sprinting into them does get them to move. But, i can see the attraction for getting them out of a tunnel or hallway that's otherwise hard to traverse with NPCs in the way
Since you have made two mods to stop NPCs from being annoying, do you know of a neat way to prevent the entire inn's population from teleporting into your rented room when you're sleeping? Or just a way to keep them out without altering navmesh.
Hey,Utopium.I am a player from China and I want to upload you mod on this net:http://www.skycitizen.net/? . I want to get your agree consent that I can upload it.Thanks a lot!!!
I've been getting very pissed off lately with NPCs mining ore veins that I want to use and never getting out of the way so I can mine. Maybe it's my imagination or maybe some mod I'm using is doing it, but they seem to be mining longer and longer. The ore veins are one of the few (the only I know of) activators where you can't interrupt a NPC who's using it. Based on your description of how this mod works, it sounds to me like it might also work to remove these nuisance NPCs so I can get my precious iron ore.
Then again it might teleport them but also lock them in the mining animation somewhere else. Either way, if it works for this as well I'd be delighted. I'll come back here and report my findings. Thank you.
There are far too many reasons why this would never be obsolete, especially when it comes to mods that cannot easily be ported over without reworking several things (not including SKSE dependencies).
Myself personally, I have worked on a stable load order with several hundred mods and a custom patch file that spans near 5,000 records that has taken almost two years...
So yeah, thank you, utopium, for not following the bandwagon of ditching Oldrim for Newrim, many of us appreciate it, for different reasons.
I'm still playing Oldrim for that very reason. Granted, SE runs a bit smoother, but I have too many must-have mods that require SKSE. We won't see a beta of SKSE64 until mid march and most like it will be june before we have enough functionality for most mods. I'm cool with that. This mod is relevant and not remotely obsolete.
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https://www.nexusmods.com/skyrimspecialedition/mods/27742
Will you merge this with Utopium's Utility Pack ?
Then again it might teleport them but also lock them in the mining animation somewhere else. Either way, if it works for this as well I'd be delighted. I'll come back here and report my findings. Thank you.
Myself personally, I have worked on a stable load order with several hundred mods and a custom patch file that spans near 5,000 records that has taken almost two years...
So yeah, thank you, utopium, for not following the bandwagon of ditching Oldrim for Newrim, many of us appreciate it, for different reasons.
Thank you man !