Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

JPSteel2

Uploaded by

Janquel

Virus scan

Safe to use

About this mod

Fixes the unfinalized navmesh from Immersive City Gates, cleans to remove ITMs. Should help with conflicts with other mods

Requirements
Permissions and credits
While going through some potential conflict resolution patches for my load order, I noticed that Immersive City Gates didn't have the prison marker attached to the navmesh in some cells, which resulted in the navmesh being included, and causing conflicts with other mods which modified that navmesh. While a patch would take care of the problem, they wouldn't be necessary with a tweaked version of the mod.

I spoke with JPSteel2, he gave me the greenlight to upload this until he has a chance to look at it himself. I'm not sure if the same problem is present in the non-JK and Open Cities versions. Please note this is JUST the .esp, and does not contain the scripts/etc - it still requires the original mod, just overwrite the .esp.

List of steps taken:
  • Re-added the XNDP for every prison marker in a cell, then deleted the navmesh reference changes associated with them, because with the XNDP
    present, the navmesh is back to vanilla for WhiterunDragonsreachBasement, WindhelmBloodworks, SolitudeJail, CidhnaMine01, and RiftenJail01 and finalized navmesh in all cells
  • Quick auto-cleaned using xEdit, which removed: [NAVM:0005DB72], [NAVM:000F7E95], [CELL:00042246], [NAVM:00106E86], [CELL:0000BD12], [NAVM:000E0BB6] (along with some temporary children categories)
  • 0BCF2 and 42249 both had a location reference added by JK which I forwarded.

There's a few other things I noticed (some navmeshes which JK changed and are identical in ICG, but weren't auto-cleaned) that I left alone because I wasn't 100% on the behavior. I've tested all five jails, and was properly kicked back outside (I don't think behaviorally the original version had any issues, it was just a potential compatibility thing). Mods that I explicitly noticed had a navmesh conflict which should no longer have an issue (I think - they previously wouldn't have been an issue depending on load order): Cidhna Mine Expanded, Vigilant, Skyrim Underground, and Skyrim Sewers.