have to buy and build everything before activating the Lakeview Extended esps.
Preparing to build for a new play through with the costs of everything are elevated, and the amount of loot items reduced, to balance the economy.
The Whiterun carriage driver keeps running off to the Bannered Mare for drinks. I can ask him for a ride and get one still but he wont drive his carriage anymore. This all started when a dragon attacked just outside whiterun too... I guess he must be a Dovahphobe.
Hey, my carriage driver went missing after a dragon attack too! I thought might have died, but now I will have to check the tavern. Not not sure I want a drunk carriage driver though!
I was actually here looking to see if this mod conflicts with the Lakeview Extended mod.
EDIT: Driver not found anywhere in Whiterun! Maybe the dragon ate him. Still no info on Lakeview Extended.
I haven't had the issue of boat pilots attacking me, but I often had my followers, summons, and guards attack the carriage drivers/boat pilots if combat starts near them. I just had this happen to the boat pilot in Morthal ID 2103fc32. There's a mudcrab nearby, and if I go and aggro it, the pilot is automatically labeled as hostile (Red dot on the compass) He doesn't fight, but if my follower (Lydia) decided to attack him, they get stuck in combat since he can't die. I've reloaded a few times and this event can be replicated. I've been trying to get the ID for the crab but it just keeps giving me the ID for the background/floor.
This has happened with the events for Cultists coming to look for you, and Hired Thugs after you steal items too but this might be the easiest to replicate since the mudcrab is right beside the guy originally.
Only AI Tweaks I have are Run for Your Lives, Follower Trap Safety and Followers Stay Close. Hope this gets solved
Since there's already 2 destinations labeled "Not realistic," I'd also include a High Hrothgar carriage. Maybe it only appears after your first visit so you still have to make the climb once. This mod has made survival mode much more enjoyable
This mod must be placed below Immersive Citizens or no destinations show. Loot needs to be updated so it will fix this instead of moving it to the wrong location. My mod list was working, then I used Loot and it messed up my order. How do you notify Loot about a needed change?
1009 comments
I'm currently investigating some reports we've had of boat pilots attacking the player if bandits attack near a BFT boat, but I've been unable to replicate this behavior, despite spawning a load of different bandits around each of the pilots.
I would appreciate it hugely if anyone using the current version of BFT that sees this issue, could you please grab the FormID of both the boat pilot and the bandit by opening the console using the ~ key (top-left key on the keyboard, right below the Esc key) and clicking on them with the mouse. The FormID is a string of letters and numbers that appears at the top of the console pop-up window.
Until I get this information I don't think I'm going to be able to investigate further as I've so far been unable to get them to budge off the chair, much less attack me! lol
Right... on to cart positions and an update soon! Until then, have fun!
Plague
Also what about global mods like ETaC? I have the modular version of this mod and all the cities/villages shown in the pics would be affected by this mod.
Finally, since the mod's structure is loose files format, it's supposed to override the vanilla game carriage system with the horse carriages shown for HH and LV. So I'm assuming the mod would take care of the event if you haven't yet bought a vanilla carriage for HH.But what about custom home mods which place custom horse carriage NPCs like Ac3s Lakeview Extended? Would disabling this option in MCM make it compatible? Because this particular mod has a wall that surrounds the entire home. So your version of the carriage might spawn inside the wall or even block the gate itself.
I guess what I'm really asking is, for those cities/towns and custom homes which could potentially conflict with this mod (i.e. they already include vanilla/custom mod carriages) can you avoid such conflict as long as the carriage destination is not checked in MCM?
Preparing to build for a new play through with the costs of everything are elevated, and the amount of loot items reduced, to balance the economy.
I was actually here looking to see if this mod conflicts with the Lakeview Extended mod.
EDIT: Driver not found anywhere in Whiterun! Maybe the dragon ate him.
Still no info on Lakeview Extended.
вопрос, а где настройки мода то в игре менять? не могу найти нигде
I've reloaded a few times and this event can be replicated. I've been trying to get the ID for the crab but it just keeps giving me the ID for the background/floor.
This has happened with the events for Cultists coming to look for you, and Hired Thugs after you steal items too but this might be the easiest to replicate since the mudcrab is right beside the guy originally.
Only AI Tweaks I have are Run for Your Lives, Follower Trap Safety and Followers Stay Close. Hope this gets solved
Loot needs to be updated so it will fix this instead of moving it to the wrong location.
My mod list was working, then I used Loot and it messed up my order.
How do you notify Loot about a needed change?
In LOOT, find the Plugin (esp) you want to add a rule to, then click the 3 dots on the right side of it. Change the rule.