Change Logs: All changes apply to modular files as well Checkpoints V2.1 - Fixed a small navmesh issue at the Whiterun Checkpoint - Adjusted many furniture and static objects around all camps to fix floating and clipping.
tbh while the old dragonbridge one was messy, it was nice for it to be on the bridge stoping travelling citizens. And Markarth's was cool, I dont understand why you deleted it. I was using the old version of the mod but I've recently lost it...
Anyone experiencing a ctd around the Western Watchtower area, more specifically at the first dragon fight there? I'm not sure if some other mod caused an incompatibility but disabling this seemed to fix the crash at least. Version 2.1, have not tried the previous 2.0 yet.
I ve past hours just to find out that this mod was the culprit,messing up with traveler merchant and patrol because it mess up the nav mesh around, too bad there is no patch to correct that :(
ummm so it seems this mod has conflict issues with immersive patrols (the patrols just stand there) is there a patch or fix or anything that solves that?
The latest update V2.1 causes severe path finding issues with NPCs around Riverwood, Whiterun and Windhelm (might be more but those areas are were I tested extensively). Seems like by itself the mod doesn't do any damage but in conjunction with some mods like:
The Stumbling Sabrecat https://www.nexusmods.com/skyrimspecialedition/mods/35969
The path finding of NPCs break. Again, there could be more mods but those were the ones I found to be problematic with this mod. When I downgraded to previous version of this mod all issues went away. Not going to lie, I was pretty pissed as I've been troubleshooting for the last few days just to find what was causing the NPCs to get stuck but oh well these things happen. Anyways just for anyone experiencing similar issues try downgrading to previous version, it should work.
add Immersive wenches to that, & the Khajiit squad in from base skyrim in windhelm
And I Can Also confirm rolling back to 2.0 has no navmesh issues I Updated this my last playthrough (made it 400 hours, 1200 mods) and it is good to know what did cause people to get stuck here and there
You can probably add Touring Carriages to that list as well (big surprise--doesn't take a lot to break that mod).
Thanks for this. I appreciate all you went through. I was about to remove the carriages and just start my playthrough--not knowing it was a larger problem caused by this mod.
I have been trying to do the Heart of Crimson and it keeps crashing...I could be wrong, but I think it may be because the Windhelm checkpoint is where Tyra Blood-Fire is supposed to be after you talk to the beggar. It really sucks because I like this mod and do not want to remove it. Heart of Crimson is CC so I cannot remove that...I would rather remove Heart of Crimson than this mod but I am stuck with Heart of Crimson. I tried to load an earlier save before I talked to the beggar, but it still crashes when I get near the bridge on the west side of Windhelm which is where the checkpoint starts. :(
Again, I could be wrong about the conflict between the unavoidable CC quest: Heart of Crimson and this mod. If I am, then let me know I am a dumbass...lol
Would like to request a patch for the new East Empire CC content. The camp clips through a wall added by this mod. Appreciate your work on this as is! Hope to hear an update if possible.
207 comments
All changes apply to modular files as well
Checkpoints V2.1
- Fixed a small navmesh issue at the Whiterun Checkpoint
- Adjusted many furniture and static objects around all camps to fix floating and clipping.
The latest update V2.1 causes severe path finding issues with NPCs around Riverwood, Whiterun and Windhelm (might be more but those areas are were I tested extensively). Seems like by itself the mod doesn't do any damage but in conjunction with some mods like:
The Stumbling Sabrecat https://www.nexusmods.com/skyrimspecialedition/mods/35969
Hawk Replacer https://www.nexusmods.com/skyrimspecialedition/mods/55461
Civil War Aftermath https://www.nexusmods.com/skyrimspecialedition/mods/3484
Better Courier https://www.nexusmods.com/skyrimspecialedition/mods/40709
The path finding of NPCs break. Again, there could be more mods but those were the ones I found to be problematic with this mod. When I downgraded to previous version of this mod all issues went away. Not going to lie, I was pretty pissed as I've been troubleshooting for the last few days just to find what was causing the NPCs to get stuck but oh well these things happen. Anyways just for anyone experiencing similar issues try downgrading to previous version, it should work.
And I Can Also confirm rolling back to 2.0 has no navmesh issues
I Updated this my last playthrough (made it 400 hours, 1200 mods) and it is good to know what did cause people to get stuck here and there
Thanks for this. I appreciate all you went through. I was about to remove the carriages and just start my playthrough--not knowing it was a larger problem caused by this mod.
Again, I could be wrong about the conflict between the unavoidable CC quest: Heart of Crimson and this mod. If I am, then let me know I am a dumbass...lol
So, did you guys find the patch?
@royalknee9 @DontTrip @Yoni664