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Utopium

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The Care Taker

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18 comments

  1. ILostMyNametag
    ILostMyNametag
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    you can already do this tho? you just have to say 3 simple words; fus roh dah
    1. Avastgard
      Avastgard
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      And then they'll try to kill you.
  2. MajorFreak
    MajorFreak
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    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
  3. Banjobunny
    Banjobunny
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    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.
  4. User_34984140
    User_34984140
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    How is it any different from "Move it Dammit"?
  5. lishamomo
    lishamomo
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    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!!!
  6. guddenxd
    guddenxd
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    This is awesome.
    Will you merge this with Utopium's Utility Pack ?
  7. JoeJett
    JoeJett
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    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.
  8. autumnmemories
    autumnmemories
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    quick, simple, doesn't screw with the dialogue. better than "move it, dammit." THANK YOU!!!!
  9. WhoCaresomg74
    WhoCaresomg74
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    Seems a bit obsolete if you aren't making it for Skyrim SE.
    1. utopium
      utopium
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      This requires SKSE which is not available for Skyrim Special Edition yet.
    2. Deadmano
      Deadmano
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      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.
    3. memlapse
      memlapse
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      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.
    4. Sthaagg
      Sthaagg
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      Same here

      Thank you man !
  10. Thos
    Thos
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    For helping making Skyrim quirks MUCH less annoying, Thank you!!!

    What is the perceived chance that the NPC would be teleported through a wall or something similar?
    1. utopium
      utopium
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      I have tried it a bunch at inns and so far I haven't had any NPCs disappear on me. If for some reason you notice that NPCs somehow get teleported behind a wall and can't get back, let me know and I will see what I can do to fix it.
    2. Thos
      Thos
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      Thanks, will do. In the mean time, I will just use your Get Over Here mod if needed.
    3. utopium
      utopium
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      Actually one thing you can do if you ever see this problem is change the teleport range to 0 in the MCM menu which moves the NPC right on top of you similar to Get Over Here and they are momentarily able to be walked through. I added a teleport range option so it didn't look to weird having the NPC show up right on top of your character when this triggers. With luck there shouldn't be an issue with NPCs ending up on the other side of walls though.
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