Is this compatible with the mod that removes the Whiterun Wizard and his building from the town? Does so to match what Farengar's dialogue about him being the only dedicated wizard in Whiterun. (To his knowledge.)
Hey! So, that is a tool to be used with SSEEdit (xEdit is the thing you will need to look for, as it is for a bunch of games). Once you have SSEEdit, you take the script in the download and add it to SSEEdit's Scripts folder. Then, when you run SSEEdit, you will be able to run any of the scripts from the folder, including the Plugins one.
SSEEdit also has a lot of documentation on how to use it, in case you get lost. It can be a bit daunting, but just make sure to back up your plugins and you will be able to revert any mistakes you make.
That's a navmesh issue. By the looks it you have another mod in your load order that changes navmeshes (whatever mod adds the Dragonborn Sailors). Either you need to download a compatibility patch for that mod or change up your load order.
EDIT: Also it's possible that you have a mod that is adding an invisible collision barrier there. This is often used to tell NPCs not to go past certain obstacles, but some mods can mistakenly put them where they're not supposed to be, resulting in the NPCs thinking there is a wall in front of them.
Hello Rob, thanks for all your nice mods and fixes, I hope you are doing great Is it possible to put all your fixes into one FOMOD mod, so it only uses one ESP that control some light esl for each mod it makes fixes for if it is possible, is it then something you could considerate to do (if you have time of course)
that is fundamentally impossible to do. I could theoretically put everything into one FOMOD on one mod page, but thats not really something worth doing.
And every fixes replacer would have to stay in their separate plugins as they are now due to the nature of them being replacer .esps
This is sort of not in your wheelhouse, i suspect, but do you have a fix for the creation club: The Gray Cowl Returns? Currently you need to find instructions in a barrel behind The Winking Skeever, but Dawn of Skyrim deletes/moves it. I realize this may not be a thing you know or care about, does anyone know of a patch fix?
Basically what is happening now is the objective marker to get the further instructions from the barrel shifts between Erikur's house and Solitude, depending on where you're not, since it can't find the existing point, i suppose.
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https://www.nexusmods.com/skyrimspecialedition/mods/43406
If not, I'll just pretend Farengar doesn't get outside all that often.
SSEEdit also has a lot of documentation on how to use it, in case you get lost. It can be a bit daunting, but just make sure to back up your plugins and you will be able to revert any mistakes you make.
Hope that helps!
EDIT: Also it's possible that you have a mod that is adding an invisible collision barrier there. This is often used to tell NPCs not to go past certain obstacles, but some mods can mistakenly put them where they're not supposed to be, resulting in the NPCs thinking there is a wall in front of them.
And every fixes replacer would have to stay in their separate plugins as they are now due to the nature of them being replacer .esps
Currently you need to find instructions in a barrel behind The Winking Skeever, but Dawn of Skyrim deletes/moves it.
I realize this may not be a thing you know or care about, does anyone know of a patch fix?
Will edit once i find it.
I'll try it and find it next I'm at my computer and see where DoS puts it.