Skyrim Special Edition

File information

Last updated

Original upload

Created by

detra

Uploaded by

detra

Virus scan

Safe to use

Tags for this mod

About this mod

Fixes every single navmesh error in the mod, as well as other issues.

Requirements
Permissions and credits
This is a plugin replacer for The Shire based on wSkeever's unofficial patch, so please install that first and then overwrite it with mine. And before you ask: no, I could not have done this in a patch plugin, as that would have required me to move a ton of navmeshes out of the way instead of being able to simply delete or merge them.

So what exactly did I do?

  • Fixed every single navmesh error, of which there were a ton. That includes overlapping navmeshes, areas without navmeshes, areas with fragmented navmeshes, NPCs spawning outside of navmeshes, as well as navmeshes that go straight through solid objects. I also deleted all the navmeshes on top of mountains or beyond the playable area, because I could! Does that mean the navmeshes are perfect now? Not really. I still noticed a lot of issues when I went over it one final time, but it already took me way longer to fix all of those than it took me to actually finish the mod (which only lasted 8 hours for a normal playthrough despite me using it as an Alternate Start). And since I didn't encounter any issues while playing through it, I don't see a reason to keep working on it any longer. And I don't plan on doing the evil playthrough, so I cannot tell if there may be issues with that one that could still be fixed.
  • Regenerated all missing facegen files, at least one of which was actually used by an ingame NPC.
  • Deleted all duplicated references pointed out by DynDOLOD.
  • Ran the plugin through the Persistentify script, which caught a few more references that may need to be persistent.
  • Redirected the meshes for some chests whose mesh does not exist within the mod files. And while I did find the mesh in some other mod, I didn't want to include it due to potential permission issues.
  • Removed all references to non-existant scripts.
  • Deleted some unsued room markers and portals (that were floating in the void) and added proper room markers instead.
  • Fixed a book, as well as some dialogue lines where apostrophes were displayed as squares. Also changed Claiborne to Caliborne, because the latter is what the NPCs actually say in their dialogue.
  • Locked every single building that doesn't lead to an interior cell, so that players hopefully stop wondering if the mod is bugged. But please don't ask me where the keys are...
  • Decompressed the plugin for better performance.

One thing I couldn't fix without asking for permission were missing textures for LOD generation, but I did find them in other mods, specifically Rodryk's Dragon Bridge and Beyond Reach. I also noticed some holes in the cave you go through with Tinruth, but couldn't be bothered trying to fix them. And when I tried to fix some constantly repeating dialogue lines, it actually stalled the progression of those scenes, so I had to undo those fixes.