Please, read the description and FAQ page before asking questions! It is short! Any doubts are probably already adressed there. If you are having problems with the Dock Workers faces, please download version 1.3 (despite my beliefs it might not be that since here was working fine in version 1.2). Safe to update mid-game.
After some deep tests, I changed the description page about the JK's Skyrim patch: You should get it. Although there might not be many visual issues, there are navmesh issues.
I won't compress these plugins to ESPFE. Reason: No existing patch will work with it.
I can't compress the mod to ESPFE unfortunately, if I do that, every patch available for Better Docks, in Nexus, will break. Currently is easy to convert a patch from an existing mod to work with the renamed plugins because I didn't compress them, I just point it to the new master and works out of the box, this is only possible because the records have the same FormIDs. If I do compress them, all FormIDs will change and I will have to go through the long process of setting every record of each patch, by myself, because these are counting on the Better Docks ordinary FormIDs codes, not the compressed one. Even compressing the All-in-one version would arise all these problems. Some mods (such as JK) have thousands of records in his patch with better docks (in fact, the patch is so big that the patch itself can't be turned into ESL due to many records), taking other mod patchs in account, this would for sure add some hundreds more. I would have to make a spreadsheet with thousands of lines, one for each record, to keep track of all the new changes in every other mod version. Every new update with new patches would be mayhem. Compressing patches is ok, but compressing mods those patches rely on, no. I cannot commit myself to that. Sorry. Unfortunately, that's the thing about old mods where such things as ESL didn't exist. :(
I still could compress them, but would you give up on every patch available to make Better Docks work with other mods? If your answer is yes, then I could do it. (If you try to use existing patches with the new ESPFE plugin I might make, your save will break sometime and your game will be a CTD paradise, can't complain later).
Thank you very much for this detail answer. I m just a mod user with more 1200 mods installed and i am near 250 ESP´s. You have my Endorsed. Greatings Doubleclick
I believe you can compress it to an ESL if you load every other patch for it in xedit as well, just make sure you've got the patches you need for each one first (for example, I've got Solstheim, the patch for Quaint Raven Rock, an ownership patch, and a handmade patch between the latter two, I haven't tried ESLifying yet but if it would work I would need to make sure everything I needed was loaded in as well).
It is probably some record I didn't see. Still, you are the first to report it. I could have a look at it if I had my computer with me. I moved some months ago and couldn't bring it yet.
I've searched for answers everywhere and really don't know where else to turn. I've been getting game-breaking animation and/or AI issues with the dock workers from Better Docks (whether they are from this mod, the original AIO or Riften Docks Overhaul.)
The best way to describe the bug is an idle marker animation loop. The NPC, for instance, goes into a sit idle, clips through the chair/stool/bench in varying degrees, stands back up, tries to sit again, lather, rinse, repeat. This looping occurs with lean idle animations as well. The loop will last the entire duration of the dock workers' night AI package, and no actions taken by the PC, short of attacking them, will interrupt it. Moving the PC between the NPC and the idle marker only results in the NPC clipping through the PC unabated. Using the resetAI console command is hit or miss, sometimes allowing the NPC to enter and remain in the idle as intended, sometimes having no effect whatsoever, sometimes having an effect only to have the problem resurface after a time.
The bug is highly immersion breaking, as you can imagine, but the dock workers' actions can also block other NPCs from getting where they're trying to go, sometimes causing huge NPC traffic jams in interiors (think the pilgrim group from the Populated series.) But to be clear, the animation looping ONLY occurs with the Better Docks NPCs.
I saw no mention at all of this issue in any of the comment or bug report sections of this or the aforementioned mods. When I ran general web searches for "animation/AI loop/bug/glitch," nothing came up that matched what I am experiencing. This comment section appears to be the most active of the three relevant mods, so here I am. I can't really be the only person experiencing this problem, can I? I'm at the point where I'm ready to just delete the dock workers in SSEEdit.
I never had this problem really. I could try to force and test that with this version, but unfortunately I moved some months ago and my gaming PC stayed in my old house, I didn't bring it yet and it will take some months to do that. So I can't help you. But I remember having an AI/navmesh problem with NPCs in Riften when using Riften Docks Overhaul alongside a patch for modded honeyside (I can't remember which house mod was that). But removing the patch solved the issue. And the patch was not needed anyway since it is only a visual change.
Thanks for getting back. My Riften is totally vanilla indoors and out, so I don't think it's a navmesh issue. Further, it only happens with the dock workers, all other NPCs move around and idle just fine. Which makes me think it's animation or AI related. Here's a vid to give folks a better idea...
Nothing other than vanilla texture/mesh replacers, i.e., Tempered Skins, Superior Lore-Friendly Hair, Authentic Eyes, et al. Could mods like that cause such issues?
Interestingly, I discovered that the dock workers don't bug out at all in the Bee and Barb. Nor do they bug out on the docks, in case I didn't mention it before. So far, it's only been the Black Briar Meadery and various lean markers around the Riften square that I've witnessed the looping.
Yes, appearance mods mess with AI (it's the way Bethesda made the game). Now you said that they don't loop in some places and loop in others, it isn't Better Docks itself then, some other mod messing with it probably.
If you're using Solitude Docks Updated, don't use the patch from that page, use this mod's patch. M02 says something about missing masters when I used the other patch.
i found .tga files in texture/facegen/facetint and need to be manually removed, plus no mipmaps on .dds textures, so they need some optimization with CAO.
Unfortunately no patch. Never used that mod. :/ I mainly make patches for myself or tweak already existing patches. I could try to make one if I had the spare time right now but... Despite visiting Nexus regularly, due to RL things I will be out of the modding scene for a long time. Sorry.
Boreal Boats Parallax is a retexture mod, it will work fine. The worst problem you could have are minor clippings you probably won't notice, due to mesh changes.
61 comments
Any doubts are probably already adressed there.
If you are having problems with the Dock Workers faces, please download version 1.3 (despite my beliefs it might not be that since here was working fine in version 1.2).
Safe to update mid-game.
After some deep tests, I changed the description page about the JK's Skyrim patch: You should get it. Although there might not be many visual issues, there are navmesh issues.
I won't compress these plugins to ESPFE.
Reason: No existing patch will work with it.
I will have a look into it when I have the time.
Please make them too ESP-ESL.
Thx DC
Currently is easy to convert a patch from an existing mod to work with the renamed plugins because I didn't compress them, I just point it to the new master and works out of the box, this is only possible because the records have the same FormIDs. If I do compress them, all FormIDs will change and I will have to go through the long process of setting every record of each patch, by myself, because these are counting on the Better Docks ordinary FormIDs codes, not the compressed one. Even compressing the All-in-one version would arise all these problems.
Some mods (such as JK) have thousands of records in his patch with better docks (in fact, the patch is so big that the patch itself can't be turned into ESL due to many records), taking other mod patchs in account, this would for sure add some hundreds more. I would have to make a spreadsheet with thousands of lines, one for each record, to keep track of all the new changes in every other mod version. Every new update with new patches would be mayhem.
Compressing patches is ok, but compressing mods those patches rely on, no.
I cannot commit myself to that. Sorry. Unfortunately, that's the thing about old mods where such things as ESL didn't exist. :(
I still could compress them, but would you give up on every patch available to make Better Docks work with other mods? If your answer is yes, then I could do it. (If you try to use existing patches with the new ESPFE plugin I might make, your save will break sometime and your game will be a CTD paradise, can't complain later).
You have my Endorsed.
Greatings Doubleclick
Still, I advise to download the new version (1.2) because the 1.1 installer had a flaw.
Thanks!
I could have a look at it if I had my computer with me. I moved some months ago and couldn't bring it yet.
The best way to describe the bug is an idle marker animation loop. The NPC, for instance, goes into a sit idle, clips through the chair/stool/bench in varying degrees, stands back up, tries to sit again, lather, rinse, repeat. This looping occurs with lean idle animations as well. The loop will last the entire duration of the dock workers' night AI package, and no actions taken by the PC, short of attacking them, will interrupt it. Moving the PC between the NPC and the idle marker only results in the NPC clipping through the PC unabated. Using the resetAI console command is hit or miss, sometimes allowing the NPC to enter and remain in the idle as intended, sometimes having no effect whatsoever, sometimes having an effect only to have the problem resurface after a time.
The bug is highly immersion breaking, as you can imagine, but the dock workers' actions can also block other NPCs from getting where they're trying to go, sometimes causing huge NPC traffic jams in interiors (think the pilgrim group from the Populated series.) But to be clear, the animation looping ONLY occurs with the Better Docks NPCs.
I saw no mention at all of this issue in any of the comment or bug report sections of this or the aforementioned mods. When I ran general web searches for "animation/AI loop/bug/glitch," nothing came up that matched what I am experiencing. This comment section appears to be the most active of the three relevant mods, so here I am. I can't really be the only person experiencing this problem, can I? I'm at the point where I'm ready to just delete the dock workers in SSEEdit.
I could try to force and test that with this version, but unfortunately I moved some months ago and my gaming PC stayed in my old house, I didn't bring it yet and it will take some months to do that. So I can't help you.
But I remember having an AI/navmesh problem with NPCs in Riften when using Riften Docks Overhaul alongside a patch for modded honeyside (I can't remember which house mod was that). But removing the patch solved the issue. And the patch was not needed anyway since it is only a visual change.
https://youtu.be/Bd7042qM9vI
It seems an AI problem indeed. Do you have any mod changing NPCs appearances? Appearance mods can mess with AI mods.
Interestingly, I discovered that the dock workers don't bug out at all in the Bee and Barb. Nor do they bug out on the docks, in case I didn't mention it before. So far, it's only been the Black Briar Meadery and various lean markers around the Riften square that I've witnessed the looping.
Now you said that they don't loop in some places and loop in others, it isn't Better Docks itself then, some other mod messing with it probably.
I mainly make patches for myself or tweak already existing patches.
I could try to make one if I had the spare time right now but... Despite visiting Nexus regularly, due to RL things I will be out of the modding scene for a long time. Sorry.