So I'm curious, if setting the NPCs to essential solves them falling down and dying under the marketplace, does that mean setting them to protected achieves the same thing? I would prefer protected over essential if the result was the same.
Also has this patch been confirmed to work? The NPCs dont just end up alive but stuck under the ground?
Protected should work the same - the NPCs that fall into that hole will reset themselves everytime the cell reloads, depending on when that is for you. This way they may disappear for awhile, but will not die. Might want to look up PyP for the rest of the solitude citizens to be safe. Also it's pretty easy to add the protected flag yourself to NPCs - if you check this mod out yourself in SSEedit you can distinctly find the flag, then add it to any NPCs you like. I'd recommend Protect Your People for all of vanilla skyrim, and set any followers you bring into the city as protected.
Yeah I know how to set the protected and essential flag, but thanks for the tip about Protect your People. That might save some time. All the followers I use are already essential so they should be fine.
What is PyP though? Edit: Oh wait, that's the abbreviation, derp. I really hope this edit goes through properly or I'm gonna look a right old moron xD
So it seems setting them to protected did not work. Addvar died on me again despite being set to protected. Really strange. If essential works then protected should work too, they shouldn't be able to die from falling.
Edit: okaaay...never mind, it seems Addvar is still alive cause when I used "moveto player" console command he was fit for fight, but I still got a letter of inheritence about it. It was like the game presumed he was dead
Thank you for the patch TheVeteran4500. For users, don't forget to edit the patch in xEdit if you want to forward USSEP fixes into the patch or if you use a npc overhaul, a follower mod (for Ahtar and Belrand) or Guard Armor Replacer (for Captain Aldis). A Smahed Patch may be able to do the job, but I usuallly edit Npcs and Leveled Lists manually because a Smashed Patch can't resolve all conflicts in a heavy load order. Once again, thank you for the patch because this bug is not fun at all and Enhanced Solitude is a very good mod.
Thanks for sharing, I have only just started a new playtrough with Enhanced Solitude, so I haven't been there yet, I assume it's safe to just install this anyway to be on the safe side, I don't want any casulties, among my pretty npc's ;)
I don't think there is a hole at all, but some users have seen the NPCs teleporting in the market stall. Could be their pathfinding or maybe the area gets too crowded. Anyway as a result they seem to be teleporting underground and falling to their death.
YOU DID IT! Thankyou. One of lifes great mysteries, resolved by cramming a square box into a round hole lol - Thanks, I'll update the page and point to your file.
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Also has this patch been confirmed to work? The NPCs dont just end up alive but stuck under the ground?
What is PyP though? Edit: Oh wait, that's the abbreviation, derp. I really hope this edit goes through properly or I'm gonna look a right old moron xD
Edit: okaaay...never mind, it seems Addvar is still alive cause when I used "moveto player" console command he was fit for fight, but I still got a letter of inheritence about it. It was like the game presumed he was dead
For users, don't forget to edit the patch in xEdit if you want to forward USSEP fixes into the patch or if you use a npc overhaul, a follower mod (for Ahtar and Belrand) or Guard Armor Replacer (for Captain Aldis). A Smahed Patch may be able to do the job, but I usuallly edit Npcs and Leveled Lists manually because a Smashed Patch can't resolve all conflicts in a heavy load order.
Once again, thank you for the patch because this bug is not fun at all and Enhanced Solitude is a very good mod.
Hopefully this will make the npcs stop dying at least until the bug is pinpointed