Please install this mod only if you know that the vanilla intro isn't working for you, or just install it if you're going to start the vanilla intro in a new save file, I guess it'll make it more stable if needed either way, vanilla or heavily modded. And by the way, if you're ever going to try this mod, you'll need to always load this mod's ESP file at the very bottom of your load order (or near the bottom), otherwise it will not work.
If you know how to use SSEDIT, please feel free to forward or merge this mod to any plugin you will load last for further compatibility, because you'll always have to load this mod's ESP file last for it to work, load order matters for this fix
Honestly, the smoothest ride down the start path in years. (That's not a joke or an exaggeration.) With 1500+ plugins, this trip was always nausea inducing because of all the bouncing, sliding, and twirling over every little pebble or bunny. This was a smooth ride for 95% of the way; considering past experiences that is an amazing achievement that has put this on my must have mod list going forward.
idk if its just me or this mod but genral tulius's horse gets left behind during the intro cutscene causing him to walk to helgen maybe it has something to do with ASLAL but im unsure atm
Sadly this causes infinite load screen on a new game start with Alternate Perspectives. I tested it on a profile with only AP (and requirements) + this mod to make sure.
Didn't pop it in bugs because it's a mod conflict. But thought it'd be useful information for those who use Alternate Perspectives.
Do you have this mod Backported Extended ESL installed? If not and it CTD that means you're on the latest version of Skyrim SE and you'll need that mod for the older version ESP Plugins like this one. I guess, I'll just try to update all of my older mods that have the outdated ESP File Header (1.7.0)
From what the BEES page says, it should only be required if you're on an older version of the game trying to use a plug-in created in new CK. And the issue isn't CTD; but Infinite load screen. Which is why I mentioned that it was an incompatibility as opposed to an actual bug.
Should I stop using AP, I'll definitely use your mod to smooth the intro. ^_^
Oh, oh k I understand now, thank you, and by the way I couldn't really make a patch for that mod, it's really not compatible I think, that mod changes the intro entirely, it can't coexist because it changes the same thing but making it entirely different, that mod wouldn't have any buggy issue with the carriage i think it should work fine on its own 👍
i added this mod to my modset after i encountered a bug where, right after getting off the cart, my character turned like 140° to the left and started walking into the neighboring cart's horse forever.
i started a new game with this mod enabled, and uh.... the horse pulling mine+ulfric's+ralof's+killed-by-arrow-guy's cart is walking into a small cliff on the side of the path.
try loading this plugin way below your load order, the fix isn't applying, there's something that's overwriting this esp in your load order, you'll always have to load this esp last for it to work
i did that - at least, i think i did? (this vortex mod loader has a weird UI) sorting by load order, the intro fix is the second from the bottom on both the mods list & plugins list, followed only by the ASLAL patch. despite this, our horse still tries to become part of that small cliff every single time we pass it.
i've also noticed that the general's horse is super far ahead of the prisoner carts, and hadvar's horse is tailgating our cart so closely its snout clips into the cart itself. (this was probably true the first time, and i just didn't notice it)
What you described is exactly what this mod fixes, that happens to me too without this plugin enabled. I think I'll have to test vanilla skyrim with just this plugin on for good measure, I only tested this with a heavily modded setup and it works smoothly
Anyway, to see your current load order with vortex, locate this [C:\Users\(YourPCName)\AppData\Local\Skyrim Special Edition\plugin.txt] open it and and see if Vanilla Intro Fix is at the very bottom, it needs to be so it works, if it is and it doesn't work, I might have to troubleshoot, I'm thinking that could be a navmesh issue that was added in by other mods that's not a vanilla replace which is kindof bad, it needs to be patched specifically, you might have to post your entire load order, hopefully it's just a load order issue
Opening that file up: The bottom lines are in fact the two .esp files from this page, and an empty line (though that's probably just part of the formatting). Dost thou need a full copy of the file to see what I've got running?
You absolute mad genius. This works like a charm! The worst is, I can't believe it does xD I have such a heavily modded set up, seeing it actually function (using Alternate Perspective) is INSANE! Great work! Think you'll ever take a look at the Dawnguard quests that suffer similarly from Bethesda coding? (Thinking stuff like Prophet & Unseen Vision start up)
you might need to restart the intro again with this fix on, I think it won't continue anymore cause the imperial captain has to lead you in on the execution block, that's bugged now
EDIT: If it still doesn't work, you might need to load this mod way below your load order and see if that fixes it, it could be a landscape issue from other mods, I never had this, and I tested it again today
Thanks for your response. I did start a new game with this mod enabled. Everything works although shes dead. Probably because the intro scene is heavily scripted.
Looking at the scene in third person it seems that she stands to close to the cart when it drives by. I added the "protected" flag to her which kind of fixed the issue. She simply disappears after the dragon attack. But I dont know if this could lead to any side effects.
You will actually encounter her again if you went with ralof into helgen keep. From there you'll be able to kill her. It's good you only made her flagged protected and not essential cause she'll be unkillable lol. You should try to play it through all the way and see what happens, anyway please feel free to comment again if you find any more issue, and we'll try to fix it
So just to be sure grab the main file and only one of the optional files, or grab the main file and all of the optional files?
Another question I was wondering is, how exactly did you fix the problem? It's not mentioned in the description. It just says, you fixed it. So I'm wondering how exactly you did that. Did you replace something? Did you alter something? I'm a newbie trying to learn to make mods and I'm genuinely curious.
Yes, main file is required. So, about how I did the fix, I simply tweaked the horse packages that makes the carriages run so that both of the carriages are in synced all the way to the execution site, and I restored the landscapes and navmesh that paths the carriages, I also increased the quest priority as max because it's the first quest that triggers in game, it doesn't depend on anything once it finishes. It will be done by the time you encounter other quests, and also so that other mods with quest startups won't be able to mess it up and take up quest priority, that's all of what I did mostly, have you tried it yet though, can you please try and confirm if it works for you too
Thank you for responding so quickly. In relation to having tried it, yes, I have and it works wonderfully. I do appreciate the effort you put into this and thank you for informing me on how you achieved it.
Firstly, read the mod name, vanilla. I don't have to patch anything I don't use.
Secondly, load any mods that edits anything near helgen below this mod to see if that still works, again vanilla.
Third, yes, I intentionally removed the flag, run once, it improves quest startup, it doesn't literally mean it will run only once, there are quest flags that will make the quest run repeatedly, removing the run flag if anything makes the quest alias active if needed and responsive, not causing loop errors if that's what you think.
I did not demand any patch from you. I was just pointing this out, so you/others are aware of conflicts. Loading the mod quite early fixes most conflicts. In case of Northern Roads one will lose the landscape edits though.
Thanks for the explanation regarding the 'run once' flag. That was exactly my concern.
hey this actually worked O.o there were still some horse acrobatics involved for me but in the end everything was where it should be, and i think nobody died
48 comments
If you know how to use SSEDIT, please feel free to forward or merge this mod to any plugin you will load last for further compatibility, because you'll always have to load this mod's ESP file last for it to work, load order matters for this fix
maybe it has something to do with ASLAL but im unsure atm
https://www.nexusmods.com/skyrimspecialedition/mods/63953
It needs patches for plugins and for optional bound hands script edit.
I tested it on a profile with only AP (and requirements) + this mod to make sure.
Didn't pop it in bugs because it's a mod conflict. But thought it'd be useful information for those who use Alternate Perspectives.
Should I stop using AP, I'll definitely use your mod to smooth the intro. ^_^
i added this mod to my modset after i encountered a bug where, right after getting off the cart, my character turned like 140° to the left and started walking into the neighboring cart's horse forever.
i started a new game with this mod enabled, and uh.... the horse pulling mine+ulfric's+ralof's+killed-by-arrow-guy's cart is walking into a small cliff on the side of the path.
image of horsing around (the "Insert image" button refused to cooperate)
i've also noticed that the general's horse is super far ahead of the prisoner carts, and hadvar's horse is tailgating our cart so closely its snout clips into the cart itself. (this was probably true the first time, and i just didn't notice it)
Anyway, to see your current load order with vortex, locate this [C:\Users\(YourPCName)\AppData\Local\Skyrim Special Edition\plugin.txt] open it and and see if Vanilla Intro Fix is at the very bottom, it needs to be so it works, if it is and it doesn't work, I might have to troubleshoot, I'm thinking that could be a navmesh issue that was added in by other mods that's not a vanilla replace which is kindof bad, it needs to be patched specifically, you might have to post your entire load order, hopefully it's just a load order issue
Any ideas?
EDIT: If it still doesn't work, you might need to load this mod way below your load order and see if that fixes it, it could be a landscape issue from other mods, I never had this, and I tested it again today
Looking at the scene in third person it seems that she stands to close to the cart when it drives by.
I added the "protected" flag to her which kind of fixed the issue. She simply disappears after the dragon attack. But I dont know if this could lead to any side effects.
Another question I was wondering is, how exactly did you fix the problem? It's not mentioned in the description. It just says, you fixed it. So I'm wondering how exactly you did that. Did you replace something? Did you alter something? I'm a newbie trying to learn to make mods and I'm genuinely curious.
Also a patch for Better Quest Objectives is needed.
Secondly, load any mods that edits anything near helgen below this mod to see if that still works, again vanilla.
Third, yes, I intentionally removed the flag, run once, it improves quest startup, it doesn't literally mean it will run only once, there are quest flags that will make the quest run repeatedly, removing the run flag if anything makes the quest alias active if needed and responsive, not causing loop errors if that's what you think.
Loading the mod quite early fixes most conflicts. In case of Northern Roads one will lose the landscape edits though.
Thanks for the explanation regarding the 'run once' flag. That was exactly my concern.