First off, I would like to say that I think this is a fantastic mod and your work is greatly appreciated. Having said that, the bug that has been reported about the carriage getting stuck in Riverwood is definitely an issue. I am using Blended Roads along side this mod with some others like 3d trees etc. I have loaded this mod along with its requirements and blended roads into ck to see if I could fix the issue. I have tried lifting the navmesh to ensure that the carriage is not following this under the ground level (I have had npc's do this before in other mods and the navmesh was the issue) and I have also lifted the markers out of the ground on some of them as the wheels were slightly embeded (this fixed the buried cart in Enhanced Solitude for me as the 3d model will always snap to where the marker is, even if the model is placed correctly) but none of these attempts have changed anything. As soon as the carriage leaves Riverwood and crosses the bridge it turns right and then gets stuck right near where the waterfall drops. Any suggestions would be appreciated as I mod myself and do love to problem solve so I'm quite happy trying to fix it myself but I'm out of ideas as to what to try next.
Update: I can confirm that this mod works perfectly well in Riverwood WITHOUT blended roads.
Update 3: Unfortunately, I have just encountered another stuck carriage near Falkreath. It is on the road to the left at the crossroads if leaving Falkreath via the back gates (on the way back to Lakeview Manor). The carriage still gets stuck even when using the flat mesh version of Blended Roads. I have checked the same route without Blended Roads loaded and the carriage seems to work fine on vanilla road, but Blended Roads is a must in my game. Hopefully the author will take a look into this and I'll keep it in my load and wait to see what the author says.
stuck carriage near Falkreath. It is on the road to the left at the crossroads if leaving Falkreath via the back gates (on the way back to Lakeview Manor). i had the exact issues as You, fact that i'm vanilla road ..... now i wonder is't because the road sign mod we mostly had disturbed the carriage ???
I have an issue with the bridge outside whiterun which still happens even without BR, link is broken apparently No issues with riverwood or falkreath with or without BR
If you want to check yourself for broken links use the Debug version of the original mod - under file downloads (AC_Debug.esp). Markers will show up ingame, ignore those what you're looking for is Talos statues placed int he middle of the road (yes really). That link (the coloured carrage marker) where the statue is, is broken
Yeah I used the debug to check the issue near Riverwood bridge but it didn't show the Talos statue with or without BR but the issue still persists when using BR in that location for me. In Falkreath, the issue is present with or without BR and the debug shows no statue either way.
Hey plozaq, Thank you for these updates. Now that it has been a few months, since you posted. How has it performed so far? Also, I have 'Blended Roads Parallax Meshes'. Would it cause issues?
One time the carriage got stuck on the descent, which is after that bandit tower after the ritual stone. It was right on a curve near the river. Then, another day when I was playing, the carriage was passing by the same place, so I waited for it to pass by the same point, but the carriage didn't get stuck. So, this means that it's not a problem on the roads, it's not a fixed problem in places, it's something else. Could you help us? I think it would be more interesting to first fix the problems before expanding the routes.
Sorry but I don't have the time to check too in depth anymore as I am working on my own projects. I'm not sure if the mod author is looking into the issues but you would be best off asking them first :)
One time the carriage got stuck on the descent, which is after that bandit tower after the ritual stone. It was right on a curve near the river. Then, another day when I was playing, the carriage was passing by the same place, so I waited for it to pass by the same point, but the carriage didn't get stuck. So, this means that it's not a problem on the roads, it's not a fixed problem in places, it's something else. Could you help us? I see that you work so hard and like this mod so much, I think it would be more interesting to first fix the problems before expanding the routes.
Hi, probably a dumb question but does anybody managed to actually sit in carriages ? I tried the rest anywhere spell but when my character sits, it's stays on the ground while the carriage keeps going. I know it's not a bug or a big issue, it's just for more immersion. Thanks !
I absolutely love this mod! Having carriages on the roads and coming into and out of towns that I'm in adds so much life to the game. It's truly astonishing how much of a lived in feel this adds to the world.
I love the concept of this mod so much, just hopefully someone smarter than me will make a patchhub someday. Using the great city of solitude and a carriage rode right through a building lol
Came here to check if it was me or if Harry Potter been added to the game, with platform 9 3/4 placed in Solitude :)
The animated carriage comes out of the wall on the road next to Katla's Farm. I don't know if the carriage enters into the rock face lower down, but from looking at the route plan it suggests this would be the case as the route starts under the Solitude arch. I'm not sure how to make a mod for this, but a +1 for any that know how.
kuroishitam Firstly a big TY for all the work you've put into making Skyrim feel realistic. It's really appreciated and makes the game better. A suggestion on a future update would be to edit the Solitude routes start point to the main road above Kalta's farm (next to the cliff side) as this would avoid clipping through lots of Solitude mods and stay out the way of the hire carriage and carriage drivers camp from other mods. If this is something you would consider implementing I believe a lot of people, including humbly yours truly, would be very happy.
213 comments
Update: I can confirm that this mod works perfectly well in Riverwood WITHOUT blended roads.
Update 2: This mod will work flawlessly (as far as I have seen in game) with Blended Roads (flat mesh version) out of the box, or Really Blended Roads (3D rocks version) if used with this Blended Roads optimized meshes (really blended) at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com). Hopefully this will resolve things for anyone else using this mod with Blended Roads as this carriage mod is a fantastic mod for immersion along with mods like NPCs And Horses_ more NPCs riding horses SSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com).
Update 3: Unfortunately, I have just encountered another stuck carriage near Falkreath. It is on the road to the left at the crossroads if leaving Falkreath via the back gates (on the way back to Lakeview Manor). The carriage still gets stuck even when using the flat mesh version of Blended Roads. I have checked the same route without Blended Roads loaded and the carriage seems to work fine on vanilla road, but Blended Roads is a must in my game. Hopefully the author will take a look into this and I'll keep it in my load and wait to see what the author says.
Happy gaming everyone :)
i had the exact issues as You, fact that i'm vanilla road ..... now i wonder is't because the road sign mod we mostly had disturbed the carriage ???
No issues with riverwood or falkreath with or without BR
If you want to check yourself for broken links use the Debug version of the original mod - under file downloads (AC_Debug.esp). Markers will show up ingame, ignore those what you're looking for is Talos statues placed int he middle of the road (yes really). That link (the coloured carrage marker) where the statue is, is broken
Thank you for these updates. Now that it has been a few months, since you posted. How has it performed so far?
Also, I have 'Blended Roads Parallax Meshes'. Would it cause issues?
The animated carriage comes out of the wall on the road next to Katla's Farm. I don't know if the carriage enters into the rock face lower down, but from looking at the route plan it suggests this would be the case as the route starts under the Solitude arch.
I'm not sure how to make a mod for this, but a +1 for any that know how.
kuroishitam Firstly a big TY for all the work you've put into making Skyrim feel realistic. It's really appreciated and makes the game better.
A suggestion on a future update would be to edit the Solitude routes start point to the main road above Kalta's farm (next to the cliff side) as this would avoid clipping through lots of Solitude mods and stay out the way of the hire carriage and carriage drivers camp from other mods. If this is something you would consider implementing I believe a lot of people, including humbly yours truly, would be very happy.