I have added a patch for ETaC. Worked mostly through the night to get it done, so there might be something I missed. The navmesh was a pain in the .... well, you know. Anyway, hope this helps.
EDIT: a patch for the ETaC complete edition is now available. (It now uses the right master file: ETaC - Complete)
Thanks, it looks different, even though you don't have interaction with any npc and it makes you want to disable them all since they only take up space, and I had a CTD when I wanted to buy something from the blacksmith, although I was only able to go once and I haven't been back for a while. rorikstead, thanks for the work and sharing it
Re: Rorikstead Wagons (I am not using the towns version) -- If you use Immersive Citizens-AI Overhaul, create LOOT metadata that loads Rorikstead Wagons AFTER ICAIO. You will have a lot of missing landscape if you don't!
This mod looks great and works well with both Lokir's house and the new ETAC - Shiny WIP. I just wish Lokir's house worked with ETAC! :(
Ah! This is exactly the kind of mod I love - the ones that add little details and places to Skyrim that should've been there all along. Sadly, the wagon workshop sits in the *exact* same place as Highland Milk Farm, so I won't be able to use this mod in my current playthrough. D:
This mod is the perfect Rorkstead improvement. I've tried them all and the ones that get the feel of Rorikstead right are laggy or buggy for me and the ones that don't impact performance add all kinds of extra unnecessary junk that ruin the feel of the town. You've managed the perfect balance. This is very well done mod that will definitely be a must have in my load order from now on.
compatible with lokir's house, almost compatible with superior rorikstead and a little bit less compatible with rorikstead defended enhanced. Decisions decisions wish they all worked together :(
Personally I love rorikstead defended enhanced because of the historically look and feel and I love your mod for the details it gives. I doubt there would be a demand for mods other than jk and etac but thank you for the reply and consideration.
I installed the basic no overhaul version and I noticed that npcs that travel through Rorikstead seem to get stuck right outside the entrance to the Inn. The npcs are from a mod called Populated Lands Roads Paths. As they arrive in town they make a quick stop at the Inn before continuing their journey, however with Rorikstead Wagons installed they just stand around once they exit the Inn. It doesn't look like a navmesh problem because my follower is able to keep up with me as I pass through town on the road in either direction. I have no other mods that change Rorikstead.
That is strange, as the basic version doesn't even touch that part of town. The people that work at the workshop themselves even go to the inn at evening and then back again. Does the problem go away when you uninstall my mod?
Yes the problem goes away when I uninstall this mod.
Npcs can sandbox around town without issues, it's only the ones that want to leave town that get stuck at the Inn. It's as if they cannot move towards AI package markers beyond the town. When I uninstalled the mod the four npcs that were stuck outside the Inn were finally able to leave, and they all took the road going South East.
I took a quick look at your navmeshes and they seem perfectly fine so I have no idea why this is happening. I had a similar problem with a house mod in Solitude. The navmeshes looked good but npcs would get stuck and pile up next to the cemetery.
Yup I changed the load order and the results were the same.
Oddly npcs are able to enter Rorikstead from the East but they cannot leave to the East. Some npcs pass through town from the West without stopping at the Inn, and those npcs get stuck right at the Cowflop Farmhouse as they try to make their way East.
I found his npc get stuck at other places as well, usually when a mod is in the same area, it seems to me that the problem might lay in that mod, maybe in the way its npc's find they way.
The problem happens with all npcs, not just the ones from that mod. I made a test npc that travels back and forth between Whiterun and Rorikstead and she always gets stuck when she tries to leave Rorikstead. I also brought Lydia to Rorikstead and dismissed her to see if she would return to Whiterun, but she got stuck as well.
In that case, I have absolutely no clue, as there is nothing wrong with the navmesh and nothing has been touched in terms of markers or anything like that.
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EDIT: a patch for the ETaC complete edition is now available. (It now uses the right master file: ETaC - Complete)
If you use Immersive Citizens-AI Overhaul, create LOOT metadata that loads Rorikstead Wagons AFTER ICAIO. You will have a lot of missing landscape if you don't!
This mod looks great and works well with both Lokir's house and the new ETAC - Shiny WIP. I just wish Lokir's house worked with ETAC! :(
Sadly, the wagon workshop sits in the *exact* same place as Highland Milk Farm, so I won't be able to use this mod in my current playthrough. D:
I know you've already created patches for ETAC and JK's; would you consider doing one for ClefJ's version of the town?
I installed the basic no overhaul version and I noticed that npcs that travel through Rorikstead seem to get stuck right outside the entrance to the Inn. The npcs are from a mod called Populated Lands Roads Paths. As they arrive in town they make a quick stop at the Inn before continuing their journey, however with Rorikstead Wagons installed they just stand around once they exit the Inn. It doesn't look like a navmesh problem because my follower is able to keep up with me as I pass through town on the road in either direction. I have no other mods that change Rorikstead.
Npcs can sandbox around town without issues, it's only the ones that want to leave town that get stuck at the Inn. It's as if they cannot move towards AI package markers beyond the town. When I uninstalled the mod the four npcs that were stuck outside the Inn were finally able to leave, and they all took the road going South East.
I took a quick look at your navmeshes and they seem perfectly fine so I have no idea why this is happening. I had a similar problem with a house mod in Solitude. The navmeshes looked good but npcs would get stuck and pile up next to the cemetery.
Oddly npcs are able to enter Rorikstead from the East but they cannot leave to the East. Some npcs pass through town from the West without stopping at the Inn, and those npcs get stuck right at the Cowflop Farmhouse as they try to make their way East.
Hopefully it"s not a vanilla bug. That would suck.