This mod is a standalone additional route for northern roads, so it doesn't need the Animated Carriage additional route mod, only animated carriage and northern roads
Thanks for making this! Am just curious if this patch would be necessary for someone only using the "Northern Roads - Someone stole your sweet roads" version, as that one doesn't change roads themselves, only adds the roadside clutter.
On that note, If I'm using just the roads and not the bridges or clutter with Northern Roads - Remix, which version do you think I should use then? I guess one can assume it's this one, so asking just to be safe.
The mod looks amazing. Really great work. I assume having mods that add towns along the roads will likely mess something up though (Amber Guard, Oakwood, Lainalten etc.) I'm not too sure on the technical details, but I am scared of messing up my game. How severe would such issues be?
What are we looking at for load order with Northern Roads here? I can see in Xedit that this is overriding NR in a lot of places and i'm wondering if I should have it doing that. Right now Occlusion (Dyndolod) and this mod are making changes to the same world spaces as Northern Roads. Should I have this above or below?
Any chance of a patch for jk's outskirts collections? I havent checked the others but I am noting an issue with gate placement and bridge height with solitude outskirts. The bridge now has 2 lanes and the gates have been moved. Doesnt break anything as the carriage just ghosts through the wall and dips below ground, just looks funny.
i have checked and all carriage markers are connected, meaning this is not caused by unconnected marker.. from what i know, sometimes carriage would stop randomly, this is a limitation from animated carriage mod, due to heavy script loading according to author..
Hm. It happened shortly after starting a new game and exiting Alternate Start location where I ended up in a fight, so it could be heavy script load. I see there's persistent references so I guess I can't uninstall without starting a new game without it?
I've kept trying to make this work, but I'm pretty sure there's a conflict with Lux/NR patch when going across Whiterun Hold Bridge. 2 carriages were able to pass each other (without collision!) but then 1 got stuck on the bridge itself. Thanks for trying to help.
I'm having the same issue but i'm seeing it in multiple locations, all the NPC's are off the cart, horse is walking but without moving and the cart is not moving but the wheels are spinning. Found this in a few places, also when I launch the game if a cart was near by it just gets stuck right away. I've run my script latency test and i'm at 80 pretty consistently for script latency, which the author of the script latency test has said that SE never really goes below that, I only dip up to 90-100 but I don't go above that so I'm not sure if this is a scripting issue but I do have a large load order.
Hey, i have an issue where all carriages and horses are floating above the ground but are still moving along. Except from that everything is working perfectly, any idea what could causes that ?
I'm seeing a lot of passengers get stuck floating in mid-air, and a many of the carriages seem to clip through bridges (The ones at Honningbrew in particular).
Exactly the same, sadly. Every carriage I've come across hasn't worked. I'm starting to think it's potentially an issue with another mod though, not Northern Roads :')
some of the northern roads patches make northern roads use bridges from lux via instead, since this mod is for pure northern roads there would technically need to be a third patch for northern roads but with lux via bridges
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Half=Moon Mill and comes out at the other end of the bridge to
carry on it trip?
TIA
Also when I reloaded the save, the driver is standing through the carraige now.
Since I just started a new game, I'll wait to see if there's anything I can do to fix the problem on my end. Thanks for taking a look!
https://imgur.com/a/n7gz2M2
i guess that's what happens when you spend days trying to make mods work