People who are familiar with xEdit could relatively easily patch it by adding the script dbm_museumshipmentsscript and changing the Z coordinat by approx. + 24.41. Although I am unsure if every crate needs the script.
@Kreorporus: You mean -24.41 to the Z coordinate, not +. I tried it myself, and yes, that offset works. Every crate needs the script and every crate needs to be persistent.
First I'm assuming you mean Immersive Fort Dawnguard, b/c otherwise I don't add anything new to Dawnstar so it wouldn't need a patch.
If you did mean Immersive Fort Dawnguard then my answer is, don't know, I don't use it but a quick look at the MA page suggests, maybe? Depends how much they change the front door, which is where my Shipping Crate is placed.
My advice, try it and see, computer will not explode (probably). If the Shipping Crate is there beside the front door, great! If not, it will need a patch.
Yes, thanks. I choose to be flattered that ra2phoenix (whom I know well as a very good MA) has taken an interest.
And yes, turns out messing with NavMesh that you have not created yourself, is very very bad.
I have re-released a new version which is AIO (contains all locations, inc Arthmoor's) and instead uses NavCut Collision Boxes which was the technique I should have used the first time.
PLEASE make Arthmoor's a FOMOD option. I don't install his stand alone villages because it breaks my immersion with the cart traveling overhaul (with the carts not stopping there, but stopping at the other small villages).
(That or tell me what to do in the CK to remove the ones I don't want?)
I also wish this was a FOMOD. I appreciate your mod, as I do all of Arthmoor's mods, except Keld-Nar. I hate Keld-Nar. (...and I don't know why! But in my mind as I pass that barren area, where Keld-Nar would be if I installed it, I take great pleasure thinking Alduin, himself, nuked the place out of existence just for sh*ts and grins. lol)
This is pretty much my first time doing something like this, but I thought it would help. Here's how you remove Keld-Nar & others. https://youtu.be/4uhFFB9Y4hI
Hey guys, just a heads up that as of V5.3.2 of Legacy, we have added Navcuts to all crates, moved them slightly away from the wagons and added crates to Raven Rock. So if you would like to continue supporting this patch with additional small town crates and support with other mods, that's awesome, just make sure to update it so it's in line with V5.3.2 Thanks. Keep up the awesome work!
Braidwood Inn - Kynesgrove Frostfruit Inn - Rorikstead Four Shields Tavern - Dragonbridge Sleeping Giant Inn - Riverwood [REMOVE] The Retching Netch - Raven Rock (Solstheim) Vilemyr Inn - Ivarstead College of Winterhold Fort Dawnguard [ADD] Old Hroldan Inn [ADD] Shaman's Hut - Skaal Village (Solstheim) [ADD] Tel Mithryn (Solstheim) [ADD] Thirsk Mead Hall (Solstheim)
Arthmoor Village shipping crates include:
Derkeethus' House - Darkwater Crossing Karthwasten Hall - Karthwasten The Horny Horker Inn - Keld-nar The Tapped Vein Inn - Shor's Stone Guardhouse - Soljund's Sinkhole Drois' Farmhouse - Helarchen Creek Dead Trees Inn - Granite Hill Thorgars' House - Whistling Mine Screaming Goblin Inn - Oakwood [ADD] Worthy Meade Inn - Telengard [ADD] Aleuc's House - Stonehills (Cutting Room Floor)
I was going to suggest Nightgate Inn, but it turns out it was already included in Legacy.
29 comments
P.S. is it too cold for pick-up crew in Telengard?
Happy New Year.
Happy New Year.
LOL
If you did mean Immersive Fort Dawnguard then my answer is, don't know, I don't use it but a quick look at the MA page suggests, maybe? Depends how much they change the front door, which is where my Shipping Crate is placed.
My advice, try it and see, computer will not explode (probably). If the Shipping Crate is there beside the front door, great! If not, it will need a patch.
I have also removed the NavMesh from beneath all the crates so NPC's will stop trying to walk through them and getting stuck.
And yes, turns out messing with NavMesh that you have not created yourself, is very very bad.
I have re-released a new version which is AIO (contains all locations, inc Arthmoor's) and instead uses NavCut Collision Boxes which was the technique I should have used the first time.
You live, you learn.
(That or tell me what to do in the CK to remove the ones I don't want?)
I f'ing love the idea, though!!!
I hate Keld-Nar.
(...and I don't know why! But in my mind as I pass that barren area, where Keld-Nar would be if I installed it, I take great pleasure thinking Alduin, himself, nuked the place out of existence just for sh*ts and grins. lol)
https://youtu.be/4uhFFB9Y4hI
(if I did anything wrong, please let me know!)
Updated version with my Raven Rock shipping crate removed is now available.
Legacy of the Dragonborn SSE version 5.3.1
>Pathing fixes to Shipment crate spots and added raven rock shipment crates
The new shipping crate locations are:
Braidwood Inn - Kynesgrove
Frostfruit Inn - Rorikstead
Four Shields Tavern - Dragonbridge
Sleeping Giant Inn - Riverwood
[REMOVE] The Retching Netch - Raven Rock (Solstheim)
Vilemyr Inn - Ivarstead
College of Winterhold
Fort Dawnguard
[ADD] Old Hroldan Inn
[ADD] Shaman's Hut - Skaal Village (Solstheim)
[ADD] Tel Mithryn (Solstheim)
[ADD] Thirsk Mead Hall (Solstheim)
Arthmoor Village shipping crates include:
Derkeethus' House - Darkwater Crossing
Karthwasten Hall - Karthwasten
The Horny Horker Inn - Keld-nar
The Tapped Vein Inn - Shor's Stone
Guardhouse - Soljund's Sinkhole
Drois' Farmhouse - Helarchen Creek
Dead Trees Inn - Granite Hill
Thorgars' House - Whistling Mine
Screaming Goblin Inn - Oakwood
[ADD] Worthy Meade Inn - Telengard
[ADD] Aleuc's House - Stonehills (Cutting Room Floor)
I was going to suggest Nightgate Inn, but it turns out it was already included in Legacy.