Please use this topic from now on only for general comments and chat. Four dedicated topics for troubleshooting, bug reports, suggestions and compatibility issues can be found under the 'Forums' tab. Alternatively you can use the links below:
Google Translate, I'm sorry I don't know English I encountered a bug where travel alchemists cannot see any models Open TravellersOfSkyrim - Vanilla.esp using xEdit Find this NPC, edit 'weight' to 100 to solve the bug (default weight is 50) I don't know the principle behind it, but it did solve my problem and I hope it will be helpful to others
Sometimes I get these two to three traveling alchemists who just stay standing out front the Riverwood general store. Any idea on how to fix this? They're from this mod.
I'm not able to talk to Mercenaries like the electromancer. Not able to access dialogue to hire him or anything. I have put your mod above and below follower mods and still can't talk to him.
hi, i have bit of problem with this mod. when im using mods that add new buildings near the road such as whiterun market and granite hill village, the travellers not using the road and stay idle outside the village. anyone can help me solve this problem? im a bit noob at modding and sorry for my english btw :)
Quite impressed with this mod and the effort to make the new NPCs atttractive (unlike populated skyrim). But, a minor problem:
I have now 3 mage mercenaries as followers: all are duplicates of the originals as I was trying to avoid the mod's limitations BUT all of them disappear if left in a home for a while and if I console them back via their new FF id they are naked and have lost the expensive gear with which I equipped them. There seems to some time limit for them when waiting controlled by the base id. In additiojn, it should be possible to hire more than one at once. I have the three as I recruited them as followers after duplication. IMHO these 3 mages are very good examples of well designed NPCs as they are, all three, almost beautiful.
196 comments
Please use this topic from now on only for general comments and chat.
Four dedicated topics for troubleshooting, bug reports, suggestions and compatibility issues can be found under the 'Forums' tab.
Alternatively you can use the links below:
From now on please use the Nexus bug report system instead ('Bugs' tab)!
Travellers of Skyrim - Compatibility
Travellers of Skyrim - Troubleshooting
Travellers of Skyrim - Suggestions & Feedback
Frequently Asked Questions:
Do the travellers respawn if killed?
-Yes, they do.
Is Travellers of Skyrim compatible with Open Cities Skyrim?
-Yes, it is.
I encountered a bug where travel alchemists cannot see any models
Open TravellersOfSkyrim - Vanilla.esp using xEdit
Find this NPC, edit 'weight' to 100 to solve the bug (default weight is 50)
I don't know the principle behind it, but it did solve my problem and I hope it will be helpful to others
But, a minor problem:
I have now 3 mage mercenaries as followers: all are duplicates of the originals as I was trying to avoid the mod's limitations BUT all of them disappear if left in a home for a while and if I console them back via their new FF id they are naked and have lost the expensive gear with which I equipped them. There seems to some time limit for them when waiting controlled by the base id. In additiojn, it should be possible to hire more than one at once. I have the three as I recruited them as followers after duplication. IMHO these 3 mages are very good examples of well designed NPCs as they are, all three, almost beautiful.