Just leaving this info here, but this mod conflicts with The Great City of Morthal (https://www.nexusmods.com/skyrim/mods/93318?tab=description) since that mod also modifies the bridge north of Morthal.
It's not a serious CTD-causing issue, but the bridges will overlap each other. Guards will sometimes have their bodies stuck halfway in the ground and it messes with their AI but that's about it.
I hate to ask. But is there any chance we, eventually, see a patch for Expanded Towns and Cities 14.3.1 Complete and/or Modular? Its in the old files on its Mod Page, and it is currently the only full version, Mod is in a re-write. I know there used to be a patch for Etac.
I've been wondering about this mod. I know the author said that all the bridges are nav-meshed but are these nav meshes set to be the preferred nav-mesh for NPCs? I'm asking because I've seen some NPCs use the river near the two bridges on the outskirts of Whiterun as opposed to using the actual bridge itself. Meanwhile the whiterun guards would use the bridge just fine as well as my follower.
If anyone is still monitoring this.....Two Navmesh issues to report so far. Bridge between Fort Amol and Darkwater Crossing (Followers won't cross), and path on south end of bridge leading from Anga's Mill to Windhelm (pathing issues on road leading to south end of bridge from the east - Bridge itself is fine).
666 comments
3.2 is here see description and change log for more info.
Special Edition: https://www.nexusmods.com/skyrimspecialedition/mods/21263
if you have an earlier version, update would be recommended.
http://www.nexusmods.com/skyrim/mods/66795/
(might still work with v 3.0)
and for a SSE version.
Not gonna happen!
I do not support them or their business regarding the modding community.
It's not a serious CTD-causing issue, but the bridges will overlap each other. Guards will sometimes have their bodies stuck halfway in the ground and it messes with their AI but that's about it.
Great mod though! I love the bridge structures!
Anyone? :(
Edit : yeah also near Darkwater crossing bridge.
Really sux because the mod is a jewel by itself but when NPC stay stuck it ruin the whole immersive purpose of the mod.
If anyone is still monitoring this.....Two Navmesh issues to report so far. Bridge between Fort Amol and Darkwater Crossing (Followers won't cross), and path on south end of bridge leading from Anga's Mill to Windhelm (pathing issues on road leading to south end of bridge from the east - Bridge itself is fine).
Cheers
Major Cat