I like this mod, but I want there to be fewer guards. Just outside of Whiterun, for instance, there were two groups of 30-ish guards each! It really tanked my FPS, and I felt that it was totally unnecessary to have that many guards patrolling out there when the population of Whiterun is less than 50. I'd feel a lot more comfortable with these numbers cut by five or even ten; 2 to 15 guards at most for these locations. I can't find an option for this, though!
Really? Wow! I was thinking of downloading this but I'm already pushing it in VR with my NPC numbers. I've always ran Man Those Borders SSE and have no complaints other than this mod has twice the number of gates. Man Those Borders usually has 2-5 guards as best I recall, which is plenty. If someone patched this, I'd give it a try.
Some of the hold borders map icons are appearing as enemy red dots on my compass. On the map view they appear as a circle, dark inside with a thick white border. 2 of the pale pass ones and another near the alchemist shack are culprits. Others that I have visited seems to have the correct icon, the small village settlement icon.
Do you have any idea of what might be causing this? I am using Map Markers complete and Pastel Map Markers.
Edit: In SSEEdit, some of the border markers had MAP Marker Type (TNAM Type) set to "None" while the correct ones had "Settlement" as the type. Fixed it by changing None to Settlement. Resolved
I don't understand how I barely noticed this today after playing with the mod for about 20 + hours, and I understand even less how someone else noticed the problem as well 2 days before LOL. I thank you for the fix.
This mod is a nice idea, but unpolished in execution. Detracts from the immersion instead of adding to it. Added NPC's just stand still and do not idle or patrol. There still is clipping with the border gates. Bad navmesh.
while I love the idea of this mod, I removed it during my live stream for one simple reason. The lack of editing of the exterior world navmesh causes NPCs to walk into the barriers. Now I KNOW what you are thinking. There isn't a way to delete exterior navmesh without messing with the navmesh bounds.
That is categorically FALSE. I am the guy who figured out how to do it properly. So much in fact that I made a tutorial on how it is done.
You should take a look at my tutorial and learn it then update this mod. I would be more than willing to promote it on my live streams.
There is this bug with ETaC located on Darkwater crossing. some of the object was like flying, there is even a part of ground that is split. NPC runs half body on the ground.
97 comments
Why are torches lit during the day time? To light the way? That makes no sense and kills immersion.
If it's not this Mod then my apologies, still testing.
Apologies for thinking it was your Mod.
Thank you c:
Do you have any idea of what might be causing this? I am using Map Markers complete and Pastel Map Markers.
Edit: In SSEEdit, some of the border markers had MAP Marker Type (TNAM Type) set to "None" while the correct ones had "Settlement" as the type. Fixed it by changing None to Settlement. Resolved
Could really use a polish!
Uninstalled for now.
Also nice if the guards arn't standing in bushes...
Thanks for the mod
Now I KNOW what you are thinking. There isn't a way to delete exterior navmesh without messing with the navmesh bounds.
That is categorically FALSE.
I am the guy who figured out how to do it properly. So much in fact that I made a tutorial on how it is done.
You should take a look at my tutorial and learn it then update this mod. I would be more than willing to promote it on my live streams.
NPC runs half body on the ground.