Skyrim Special Edition
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RJinthematrix

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mrjentipede

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124 comments

  1. mrjentipede
    mrjentipede
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    v2a is now available, it is a compatibility version where all new furniture and navmesh edits have been removed in order to improve compatibility with other mods

    several npc packages have been optimized, missing lock lists are now present and a few minor fixes here and there, CRF Is not a requirement
  2. XanderVirtus
    XanderVirtus
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    Anyone use this with AI Overhaul? I switched from Immersive Citizens to AI Overhaul for compatibility reasons. I'm unsure if the idle markers conflict with this mod?
    1. mrjentipede
      mrjentipede
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      I would not use this and AI Overhaul, it has used similar markers to this mod
      This mod was once a standalone and a complement to Immersive Citizens but as I have not looked or updated it in a long time; you use it at your own risk
    2. KYLE215PS3
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      surprisingly i used both of these together and even alot more idle markers mod and had no issues with them :)
      Counting in on multiple playthroughs with hours put in. Never has crashed on me.
  3. glacialmind101
    glacialmind101
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    A mod like this has much potential for bugs and conflicts.  As such, it should really have a bug report section.  People browsing the mod may, correctly or incorrectly, assume that the lack of a bug section is an attempt to disguise bugs within the mod.
    1. mrjentipede
      mrjentipede
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      I don't have or use the CK any longer and I"m sure it has issues especially in a highly modded game
      If you use a minimalist setup, this will work well for you
      If you are using any mods that alter inns or AI behavior, I would leave this off your load order
      This mod is safe to remove at any point in the game
    2. glacialmind101
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      Thanks for the reply.  That makes sense.  Not using AI overhaul but am using RDO as well as many animations through DAR and FNIS.
  4. Sky91
    Sky91
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    Hello there! Does anyone know if the ESP-FE version is otherwise identical to the Main file?
    1. gpout
      gpout
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      Did you find out if it is identical?
    2. ModdinScorsese
      ModdinScorsese
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      It should be. If I understand it correctly, the ESP is just flagged that way so it doesn't contribute to your mod limit.
  5. HurrBurr3
    HurrBurr3
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    imagine having ussep as a requirement for an idle marker mod jfc
    1. ModdinScorsese
      ModdinScorsese
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      imagine whining about free s#*!
  6. Diggle8master
    Diggle8master
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    Theirs a mini conflict with this mod and Immersive Citizens, theirs a bar stool in Windhelm's Candlehearth Inn, there both overlapping each other and not sure what is the best way to go about it.
  7. Zeetbr
    Zeetbr
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    Causes CTD with last USSEP Update.
  8. Adacho1331
    Adacho1331
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    Is this compataible with Multiple Floors Sandboxing?
    1. mrjentipede
      mrjentipede
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      Yeah
    2. Adacho1331
      Adacho1331
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      Good to know. Thanks! 
  9. Legendss
    Legendss
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    So many good mods i can't install because they are not esl and my load order is full. This is def one of them.
  10. CrazyRussian24
    CrazyRussian24
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    Does this mod affect performance? I apologise if this is a stupid question
    1. Sky91
      Sky91
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      no
  11. R3dShiftStudio
    R3dShiftStudio
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    It seems that bards barely play music after installing all of that, they prioritize using those idles more than playing music
  12. Glanzer
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    As another poster mentioned, this can work well even with AI Overhaul installed. But I recently noticed that it affects WAY MORE than just idle markers. It will actually move or adds objects in the rooms, or DISABLE objects in the rooms. For example, food items were added (Huh?) and a burned book was changed into a regular book. Those changes don't make sense for an idle marker mod! I found this out when trying to figure out why I had smoke from candles but the candles were missing. There are some conflicts with ELFX for some of its edits. So either look through the conflicting records (my guess is there's only about 40?) and decide if you just want to delete the conflicts from this mod, or if you're using other AI Overhaul or other more updated idle marker mods just get rid of this mod (per the author's suggestions above). For me, I haven't decided since I just discovered the conflicts.

    EDIT: Ok that didn't take long. There are surprisingly few conflicts. I'm using about 1000 mods, but very few interior mods that change things (e.g. I only use maybe 1 or 2 JKs interiors). I will definitely keep this mod enabled! It also preserves all the changes from USSEP and CRF which surprised me. I think there are probably about 6 or so things I might change about this mod, and a few of them are in Candlelight Hall where I first saw the conflicts. I am using AI Overhaul and so far I LIKE the conflicts. For example, a couple of the idle markers that were marked specifically for use by an individual in AI Overhaul were changed to be used by the entire inn's faction. That way more people could use the marker. I like that change!

    EDIT #2: I ended up deleting just 3 records from this mod, and they all had to do with conflicts over candle or light placement with ELFX. btw, you should look at the Package conflicts, in my mod order there are 6 conflicts with AI Overhaul and 1 conflict with Improved College Entry. I will probably just patch those.
    1. TropicPineapples
      TropicPineapples
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      Thank you for your comment on compatibility with ELFX, that's exactly what I wanted to know. I'm new to modding and patching, would you be interested in sharing your patch for this mod and ELFX?
    2. Glanzer
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      To make it compatible with ELFX, just open the esp in xedit and delete the following 3 records in Cell\block 1\sub-block 4\temporary\

      000CB96C
      000CB9CE
      000CBA83
    3. mrjentipede
      mrjentipede
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      I previously had not been maintaining SE version but am back and will review all reported issues 
    4. Glanzer
      Glanzer
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    5. Vlad254
      Vlad254
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      To make it compatible with ELFX, just open the esp in xedit and delete the following 3 records in Cell\block 1\sub-block 4\temporary\

      000CB96C
      000CB9CE
      000CBA83
      Thanks Glanzer
  13. Martimius
    Martimius
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    FYI, there's a bar stool overlap with the compatibility version when used with Immersive Citizens. One takes place in Windhelm's Candlehearth Inn, with more idle marker's stool (xx005E7C) overlapping with the vanilla stool reference that Immersive Citizens modifies (000CB9A5).
    1. ReeseReynolds
      ReeseReynolds
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      So I think this might be the issue in my gane, I have so many NPCs overlapping each other and sitting in the same spot, does anyone have a fix for this?