Skyrim Special Edition
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Some of the Dragonborn Museum shipment crates are placed over navmeshed terrain and cause actors to get stuck if they try to navigate through them. This patch moves the crates to nearby, logic places that have no navmesh by default, ensuring compatibility with the base game and any mods that don't make substantial changes to navmesh in those areas.

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UNOFFICIAL PATCH If and when Icecreamassassin or anyone on the Legacy development team addresses this issue on their side, releasing a fix in a future update, this will no longer be needed.

Legacy of The Dragonborn SSE's latest version added a practical shipment system allowing you to send items to the museum in Solitude, helping you avoid getting over-encumbered or having to make the trip to Solitude so often. But the crates in Winterhold, Windhelm, Riften and Markarth are placed beside the carriage over navmeshed terrain. This could be harmless in general if they were in a position (such as an inner corner) that NPCs would never choose to navigate through - but it turns out that the carriage drivers themselves seem to walk around the carriage quite often... Makes sense. And they get stuck, or sometimes you'll find them standing on top of the crates. Mods that edit the cart drivers' behaviour, like ICAIO (which makes them seek shelter or warmth depending on weather and time of day) will make this more noticeable.

A quick fix for this is to move the crates to the nearest navmesh "hole" that makes sense in the context. I'm personally not very fond of seeing the crates next to the carriage, in the middle of the road, so moving them seems to be a win-win.

I tried to keep the crates in places that were tidy and made sense. In all four cases they're located in areas that were originally not navmeshed. Also cared to avoid any idle markers, civil war markers and the like.

New locations of the shipment crates:

"Bonus": the crates in Dawnstar weren't exactly creating a problem. They were over navmeshed terrain, but in a corner that NPCs wouldn't use for navigation anyway (well, they might if prompted to go around an obstacle such as the player character or another NPC, but that shouldn't happen very often). Still, on the other side of the steps to the Windpeak Inn, there was a non navmeshed spot with a few barrels and a couple of snowberry shrubs; the shrubs don't have collisions, so why not swap them? So, swap them I did, and it's still functional, pretty and hopefully less prone to being a problem in game.

Question: is it compatible with mod x?

This mod is very simple and should be compatible with most mods. Tested in game with Immersive Citizens, Cutting Room Floor, Landscape Fixes for Grass Mods (this patch should be placed lower in the load order) and many others that affect the given areas, but don't change navmesh. It won't be compatible with mods that make changes in the new location of the crates or edit navmesh in such a way that the new spot will now be over navmeshed terrain, thwarting the mod's purpose. Mind that the fact that a mod changes navmesh in those cells doesn't necessarily mean it won't be compatible. This merely moves the crates and a few plants or static around where needed. No edits were made to the navmesh itself. In Markarth, I painted some landscape to remove some grass and keep the scene tidy (please check screenshot above). It will conflict with other mods that also address landscape in that cell, but the conflict will only mean you may get grass popping on road tiles and stuff like that - nothing that vanilla Skyrim hasn't got us used to!

I hope you enjoy this patch.

Many thanks to Icecreamassassin for letting me upload this patch. Go check Legacy of The Dragonborn SSE if you haven't (but then, why check this mod anyway?) and make sure you endorse it.