Unfortunately for me, even with this excellent fix for the main mod, it stops working after a while in my playthroughs. Initially, the fees are there the gates are unlock but later on guards don't dialogue prompt me, or I pay and the gate doesn't open. I suspect it has something to do with the running scripts of the original mod.
Yeah, I think I might end up removing this from future playthroughs as much as I like it, because it messes with NPC AI in a way that didn't immediately occur to me, even without those occaisonal hiccups - if an NPC's package is supposed to take them into/out of a city, and the city gates are locked, they're stuck there unless they have a key (or until you unlock the gate). Some of them get it as part of the plugin, but NPCs added from other mods like Immersive Patrols? Those guys are SOL.
So there would either need to be a script that detects when an AI package is trying to get in and dynamically unlock, then re-lock the gate, a way to tell any packages which would cross gates and give keys appropriately, or a way to ONLY lock the gate for the end user for it to work universally. It's a shame.
Maybe rather than locking the gates, make entering the city without paying (or after a certain hour) a crime.
Yeah, honestly I focused on the Open Cities version when working on it and quite neglected the vanilla and JK versions. Also it's script heavy and poorly optimized. I want to remake this mod from scratch when I got the time, either as part of a total cities overhaul or as a standalone
Can confirm the issue is in the regular version too. I sort of followed the same process based on what you had in the file; deleted the new cell navmeshes; resaved the data.
Hey Janquel, I'm getting an error in Vortex saying it is missing the master; JK's Skyrim. I know it says JK compatible in the title, but it's not mentioned anywhere else including in the download that JK is required?
Hello I'm not sure why when I use the option to pay 100 gold, the guards says something like "everything seems fine" but the gate never unlocks? Also no gold is withdrawn as well? I will have to uninstall this mod for now but if you or anyone can help me fix this, I'd gladly install it again cause it does add a lot of immersion.
Unfortunately, I'm not sure offhand - I haven't really dug into the script side of things. You may want to ask on the parent mod? https://www.nexusmods.com/skyrimspecialedition/mods/19195
And just to make sure, you have that one installed too, correct? :) Mine's just an .esp replacer.
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So there would either need to be a script that detects when an AI package is trying to get in and dynamically unlock, then re-lock the gate, a way to tell any packages which would cross gates and give keys appropriately, or a way to ONLY lock the gate for the end user for it to work universally. It's a shame.
Maybe rather than locking the gates, make entering the city without paying (or after a certain hour) a crime.
Is JK required?
And then followed by the changes I made. I'll make sure I have the requirements page set properly today, though, thanks.
And just to make sure, you have that one installed too, correct? :) Mine's just an .esp replacer.
Endorsed.