I've updated the mod to now feature all, non-major, Inns. This mod has been cleaned with tes5edit, no dirty edits, no navmesh errors. And the masters have been sorted, thanks Modling!
Upgrade will not be compatible with Immersive Citizens, Interesting NPCs, most if not all lightning overhauls, and any mod that makes major changes to vanilla Inns
This mod should be placed low in load order. Follower mods should load before my mod.
Edit: Year later........ I have a fix for bad spawning,it was the nav mesh to be short. I have tested/fixed Riverwood, I have to revert all other cells back to vanilla nav mesh and redo nav mesh keeping all original nav meshes intact,for most part. Riverwood has been done, hopefully making post will get me in gear to do all cells.
Looks great, but it's unfortunate that it's not compatible with 3DNPCs. Is it a quest-breaking thing or do the NPCs just bump into stuff? Bumping into stuff I can live with (they do that anyway in vanilla )
a: I remember reading that there are quest that needs vanilla Inn nav mesh. b: that mod adds a lot quest, and touches, or at least references, a lot of vanilla quest c: Interesting Npc forums section,the mod author says Inns will conflict,only mentions AI expecting furniture which,I don't think, is an issue
I just don't have the inclination to try to look in all those quest in the ck, i would be looking half blindly at that sort of stuff,at best. I imagine it probably would be fine if my mod loaded after, I just can't endorse that.
Edit: if anybody knows what Inns needs the vanilla nav meshes, that would be cool to know. Inns in Morthal and Dragons Bridge still have vanilla nav
It's probably got something to do with marker placement, if the mods add markers for NPCs to use their placement is probably based on the vanilla inn layout. I'll give this a shot with 3DNPCs and see what happens. It won't be exhaustive testing, but I should be able to tell if things are truly broken for 3DNPCs or not. Might take me a bit to check it out, but I'll let you know what I find.
Sorry for the very late reply. I haven't had any issues. Haven't been everywhere but I haven't seen any spawning issues with 3DNPCs characters in the inns. Compatibility looks good in TESVEdit as well (in terms of not breaking anything between the two mods).
Got this loaded in a new game, but I don't have 3DNPCs in this one. Will let you know if I encounter any conflicts with any other mods.
UPDATE: I'm finalizing my load order, noticed that in some of the inns you change an instance of FarmTableBench01 to Initially Disabled and Set Enable State to Opposite of PlayerRef. It's getting overwritten by a couple other mods I'm using that (apparently) alter the inn furniture a bit. Is that a critical thing that this mod needs to have or can I let the overwrites happen?
@jknjb I just now read your last post. very insightful. Could not figure out what i had done to throw off "player ref". Excited to see you post that cause i was guided to "player ref" being the culprit but that's as far as i got. Riverwood was one the inns that was badly affected, though i was still able to get Delphine and Esbern to skyhaven temple,and off course all the prequest that involve Riverwood.
Now that i got some good info I will try to get in there on undo my nono's. Check your PM's
10 comments
Upgrade will not be compatible with Immersive Citizens, Interesting NPCs, most if not all lightning overhauls, and any mod that makes major changes to vanilla Inns
This mod should be placed low in load order. Follower mods should load before my mod.
Edit:
Year later........ I have a fix for bad spawning,it was the nav mesh to be short. I have tested/fixed Riverwood, I have to revert all other cells back to vanilla nav mesh and redo nav mesh keeping all original nav meshes intact,for most part. Riverwood has been done, hopefully making post will get me in gear to do all cells.
a: I remember reading that there are quest that needs vanilla Inn nav mesh.
b: that mod adds a lot quest, and touches, or at least references, a lot of vanilla quest
c: Interesting Npc forums section,the mod author says Inns will conflict,only mentions AI expecting furniture which,I don't think, is an issue
I just don't have the inclination to try to look in all those quest in the ck, i would be looking half blindly at that sort of stuff,at best. I imagine it probably would be fine if my mod loaded after, I just can't endorse that.
Edit: if anybody knows what Inns needs the vanilla nav meshes, that would be cool to know. Inns in Morthal and Dragons Bridge still have vanilla nav
Got this loaded in a new game, but I don't have 3DNPCs in this one. Will let you know if I encounter any conflicts with any other mods.
UPDATE: I'm finalizing my load order, noticed that in some of the inns you change an instance of FarmTableBench01 to Initially Disabled and Set Enable State to Opposite of PlayerRef. It's getting overwritten by a couple other mods I'm using that (apparently) alter the inn furniture a bit. Is that a critical thing that this mod needs to have or can I let the overwrites happen?
Now that i got some good info I will try to get in there on undo my nono's. Check your PM's