I did the conversion from skyrim to SE, if you find any bugs or weird clipping comment here.
when commenting bugs please give a full detail of the bug aswell "If possible" screenshots and locations of the bug.
in the upcomming days expect a few updates as i now have perms to update this mod with Silent to make this mod cover all of skyrim and not just a few of the holds.
Edit:: THE RIFT IS NOW OUT!!!!! next upload for optional files will be the eastmarch
EDIT EDIT::: YES I KNOW THE NMM V NUMBER IS WRONG< IVE TRYED FIXING IT AND SADLY IT WONT FIX UNTILL I UPLOAD A NEW UPDATE (expect that after ALL the other holds are done and ill be going back and updating the other holds silent did..... it will be a while so hold your pants)
9/18/2018 EDIT- i know there is a few navmesh bugs, so plz do not comment more about them, unless you actualy have screenshots of the locations. too many reports without any information, make my job much harder to do when you dont read this.....
aswell the mod state is good but its not done. i havent had time in quite a while to go back into skyrim modding, just FAR too busy irl. ill update this mod when i can, but im telling you outright, it WILL NOT BE FOR A WHILE.
3/25/2021 EDIT/UPDATE - now with the pandemic i have had a small amount of time to go back and take a look at this mod, and ive gone ahead and started the process of removing all collision meshes from the original files. its taking me SUCH a long time to go the and disable them one by one. i do not want to remake this mod so doing this is the only way to fix the NPC's getting stuck issues everyone posts about. its been a bug sence OG skyrim and to this day is still a problem. im about 1/3rd of the way done after 2 weeks of doing it in my spare time. realisticly i havent had a shitload of time to do this but i wanted to make an update to let everyone know that this mod IS being worked on and once its done with the old fixes ill be starting on the next modual!!!! (i might ask the community on what one they want next)
your "NPC STUCK FENCE PATCH" says it's missing the "Skyrim Better Roads - All In One - Merged.esp" because the main file esp is named as "Skyrim Better Roads and Bridges - All In One - Merged.esp", could you fix it?
Does the road cover as much area in the game as Blended Roads? I just noticed this in the Description about the coverage, is why I asked. The mod is a Work In Progress (WIP). This means, more roads of Skyrim will be covered by our mod as it grows and expands!
I started to notice some issues with Blended Roads, so I am trying to find a replacement.
I found a minor bug, in the Eastmarch plugin, south of Mixwater Mill. A fallen tree Log was moved but the mushrooms attached to it were not moved.
[REFR:000ECE7A] (places TreePineForestLog01MoraTapinella "Mora Tapinella" [FLOR:000ECE21] in GRUP Cell Temporary Children of [CELL:00009606] (in Tamriel "Skyrim" [WRLD:0000003C] at 25,-3))
Needs to match the new position of:
[REFR:000D03F2] (places TreePineForestLog01 [STAT:00013250] in GRUP Cell Temporary Children of [CELL:00009606] (in Tamriel "Skyrim" [WRLD:0000003C] at 25,-3))
You can literally just copy the in Position Data from the Log into the Mushroom
I'm using your great mod but I found some issues and one is located right outside of Rivewoods when we cross the patch of three Imperial soldiers with a prisoner. The problem is that the prisoner is levitating above the placed barrier there.
So, this add some immersion but also add immersion breaking issues.
I've seen videos of roads that look amazing, like riverwood for example default it's pointy, but in some mods it's completely flat and roads are perfect, what mod would this be please?
For those wanting to totally get rid of the problems in this mod, you could probably use my patch (last one in downloads) and then simply remove the collision from the fence assets that are used by the author. That would entail locating those meshes and removing collision. I'll leave that up to your investigation.
What problems? I'm trying to use the better roads AIO patch, but it's claiming the master is missing despite being there... I've tried moving the patch below the master manually but it still claims the master is missing.
Look at the threads below that talk about the problems with NPC navigation along the road. The master is missing because the patch only works with the NON bridge version of the AIO plugin. The bridge version won't work.
EDIT: I just took a look at the patch and I think it's outdated. The formids no longer match up to the master which means it's not disabling the placed navcuts. Let me work on it to be sure...
EDIT #2: Never mind, the patch is fine, I was using a different home-made master and forgot. btw, you can safely flag the patch as ESL since it doesn't create any new assets.
Because it's the version of Skyrim Better Roads I use and I created the patch. I suggest just switching the master to the other plugin. You can do that by creating a blank plugin with the correct master name then going into xedit and switching the patch to the other master. I do things like that all the time.
Install "Skyrim Better Roads" like you usually would do and select the option "All the roads" in the FOMOD installer - NOT "All the roads and bridges". This gives you the plugin "Skyrim Better Roads - All In One - Merged.esp" that you need.
479 comments
when commenting bugs please give a full detail of the bug aswell "If possible" screenshots and locations of the bug.
in the upcomming days expect a few updates as i now have perms to update this mod with Silent to make this mod cover all of skyrim and not just a few of the holds.
Edit:: THE RIFT IS NOW OUT!!!!! next upload for optional files will be the eastmarch
EDIT EDIT::: YES I KNOW THE NMM V NUMBER IS WRONG< IVE TRYED FIXING IT AND SADLY IT WONT FIX UNTILL I UPLOAD A NEW UPDATE (expect that after ALL the other holds are done and ill be going back and updating the other holds silent did..... it will be a while so hold your pants)
9/18/2018 EDIT- i know there is a few navmesh bugs, so plz do not comment more about them, unless you actualy have screenshots of the locations. too many reports without any information, make my job much harder to do when you dont read this.....
aswell the mod state is good but its not done. i havent had time in quite a while to go back into skyrim modding, just FAR too busy irl. ill update this mod when i can, but im telling you outright, it WILL NOT BE FOR A WHILE.
3/25/2021 EDIT/UPDATE - now with the pandemic i have had a small amount of time to go back and take a look at this mod, and ive gone ahead and started the process of removing all collision meshes from the original files. its taking me SUCH a long time to go the and disable them one by one. i do not want to remake this mod so doing this is the only way to fix the NPC's getting stuck issues everyone posts about. its been a bug sence OG skyrim and to this day is still a problem. im about 1/3rd of the way done after 2 weeks of doing it in my spare time. realisticly i havent had a shitload of time to do this but i wanted to make an update to let everyone know that this mod IS being worked on and once its done with the old fixes ill be starting on the next modual!!!! (i might ask the community on what one they want next)
Does the road cover as much area in the game as Blended Roads? I just noticed this in the Description about the coverage, is why I asked.
The mod is a Work In Progress (WIP). This means, more roads of Skyrim will be covered by our mod as it grows and expands!
I started to notice some issues with Blended Roads, so I am trying to find a replacement.
THANKS
[REFR:000ECE7A] (places TreePineForestLog01MoraTapinella "Mora Tapinella" [FLOR:000ECE21] in GRUP Cell Temporary Children of [CELL:00009606] (in Tamriel "Skyrim" [WRLD:0000003C] at 25,-3))
Needs to match the new position of:
[REFR:000D03F2] (places TreePineForestLog01 [STAT:00013250] in GRUP Cell Temporary Children of [CELL:00009606] (in Tamriel "Skyrim" [WRLD:0000003C] at 25,-3))
You can literally just copy the in Position Data from the Log into the Mushroom
Edit: nvm fixed it. a quest mod was interfering with it which is odd.
I'm using your great mod but I found some issues and one is located right outside of Rivewoods when we cross the patch of three Imperial soldiers with a prisoner. The problem is that the prisoner is levitating above the placed barrier there.
So, this add some immersion but also add immersion breaking issues.
Thank you for the work!
EDIT: I just took a look at the patch and I think it's outdated. The formids no longer match up to the master which means it's not disabling the placed navcuts. Let me work on it to be sure...
EDIT #2: Never mind, the patch is fine, I was using a different home-made master and forgot. btw, you can safely flag the patch as ESL since it doesn't create any new assets.