Good mod additions. Has sort of major/minor issue. The Facegen Data for the Custom (why custom??) guards is NOT included.
I read below about Brown Face Bug and mine were not 'Brown' but either 'Almost Black' or strange flickering goofy textures. Some guards (the base game) did not have this issue but the custom ones included in this mod do.
So how to fix? (besides the harder way below) ... this method takes 2 minutes tops. - Open this mod in the CK - Actor (click the only show active) - Select the entire NPC list.....then Ctrl+F4 (this will create/export the Facegen Data Meshes and Textures for this)
I didn't think about it when I first downloaded this(because sometimes((many times)) I am not smart) and while I installed the COTN patch as I have COTN Falkreath enabled in my game. I ALSO might have forgotten I also have JK"s. I only thought realized the issue when I was doing a quick test a moment ago and realized NPC's weren't traveling down a section of road.
So this is entirely my fault for not double checking my own load order but in case anyone else wasn't sure if you've got JK's affecting Falkreath than this won't work.
I don't edit any exterior NavMesh in any versions of this mod. Only the interior of the barracks. If you have a pathing problem, it's likely an incompatibility or unfinished patch between JK's and CotN.
Do you know if anyone has had issues with just this and JK's+Arthmoor ? I feel like there is likely still a conflict as i think JK's may more some things around. I'm hopefully going to be in a position to test the npc navigating around the area within a week or so here tho so hopefully i'll find my answer soon-ish.
I was getting a brown face on the guard that stands by the Jarl's door. I fixed it and my research led me to a more general question. Shouldn't an NPC record that uses a template have either 'head parts' listed or have the 'use traits' flag set? Brown face can only be avoided if the facegen nif matches the listed headparts, therefore the 'use traits' flag must send the game engine back down the template list all the way to the record with the 'head parts'.
I was hoping our kind host might join the discussion. In the meantime, could you tell me if you use SSEEdit? If you do, or will, I will certainly share my scratchings with you.
Great stuff. If you are not as cavalier as I, you could copy the esp as a backup. Now open this esp in xEdit and go to the list of Non-Player Character (Actor). All these are referring back to levelled lists and should have the 'Use Traits' flag set. Look in each one and, under Template Flags (sorted), enable the 'Use Traits' flag. Most already have it, but some don't. Save the file and run the game. Now he will likely look completely different, but he won't have a brown face.
You're right, and since the screenshots were taken during development, and the description was made with the first release neither of them are entirely accurate anymore! Guard gloves and boots will improve as the PC levels. They'll start with no gloves and light (faction-appropriate) boots, and move on to heavy gloves and boots (imperial for imperials, scaled if stormcloaks) at higher levels.
Looks like this has a minor conflict with Guards Armor Replacer, at least for me, the guards have fur boots and no gauntlets instead of their normal armor
I don't think it can be patched easily. Outdoors isn't a problem. Even without a patch, the only thing that's "off" there is that two of the WallLeanMarkers need to be moved- the guards lean against thin air right now. That part is no big deal.
The problem is indoors, the barracks building is just too small in Cities of the North: Falkreath. There's not enough floorspace to fit nine beds/cots in it anymore. Even in the original, larger building I had to "cheat" on the second floor by shrinking the beds a little, down to 95% of their original size. Shrinking them further would be visually obvious and jarring. The first floor, has almost no room at all. Not enough to get close to fitting in the four beds/cots needed.
All the guard beds/cots are used. Two shifts of eight guards each means seven beds are needed in the barracks for them, because the eighth- the jailor- sleeps in a cot in the jail. The final two beds are owned by the CWFieldCOFaction, same an in vanilla. Those aren't used initially but will be if Falkreath changes sides to the Stormcloaks. So there has to be room for them as well, in case the hold allegiance changes.
I totally get why Cities of the North: Falkreath shrunk the barracks. In vanilla, the entire first floor was more or less wasted space. The only parts of it that actually had a reason to exist, were the door to the outside and the door to the jail! But giving the guards semi-realistic schedules, means the space is needed now.
Alright, a version is up made for COTN: Falkreath. It was more than I initially expected- not only is the barracks smaller, but COTN added more guards! Even splitting the up into four sleep shifts, wasn't enough. I needed more beds. So two cots were added to one of the guard towers by the Western gate.
I still need to do a little work on it, COTN adds a lot and I missed some things. For example the guard posted by the Jarl's longhouse, I need to correct his patrol path. He's currently walking between the old and new locations!
Does anyone know if this works with COTN + The Great City of Falkreath (and Janquel's patches to make them play nice together)? Great City adds outerwalls and a much larger graveyard with a Nordic ruin-style tomb.
Hello, thanks for your mod. A question: I am having the black face bug on both Falkreath and Riverwood. Looking at SSEEdit, I see you chose the "foxrace" instead of the default race, could it be the reason? I don't use any face/body replacer, so was wondering. Thanks!
Looking at SSEEdit, I see you chose the "foxrace" instead of the default race, could it be the reason?
The CK does that with some leveled actors. If you do end up following the chain below, you'll see it in the vanilla records for the first few links in.
And.. there's no actual actor appearance data in any of my guard overhaul mods. It's all vanilla assets.
Ok, ready for the rabbit hole? All my imperial guards in here are based off my SUBGuardFalkreathImpTemplate: - which is based off the vanilla GuardFalkreathImperial template (formid 10107b): - which is based off the vanilla LvlGuardImperial template (1fc62): - which draws the guards from the vanilla leveledlist LCharGuardImperial (e7b2c): - LCharGuardImperial contains 9 entries for possible characters: - Those nine, contain the actual appearance info.
If you're getting black face on them, something has changed those records- but they're four or five layers removed from anything I touched. You can trace a similar route back from Stormcloak guards in here, or with the guards I used in Riverwood or any of my overhauls.
Yes. There are two archery targets and two dummies in the exercise yard, even in vanilla. In vanilla, none of them are actually used for anything. I have them using one of the targets, and one of the dummies. The half-buried one is the one that's not used.
It's a small area, not like the Castle Dour courtyard where there's tons of space to set up two usable archery targets. Trying to do that here, would probably just result in guards taking friendly fire.
33 comments
I read below about Brown Face Bug and mine were not 'Brown' but either 'Almost Black' or strange flickering goofy textures. Some guards (the base game) did not have this issue but the custom ones included in this mod do.
So how to fix? (besides the harder way below) ... this method takes 2 minutes tops.
- Open this mod in the CK
- Actor (click the only show active)
- Select the entire NPC list.....then Ctrl+F4 (this will create/export the Facegen Data Meshes and Textures for this)
So this is entirely my fault for not double checking my own load order but in case anyone else wasn't sure if you've got JK's affecting Falkreath than this won't work.
If you have a pathing problem, it's likely an incompatibility or unfinished patch between JK's and CotN.
Brown face can only be avoided if the facegen nif matches the listed headparts, therefore the 'use traits' flag must send the game engine back down the template list all the way to the record with the 'head parts'.
Guard gloves and boots will improve as the PC levels. They'll start with no gloves and light (faction-appropriate) boots, and move on to heavy gloves and boots (imperial for imperials, scaled if stormcloaks) at higher levels.
Outdoors isn't a problem. Even without a patch, the only thing that's "off" there is that two of the WallLeanMarkers need to be moved- the guards lean against thin air right now. That part is no big deal.
The problem is indoors, the barracks building is just too small in Cities of the North: Falkreath. There's not enough floorspace to fit nine beds/cots in it anymore. Even in the original, larger building I had to "cheat" on the second floor by shrinking the beds a little, down to 95% of their original size. Shrinking them further would be visually obvious and jarring.
The first floor, has almost no room at all. Not enough to get close to fitting in the four beds/cots needed.
The building needs to be bigger.
Two shifts of eight guards each means seven beds are needed in the barracks for them, because the eighth- the jailor- sleeps in a cot in the jail.
The final two beds are owned by the CWFieldCOFaction, same an in vanilla. Those aren't used initially but will be if Falkreath changes sides to the Stormcloaks. So there has to be room for them as well, in case the hold allegiance changes.
I totally get why Cities of the North: Falkreath shrunk the barracks. In vanilla, the entire first floor was more or less wasted space. The only parts of it that actually had a reason to exist, were the door to the outside and the door to the jail! But giving the guards semi-realistic schedules, means the space is needed now.
It was more than I initially expected- not only is the barracks smaller, but COTN added more guards! Even splitting the up into four sleep shifts, wasn't enough. I needed more beds. So two cots were added to one of the guard towers by the Western gate.
I still need to do a little work on it, COTN adds a lot and I missed some things. For example the guard posted by the Jarl's longhouse, I need to correct his patrol path. He's currently walking between the old and new locations!
Looking at SSEEdit, I see you chose the "foxrace" instead of the default race, could it be the reason?
I don't use any face/body replacer, so was wondering. Thanks!
The CK does that with some leveled actors. If you do end up following the chain below, you'll see it in the vanilla records for the first few links in.
And.. there's no actual actor appearance data in any of my guard overhaul mods. It's all vanilla assets.
Ok, ready for the rabbit hole?
All my imperial guards in here are based off my SUBGuardFalkreathImpTemplate:
- which is based off the vanilla GuardFalkreathImperial template (formid 10107b):
- which is based off the vanilla LvlGuardImperial template (1fc62):
- which draws the guards from the vanilla leveledlist LCharGuardImperial (e7b2c):
- LCharGuardImperial contains 9 entries for possible characters:
- Those nine, contain the actual appearance info.
If you're getting black face on them, something has changed those records- but they're four or five layers removed from anything I touched.
You can trace a similar route back from Stormcloak guards in here, or with the guards I used in Riverwood or any of my overhauls.
I have a question.
The archery target of right side on the first picture in image tab is lying down.
Is this intentional?
There are two archery targets and two dummies in the exercise yard, even in vanilla. In vanilla, none of them are actually used for anything. I have them using one of the targets, and one of the dummies. The half-buried one is the one that's not used.
It's a small area, not like the Castle Dour courtyard where there's tons of space to set up two usable archery targets. Trying to do that here, would probably just result in guards taking friendly fire.
Thank you