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Carried over a few "novelty" position changes from USSEP.
Credit and thanks to lilebonymace for the updated files.
Version 1.5.7
Corrected Hag's End.
Version 1.5.6
Added an optional fix for the Abandoned Prison compatible with "Alternate Start - Live Another Life".
Version 1.5.5
Fixed an error in Reachcliff Cave.
Added "Sunder and Wraithguard" patches compatible with "Sunder and Wraithguard - Editable Vault Cell".
Added an optional fix for the Abandoned Prison, as requested --- Requires USSEP --- NOT COMPATIBLE with "Alternate Start - Live Another Life"
Version 1.5.4
Better have two different files for "Sunder & Wraithguard": A patch for Navigator all-in-one and a replacement for SightlessNavFix.esp in case you're using the modular plugins.
Version 1.5.3
Added a patch for the CC mod "Sunder & Wraithguard" (Abandoned Cave)
I've gathered, and painstakingly added to the mod, all the navmesh edits scattered around in my load order; there's nothing left. Errors allowing, this is the final version... a bequest to posterity :)
WARNING: Most of these "fixes" weren't really needed... it was just my OCD. To update, or not to update? You decide.
Version 1.4.7
As requested: Fort Snowhawk; Thalmor Embassy; Halted Stream Camp.
Version 1.4.6
White River Watch, as requested.
Version 1.4.5
Corrected errors in the installer: The Bards College option didn't install the file and the Rift Watchtower option was auto-selected.
Version 1.4.4
Removed the door RefID 00042477 (Swindlers Den) -- looks like it was causing an undisclosed conflict, while being definitely redundant.
Version 1.4.3
Vigilant -- just a few random cells in which I had issues while playing.
Version 1.4.2
Soljund's Sinkhole.
Moved the old, standalone and optional Rift Watchtower fix to the installer.
Version 1.4.1
Adjusted the Irkngthand Sanctuary fix to hopefully make it compatible with both vanilla and modded Falmer statues.
This is the best I can do and if it doesn't work as intended I'll just have to remove the fix from the mod.
Version 1.4.0
Geirmund's Hall
Version 1.3.3
The (hopefully) final adjustment to Skyrim Sewers.
A reminder: No Sewers, no need to update (and less bad smells.)
Version 1.3.2
Smoothed a few rough spots in 'Markarth Sewers'.
Version 1.3.1
I had missed the 'Windhelm, Palace Underworks' sewer. Skeevers' god forgive me.
Version 1.3.0
Skyrim Sewers (optional)
Version 1.2.2
Bards College
Version 1.2.1
Added Potema's Sanctum.
Version 1.2.0
Dimhollow: improved it and also added some missing triangles as per AndrealphusVIII's suggestion.
Shroud Hearth Barrow: added some collision markers to help the NPCs on the ramps near the puzzle. As an off-topic bonus (or maybe a malus), I also re-enabled an 'ambusher' draugr who usually doesn't pop out of his sarcophagus when you open the "secret room" door.
Version 1.1.9
Same as v1.1.8 but with fixed installer.
Version 1.1.8
Hob's Fall Cave
Soul Cairn & Boneyard (not every nook and cranny but the important places are improved.)
Version 1.1.7
Ruunvald Excavation
Version 1.1.6
Shimmermist Cave
Version 1.1.5
ShriekwindNavFix.esp is now properly ESL-flagged as intended.
Version 1.1.4
Shriekwind Bastion -- After a lot of backtracking to find the lost follower, I decided to take arms against a sea of troubles :)
Version 1.1.3
Cragslane Cavern
Cronvangr Cave
Version 1.1.2
Nchuand-Zel
Version 1.1.1
Stony Creek Cave & Halldir's Cairn, as requested.
NOTE about Halldir's Cairn: Try as I might, I can't make the hirelings jump down into the well to exit -- I guess they're not as dumb as they look.
Version 1.1.0
Added Southfringe Sanctum.
Version 1.0.9
I had misplaced a parenthesis in "defaultNoEnemiesFollowDoorScript" -- sorry, folks.
Version 1.0.8
Added Broken Oar Grotto, as (more or less) requested.
Added a tentative fix for the old bug causing some followers to get stuck inside Broken Oar Grotto. It's completely optional and overrides the vanilla "defaultNoEnemiesFollowDoorScript".
Version 1.0.7
Added Silverdrift Lair, as requested.
Added Whiterun Catacombs -- Provided by somohexual.
Retouched Windhelm Hall of the Dead.
Version 1.0.6
Swindler's Den.
A word to the wise--since the bandits don't get stuck anymore, the battle can be harder.
Version 1.0.5
Irkngthand Sanctuary & Nightingale Hall could use some love -- yes, I just completed the TG questline :)
Version 1.0.4
Added Silent City Catacombs.
Version 1.0.3
Added Miraak Sanctum.
Version 1.0.2
Added Morvunskar, as requested -- I don't think it was so bad as to create real problems but you never know.
Version 1.0.1
I had forgotten that I also have Faldar's Tooth available -- better late than never :)
Abandoned Prison (optional)
Angarvunde
Ansilvund
Avanchzel
Bards College
Bilegulch Mine
Bleak Falls Barrow
Blind Cliff Cave
Bloodlet Throne
Broken Oar Grotto
Broken Fang Cave
Broken Helm Hollow
Broken Tower Redoubt
Bruca's Leap Redoubt
Bthardamz
Cragslane Cavern
Chillwind Depths
Cracked Tusk Keep
Cronvangr Cave
Darklight Towe
Darkshade
Dead Crone Rock
Dead Men's Respite
Dimhollow Crypt
Driftshade Refuge
Druadach Redoubt
Duskglow Crevice
Dustman's Cairn
Faldar's Tooth
Fellglow Keep
Forsaken Cave
Fort Snowhawk
Frostflow
Frostmere Crypt
Folgunthur
Gallows Rock
Geirmund's Hall
Glenmoril Coven
Gloomreach
Greywater Grotto
Guldun Rock
Halldir's Cairn
Haemar's Shame
Hag's End
Hag Rock Redoubt
Halted Stream Camp
Harmugstahl
High Gate Ruins
Hillgrund's Tomb
Hob's Fall Cave
Ilinalta's Deep
Irkngthand
Japhet'S Folly
Kagrenzel
Kilkreath Ruins
Korvanjund
Labyrinthian
Liar's Retreat
Lost Echo Cave
Lost Knife Hideout
Mara's Eye Pond
Mistwatch
Morvunskar
Movarth's Lair
Mzinchaleft
Mzulft
Nchuand-Zel
Nightingale Hall
Northwatch Keep
Orotheim
Pinemoon Cave
Pinewatch
Potema's dungeons
Ragnvald
Rannveig's Fast
Ravenscar Hollow
Reachcliff Cave
Reachwater Rock
Rebel's Cairn
Reeking Tower
Rimerock Burrow
Ruunvald Excavation
Saarthal
Shimmermist Cave
Shriekwind Bastion
Shroud Hearth Barrow
Shrouded Grove
Sightless Pit
Silent City Catacombs
Silent Moons Camp
Silverdrift Lair
Skuldafn
"Skyrim Sewers" (optional)
Snapleg Cave
Snow Veil Sanctum
Soljund's Sinkhole
Soul Cairn & Boneyard
Southfringe Sanctum
Stillborn Cave
Stony Creek Cave
Sunderstone Gorge
Swindler's Den
Temple of Miraak - Sanctum
Thalmor Embassy
The Ratway
Treva's Watch
Twilight Sepulcher
Ustengrav
Uttering Hills Cave
Valthume
"Vigilant" (optional, edited just a few cells)
Volunruud
White River Watch
Whiterun Hall of the Dead Catacombs
Windhelm Hall of the Dead
Wolfskull Cave
Yngol Barrow
Yngvild
Ysgramor's Tomb
Optional tweak for defaultNoEnemiesFollowDoorScript. Non-standard teammates (i.e., not in the CurrentFollowerFaction or PlayerFollowerFaction) can properly use the exit door in Broken Oar Grotto (and three other doors elsewhere with the same script attached.)
WARNING: Don't clean this mod. If there are ITMs, they are intended.
NOTE: The all-in-one Navigator.esl is the recommended option and should be placed as high as possible in the load order, but always after USSEP (if you have it, of course.) If other mods edit the navmeshes in the same cells, hopefully they do it for a specific reason and should be allowed to override this one. The alternative all-in-one Navigator.esp and the modular plugins can be used to override other mods, but you'd better know what you're doing.
NOTE: Should you want an all-in-one plugin with only some of the edited cells, you could merge the desired modular ones and save the result in the CK to build the info map. Or you could delete the cells you don't want and the info map from the default all-in-one plugin, then re-save it in the CK to rebuild the info map.
NOTE: While the mod doesn't require USSEP, I made most of the edits with it loaded in the CK. Therefore, this might sometimes be more precise if you have USSEP installed.
Not easy to find a relevant meme for this, but here's a tentative one :)