FAQ: * Immersive Citizens AIO: compatibility patch TC-ICAIO (in the Files tab). It will override the buggy ICAIO-TC patch. * VR: This uses vanilla animations. You may have to close your eyes during the exit animation. It is unknown how VR handles animation issues, as the CK and scripts have not been released. * VRIK: Using the MCM, turn on "show mod settings". Before each ride, "disable all VRIK systems". This is automated by the Touring Carriages - VR FIx.
Sort with LOOT. Don't forget to update your local copy of the LOOT master list.
Learn how to detect conflicts with SSEEdit. Hint: 00017EEF.
Version 3.5.2 Use some pseudo-locations, fix some paths. Update to match USSEP 4.2.7. Otherwise, these internal changes should be invisible to the user.
Version 3.4.0 TC-ICAIO remains the matching optional file. Version 3.4.x TC-Oakwood is a light extension for Arthmoor's Oakwood.
When I tested it a few minutes ago, everything worked as expected, and the Papyrus.0.log says: [05/11/2025 - 01:16:04PM] [tourcartsystemscript <TourCartRiftenQuest (180040FF)>]TourNotifyOnExit [TourCartRiderScript <alias CartRiderPlayer on quest TourCartRiftenQuest (180040FF)>] [05/11/2025 - 01:16:04PM] [tourcartsystemscript <TourCartRiftenQuest (180040FF)>]TourNotifyOnExit pausingVariable01=5
Brilliant! I prefer immersive, and this mod goes beyond. I love discovering new places ... Skyrim is so vast, even a few playthroughs aren't enough. I avoid any type of fast travel almost all of the time. This is the first time I've used this mod on a playthrough. Bravo!
My current mod list is not huge, so I'm not sure where I'm going wrong.
The elements are loading, so the carriage stations along roads are there. Here's the issues I'm having: Carriage drivers outside of major holds do not have cities in their prompt, instead when you say you'd like to hire a carriage it only says "nevermind". Carriage drivers at stations have lists of holds when hiring, but once you sit in the carriage the prompt restarts and they never start driving.
Please let me know if you have found a solution or what is interfering with this mod!
I loved using this back in the day and I would love to have it again for a new immersion playthrough.
I love the idea of this mod but sadly I could not make it work with my modlist. Warning though, your save might get corrupted if you uninstall this mod. In my case, I could restore it (maybe?) as follows:
1. Download FallRim Tools 2. Download a compatible Java version. In my case, I installed it running this command (you need winget for Windows) on a terminal: winget install ojdkbuild.openjdk.17.jre 3. Cleaned my save file 4. Tried to load it and the game said it was corrupted. When the game loaded back the main menu, I tried to load the same file again and voilá.
Granted, I dunno if it broke more stuff and I was in a interior cell, but at least it worked.
Just tried this mod out in VR with the FUS mod list. It functions - you end up floating above the carriage, but it functions. However I ended up removing it because the cart kept glitching up and down so much that it gave me a headache. I'm guessing this is probably not the fault of this mod but a result of worldspace edits made by FUS.
Leaving this comment here mainly because the glitching caused essentially a strobe light effect in places. Please be cautious testing this mod out with FUS if you have epilepsy, migraines, or are otherwise sensitive to flashing lights.
So I was testing my load order and I found out that for some reason the carriage in Falkreath is parked right in front of the entrance, and I'm pretty sure it will conflict with Glenmoril, since I know it also puts a carriage there at some point. I also got a freeze+crash while talking to the driver, but it didn't create a log so it could be something else.
That carriage location just outside Falkreath was chosen by Bethesda. They specifically placed a marker there. They've also recorded voiced commentary to match. Explicit markers for Falkreath troops are there, too, and they challenge you as you enter the city.
OTOH, I've moved the marker on the other side of Falkreath nearer the fence, allowing a vanilla patrolling guard to pass the carriage.
That user group is probably your own. Just remove it. TC has to be loaded before Cutting Room Floor, because CRF modifies navmesh for new buildings in the same places that TC modifies them to make the roads work. They work together.
Incompatible mods: You can still use the ferry only version alongside any of these mods! They only conflict with the full version. Touring carriages Cart in each big town Any other carriage overhaul mod
CFTO is lazy fast travel. Touring is for those who eschew fast travel, and ideal for survival. Touring was an original part of the vanilla game, although it was not completed. Touring was designed to be compatible with Cutting Room Floor and Helgen Reborn.
Note that Touring Carriages has one or two carriages at every town and many smaller settlements and major junctions, far more than CFTO. It uses vanilla pricing (global values built into the game), resulting in fewer conflicts.
2128 comments
* Immersive Citizens AIO: compatibility patch TC-ICAIO (in the Files tab). It will override the buggy ICAIO-TC patch.
* VR: This uses vanilla animations. You may have to close your eyes during the exit animation. It is unknown how VR handles animation issues, as the CK and scripts have not been released.
* VRIK: Using the MCM, turn on "show mod settings". Before each ride, "disable all VRIK systems". This is automated by the Touring Carriages - VR FIx.
Sort with LOOT. Don't forget to update your local copy of the LOOT master list.
Learn how to detect conflicts with SSEEdit. Hint: 00017EEF.
Otherwise, these internal changes should be invisible to the user.
Version 3.4.0 TC-ICAIO remains the matching optional file.
Version 3.4.x TC-Oakwood is a light extension for Arthmoor's Oakwood.
[05/11/2025 - 01:16:04PM] [tourcartsystemscript <TourCartRiftenQuest (180040FF)>]TourNotifyOnExit [TourCartRiderScript <alias CartRiderPlayer on quest TourCartRiftenQuest (180040FF)>]
[05/11/2025 - 01:16:04PM] [tourcartsystemscript <TourCartRiftenQuest (180040FF)>]TourNotifyOnExit pausingVariable01=5
What does yours say?
The elements are loading, so the carriage stations along roads are there.
Here's the issues I'm having:
Carriage drivers outside of major holds do not have cities in their prompt, instead when you say you'd like to hire a carriage it only says "nevermind".
Carriage drivers at stations have lists of holds when hiring, but once you sit in the carriage the prompt restarts and they never start driving.
Please let me know if you have found a solution or what is interfering with this mod!
I loved using this back in the day and I would love to have it again for a new immersion playthrough.
Did you follow the FAQ and use SSEEdit to find the conflict?
Unlike vanilla, you never need to sit in the back of the carriage. It doesn't do anything.
1. Download FallRim Tools
2. Download a compatible Java version. In my case, I installed it running this command (you need winget for Windows) on a terminal:
winget install ojdkbuild.openjdk.17.jre
3. Cleaned my save file4. Tried to load it and the game said it was corrupted. When the game loaded back the main menu, I tried to load the same file again and voilá.
Granted, I dunno if it broke more stuff and I was in a interior cell, but at least it worked.
Leaving this comment here mainly because the glitching caused essentially a strobe light effect in places. Please be cautious testing this mod out with FUS if you have epilepsy, migraines, or are otherwise sensitive to flashing lights.
OTOH, I've moved the marker on the other side of Falkreath nearer the fence, allowing a vanilla patrolling guard to pass the carriage.
CFTO is lazy fast travel. Touring is for those who eschew fast travel, and ideal for survival. Touring was an original part of the vanilla game, although it was not completed. Touring was designed to be compatible with Cutting Room Floor and Helgen Reborn.
Note that Touring Carriages has one or two carriages at every town and many smaller settlements and major junctions, far more than CFTO. It uses vanilla pricing (global values built into the game), resulting in fewer conflicts.