SkyR - Solitude Dock Map Markers Complete patch: Double marks Fix:
All Markers are set Persistent so you have to edit Map Markers mod.
Open Map Markers with SSEdit. Go to Worldspace/ 0000003C Tamriel / 00000D74 Cell / Persistent sort by name
seach for Solitude Docks (FormID: 0500C612 placed Object) (EditorID: SaMMCDSolitudeDocks) delete the entry
seach for XMarkerHeading, if sort by name 3. XMarkerHeading from above, (FormID: 0500D66 placed Object) (EditorID: SaMMCDVaSolitudeDocksEntranceX) delete the entry
close SSEdit save changed files, make a hook at Backup plugins, klick OK
Don't want to sound harsh since the interiors are very well decorated and i know it was a helluva job but this mod is kind of a mess...
For example:
HAELGA BUNKHOUSE: During 'taking care of business' is impossible to reach and steal the dibella statue since it lay still in the vanilla, not anymore reachable position (the mod offset the vast majority of the cells records on a new interior leaving the vanilla 'skeleton', like structure and some other assets, in its original position leaving it off limit).
THE WHITE PHIAL: In the final stages of the quest Nurelion is supposed to be laying in bed '0001678E', but the vanilla bed referenced by the quest is disabled by the mod, resulting in Neurelion standing up like a moron and, eventually, die freezing in place after seeing the restored phial... If you are mid-playthrough and you don't want to mess with persistent records, the best solution is to modify the quest referencing the mod's duplicated bed 'xxx14F31' after flagging it persistent; [quest id 0002C258] and modify Nurelion's package to reference the new bed as well. [Package id 0002C26D].
TEMPLE OF MARA: You wont be able to complete the wedding due to the vanilla Mara's shrine '000eb385' (referenced by the wedding quest in order to start the scene when Maramal initiate the ceremony) is, like in the bunkhouse, still in the vanilla, not anymore used location... You can temporarily solve this by open the console and using 'tcl' to non clip through the walls and enter the original temple but, since the scene requires the player to lose control of the movements, almost all of the ceremony will be lost due to the PC slowly no clipping is way out to the new placed marker heading... If you are mid-playthrough and you don't want to mess with persistent records the best solution is, like for the phial, to modify the quest and update its reference to the mods added shrine 'xxx3E58C' [quest id 0007404E]. In addition, the wedding guests' markers are placed in a questionable way and they no longer sit in the benches and a bug report about Maramal not initiating the ceremony was dismissed by setting it 'not a bug'...But it is and you wont be able to complete the quest.
IT is not a Bug The position of "persistent" marked Objekts (for example Questitems, NPC markers) is stored in YOUR savegame!!!!!!!! The NEW interiors are in the same worldspace like as the originale only 10 meters left /right away. If you have entered the original room before the installation all the "persistent" objects position will be loaded from your savegame.
Start a new game to avoid the problem or rewrite the game engine.
Aside the fact that i came across the problems on my 3rd playthrough (so a new game), have you read the comment? I looked and fixed those with ck and xedit in a way i didn't have to revert to a save before the quests affected started...this is not to say i installed the mod mid-playthrough... One example for all...in this mod you have a bed referenced by the white phial quest which is marked disabled and no other scripts or quest edit are implemented to make up for it...How this have to do with saves and it is not a bug? A quick look in the ck at the id's i provided will show you the problem... ...Just to be clear i used the non usp windhelm plugin in the Se Merged File.
So I started a new game and choose to do the dark brotherhood questline. After Astrid kidnaps me, I come back to the Honorhall Orphanage and find in it every child of Skyrim plus the room of Greelod the Kind bugged as hell. It's a shame because all the other interiors looks pretty cool...
not compatible with Immersive Citizens :/ ... But the mod isn't fully compatible?, I don't care not having Immersive citizens features inside shops, or the mod is just not compatible at all?, I mean If I install the mod I would mess with the whole Immersive citizens mod?, would be nice to know. Skyrim Radioactive SE seems to add a lot of immersion I would love to use it
I can't speak for the SE version, as I'm only now switching over to SE and am still building my mod list, but from my LE experience with the mod I can say: IC will do its job just fine. All shop owners are still managed by IC's scripts just fine and have their life cycle. BUT, as IC heavily relies on the VANILLA navmesh position / its own navmeshes for moving the NPCs, things get 'wonky' inside the stores - no matter where you place IC in the load order. (Placing IC higher in the load order does not help.)
F.e. SkyR will add a fixed object at a place where there was nothing in vanilla. So the NPCs will try to walk through that and can't. In this case they teleport through the object / a bit further and continue on their way. This looks strange but I can live with that. It does get troublesome though as SkyR will add several clutter / movable objects (lavender, insects, soul gem fragments...) on shelves etc. And when the NPCs walk into the shelves the objects get sent flying all over the place... (Of course you could also work around that to some extend by fix each object at each location in place in game via Jaxonz Positioner (or SE equivalent mod) - which is quite the work.)
Does Skyrim Radioactive work with AI Overhaul or do NPCs still bump into things? Also, the lighting in the pics for this mod looks quite dark. That said, I play in VR and wish interior mods had more moveable items like this mod would appear to have.
I just realized I get a strange bug : when I'm on windhelm docks and I open the map, my game CTD. It doesn't if I disable SkyR - Windhelm Docks. If I enter Windhelm I can open the map without crashing. Did you encounter this problem before ? Do you have any idea how to solve this ?
You can use TES5Edit (https://www.nexusmods.com/skyrim/mods/25859) to do this. Just remove the parts you dont want. Its work´s like fixing the lighting problems.
I just rediscovered this mod, wow its been so long since I downloaded this mod and its gotten so many changes. This mod is definitely a hidden gem, cant wait to try it out again
247 comments
All Markers are set Persistent so you have to edit Map Markers mod.
Open Map Markers with SSEdit.
Go to Worldspace/ 0000003C Tamriel / 00000D74 Cell / Persistent sort by name
seach for Solitude Docks (FormID: 0500C612 placed Object) (EditorID: SaMMCDSolitudeDocks) delete the entry
seach for XMarkerHeading, if sort by name 3. XMarkerHeading from above,
(FormID: 0500D66 placed Object) (EditorID: SaMMCDVaSolitudeDocksEntranceX) delete the entry
close SSEdit save changed files, make a hook at Backup plugins, klick OK
For example:
HAELGA BUNKHOUSE: During 'taking care of business' is impossible to reach and steal the dibella statue since it lay still in the vanilla, not anymore reachable position (the mod offset the vast majority of the cells records on a new interior leaving the vanilla 'skeleton', like structure and some other assets, in its original position leaving it off limit).
THE WHITE PHIAL: In the final stages of the quest Nurelion is supposed to be laying in bed '0001678E', but the vanilla bed referenced by the quest is disabled by the mod, resulting in Neurelion standing up like a moron and, eventually, die freezing in place after seeing the restored phial... If you are mid-playthrough and you don't want to mess with persistent records, the best solution is to modify the quest referencing the mod's duplicated bed 'xxx14F31' after flagging it persistent; [quest id 0002C258] and modify Nurelion's package to reference the new bed as well. [Package id 0002C26D].
TEMPLE OF MARA: You wont be able to complete the wedding due to the vanilla Mara's shrine '000eb385' (referenced by the wedding quest in order to start the scene when Maramal initiate the ceremony) is, like in the bunkhouse, still in the vanilla, not anymore used location... You can temporarily solve this by open the console and using 'tcl' to non clip through the walls and enter the original temple but, since the scene requires the player to lose control of the movements, almost all of the ceremony will be lost due to the PC slowly no clipping is way out to the new placed marker heading...
If you are mid-playthrough and you don't want to mess with persistent records the best solution is, like for the phial, to modify the quest and update its reference to the mods added shrine 'xxx3E58C' [quest id 0007404E]. In addition, the wedding guests' markers are placed in a questionable way and they no longer sit in the benches and a bug report about Maramal not initiating the ceremony was dismissed by setting it 'not a bug'...But it is and you wont be able to complete the quest.
The position of "persistent" marked Objekts (for example Questitems, NPC markers) is stored in YOUR savegame!!!!!!!!
The NEW interiors are in the same worldspace like as the originale only 10 meters left /right away.
If you have entered the original room before the installation all the "persistent" objects position will be loaded from your savegame.
Start a new game to avoid the problem or rewrite the game engine.
...Just to be clear i used the non usp windhelm plugin in the Se Merged File.
it's so strange
Very unfortunate but this mod is quite bugged
But the mod isn't fully compatible?, I don't care not having Immersive citizens features inside shops, or the mod is just not compatible at all?, I mean If I install the mod I would mess with the whole Immersive citizens mod?, would be nice to know. Skyrim Radioactive SE seems to add a lot of immersion I would love to use it
IC will do its job just fine. All shop owners are still managed by IC's scripts just fine and have their life cycle.
BUT, as IC heavily relies on the VANILLA navmesh position / its own navmeshes for moving the NPCs, things get 'wonky' inside the stores - no matter where you place IC in the load order. (Placing IC higher in the load order does not help.)
F.e. SkyR will add a fixed object at a place where there was nothing in vanilla. So the NPCs will try to walk through that and can't. In this case they teleport through the object / a bit further and continue on their way. This looks strange but I can live with that.
It does get troublesome though as SkyR will add several clutter / movable objects (lavender, insects, soul gem fragments...) on shelves etc. And when the NPCs walk into the shelves the objects get sent flying all over the place...
(Of course you could also work around that to some extend by fix each object at each location in place in game via Jaxonz Positioner (or SE equivalent mod) - which is quite the work.)
I just realized I get a strange bug : when I'm on windhelm docks and I open the map, my game CTD. It doesn't if I disable SkyR - Windhelm Docks. If I enter Windhelm I can open the map without crashing.
Did you encounter this problem before ? Do you have any idea how to solve this ?
Thanks,
Just remove the parts you dont want. Its work´s like fixing the lighting problems.
https://www.youtube.com/watch?v=VEfI5UAzGSk