The workaround I use since lux via breaks immersion here is to ditch lux via in lieu of either simply dirt roads or currently skyland aio with the dirt roads option. Then I use skyrim better roads to add in some immersion to help offset what's lost with lux via. One of these days I may take Knight's rest out of my load order but not for my current playthrough at least. Such a beautiful home.
I will be making this patch shortly as I'm about to add this to my load order, and I use Lux Via, it should be simple enough to make. I'll do a Lux and Lux Orbis patch as well.
Has anyone had issues with npc navmesh on the road/land outside of the location? Considering I've never had an issue with any of Lazz's work I'm almost certain it's on my end or a conflict with something in my setup that I'm just not seeing.
House is beautiful and it's one of my favorites from Skyrimlazz, but I also believe Knight's Rest is causing a navmesh issue. The broken spot is on the road right up the hill from the entrance, towards Shor's Stone. Followers can't pass the area, I have to teleport them past it. I wasn't sure it was this mod before but it's persisted across multiple installs and this is the only mod common to all of them affecting this cell.
While I'm posting here, just confirming that there's also a relatively minor conflict with Lux Via. It's really just a bunch of floating skeletons and a cart, which are easy enough to disable either in-game or in SSEEdit.
I just double checked this again on a newly tweaked variation of my last load order on a brand new save and sadly the issue on the road up the hill leading toward Shor's Stone is still giving me a navmesh issue with followers.
Thanks for posting this. I thought I was the only one.
Maybe a clash with Majestic Mountains or something, but yeah. NPCs can't get to the castle from the south via the road. They are blocked and have to go a LONG way around.
I know in the latest modlist I'm trying to adjust, I don't have majestic mountains enabled. just Granite Mountains and no other landscape alterations really outside of Cathedral Landscapes. Normally I'd be willing to ignore it, but as I tend to utilize at least 1-2 followers at all times one of the things I try to aim for in my setups are making sure navmesh around any mods I use
Think it maybe unofficial Skyrim patch noticed in my load order it edits area.
Update- was curious - Looked over in SSEdit and kit. Not Unofficial skyrim patch. Nav mesh seems fine in kit random bug best I can tell. Heading up hill my companion stops and goes other way. I optimized, re-finalized, and, cleaned nav mesh for personal use. Will message author and send file if they want to upload it as do not have permission to share.
I am a long time user of this beautiful home on pc. I was wondering if you can port this to SSE on xbox or if you would let some port it for you. It is one of my favorites by you and I would love to see it on there.
A perfect chapterhouse for a chivalrous order of Knights!. The only thing I'd add is a dedicated chapel to the Divines, but the shrines in the bedroom will suffice. :)
Wow!!! This is an amazing player home!! I am usually wary of large structures, because they tend to be empty and boring. But "Knight's Rest" is designed tremendously well in every respect! It looks better than many structures designed by Bethesda. While every room looks detailed and designed with care and attention to detail, there is still no unnecessary clutter - it all looks clean and pleasant. And the many, many ways to put your valuables on display are amazing - including even some book stands for some special / rare books.
Best player home castle I have ever seen. While I'll probably leave the children in Whiterun and Solitude, this is the perfect place for me to stay with my closest followers and go on more adventures.
Job well done!! Wish I could endorse it more than once...
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Knight's Rest Patches
EDIT: Been running tests all evening and I can confirm this mod will mess up navmesh right outside of the gate on the road that begins going uphill.
While I'm posting here, just confirming that there's also a relatively minor conflict with Lux Via. It's really just a bunch of floating skeletons and a cart, which are easy enough to disable either in-game or in SSEEdit.
Maybe a clash with Majestic Mountains or something, but yeah. NPCs can't get to the castle from the south via the road. They are blocked and have to go a LONG way around.
Update- was curious - Looked over in SSEdit and kit. Not Unofficial skyrim patch. Nav mesh seems fine in kit random bug best I can tell. Heading up hill my companion stops and goes other way. I optimized, re-finalized, and, cleaned nav mesh for personal use. Will message author and send file if they want to upload it as do not have permission to share.
So you were able to fix the navmesh going up the hill just past Knight's Rest?
Knights Rest Patches
Best player home castle I have ever seen. While I'll probably leave the children in Whiterun and Solitude, this is the perfect place for me to stay with my closest followers and go on more adventures.
Job well done!! Wish I could endorse it more than once...