Fixed version without the deleted references. Everything works as intended I think.
Brynjolf's reference to sniffing out the corrupt guard will be skipped to the next line. The killed guard dialogue not touched because I dont think it can ever trigger with this mod.
The game won't let me leave solitude when I have this mod on. It says that the gate requires a key even though it's the middle of the in-game afternoon.
I just encountered the same issue. I haven't tested this with Martkarth yet but I've been through Whiterun and Windhelm just fine. No idea why there would be a problem with Solitude alone.
I would love to use this mod in my next playthrough, but it is unfortunately incompatible with A Better Tomorrow - Replace Maven as Jarl. It would be really nice if this mod could be updated to fix some of the bugs other people are reporting too. Endorsed and tracked.
A great detail is the drawbridge in Whiterun that opens and closes at morning and evening.
But there is also an issue with that: It seems to be working fine if one approaches the Whiterun gate from the area around Whiterun. It's open if I approach during day, and closed if I approach during night. But if I'm inside Whiterun, and exit Whiterun, it's often in the wrong position. Then if I use the lever, it instantly changes to the position where it should have been, before changing to the opposite position. For example, I may exit Whiterun during night, the bridge is open, I use the lever and it's suddenly closed for a second before opening. This happens often when testing - also testing with a minimal load order (USSEP, Cheat Room, Alt. Start, Immersive City Gates.) It seems like the bridge is "kind of" in the position it's supposed to be in, but this is not realized before you use the lever.
Salut ! je ne sais pas si ce mod est toujours supporté, mais j'ai trouvé quelques conflits entre les immersifs City Gates et Skyrim Unbound (je suis sur le pack de mods Nolvus)
Le conflit résultant d'un chargement infini avant le menu "Continuer / Charger la sauvegarde / Nouveau départ /..."
(Update: NEVERMIND, j'ai trouvé la solution, désolé !)
Love the idea behind this mod but man oh man is it buggy as hell.
1) If I am standing next to the gate a guard will continuously run up to me with his gate dialogue, even if I have already paid him or told him that I don't intend to pay. Maybe I just wanna loiter for a few hours damnit leave me alone. 2) CTD if you somehow get teleported when the guard is in the middle of his unwanted advances. 3) Sometimes doors are locked when they shouldn't be, or unlocked when they should. Just seems like it cant ever stay accurate. 4) No way to exit the city if you are inside when it locks up. The door remains locked and you've got nobody to bribe if you want out early. Due to the above problem of doors not getting unlocked or locked as they should, the inconvenience of this problem is compounded heavily.
Would love to see this done properly, but alas, I don't think this mod is for me in its current state.
At least you can remove it at keep playing removed it from my game now I'm stuck in windhelm getting teleported back into windhelm instead of out of Windhelm
I don't experience the issues with locked/unlocked doors. Maybe there is a conflict or some other issue.
For all the other points: seems the mod is working as intended, providing you with an experience closer to that of people who lived in walled cities back in the days.
Anyways, if getting out after dark is necessary or somehow you find yourself stuck in the city, look up mods that add shortcuts, secret entrances or sewers of Skyrim.
so this mod has broke my game even with it disabled cant leave any city. leave through the main gate get double loaded and load back into the city im trying to leave edit cant even start a new game its completly fucked my entire game
234 comments
Fixed version without the deleted references. Everything works as intended I think.
Brynjolf's reference to sniffing out the corrupt guard will be skipped to the next line. The killed guard dialogue not touched because I dont think it can ever trigger with this mod.
First of all to answer your question about the JK version, it simply adds my mod's functionality to the gate added in Riften.
Thanks for the files, is it for the JK version or another one ?
A great detail is the drawbridge in Whiterun that opens and closes at morning and evening.
But there is also an issue with that:
It seems to be working fine if one approaches the Whiterun gate from the area around Whiterun. It's open if I approach during day, and closed if I approach during night.
But if I'm inside Whiterun, and exit Whiterun, it's often in the wrong position. Then if I use the lever, it instantly changes to the position where it should have been, before changing to the opposite position.
For example, I may exit Whiterun during night, the bridge is open, I use the lever and it's suddenly closed for a second before opening. This happens often when testing - also testing with a minimal load order (USSEP, Cheat Room, Alt. Start, Immersive City Gates.)
It seems like the bridge is "kind of" in the position it's supposed to be in, but this is not realized before you use the lever.
It would be great if this could be solved.
Le conflit résultant d'un chargement infini avant le menu "Continuer / Charger la sauvegarde / Nouveau départ /..."
(Update: NEVERMIND, j'ai trouvé la solution, désolé !)
1) If I am standing next to the gate a guard will continuously run up to me with his gate dialogue, even if I have already paid him or told him that I don't intend to pay. Maybe I just wanna loiter for a few hours damnit leave me alone.
2) CTD if you somehow get teleported when the guard is in the middle of his unwanted advances.
3) Sometimes doors are locked when they shouldn't be, or unlocked when they should. Just seems like it cant ever stay accurate.
4) No way to exit the city if you are inside when it locks up. The door remains locked and you've got nobody to bribe if you want out early. Due to the above problem of doors not getting unlocked or locked as they should, the inconvenience of this problem is compounded heavily.
Would love to see this done properly, but alas, I don't think this mod is for me in its current state.
Skyrim sewers alleviates the 'no way to enter or exit' issue, which is fun! but ultimately I ended up just removing the mod
For all the other points: seems the mod is working as intended, providing you with an experience closer to that of people who lived in walled cities back in the days.
Anyways, if getting out after dark is necessary or somehow you find yourself stuck in the city, look up mods that add shortcuts, secret entrances or sewers of Skyrim.
edit cant even start a new game its completly fucked my entire game