This plugin removes the template from the Generic Pit Fighter, turning them into an invisible fox, this is because they're supposed to be a generic NPC using the appearance and stats of a bandit(they have the Use Traits and Use Stats template flags), and has the FoxRace assigned to them (a lot of generic npcs that use templates do this).
You can fix it by adding the Template LvlBanditMeleeAny [NPC_:0001E79C] to 00GenericPitFighter
The original esp had this template, I honestly don't know why the author of this patch removed it.
Does anyone else have meshes turning transparent in the corridor to the left of the statue of Ysgramor?
I've been stripping down mods trying to find a conflict but the mesh is unique to this mod. You can completely invis the walls of that area simply by panning the crosshair at a downward angle.
Replying to myself for posterity: this was caused by Simplicity of Snow messing up the occlusion planes. There is a fix out for it on a different mod page. So if anyone has that same issue just search for the page and it will get you sorted.
I wanted to give a shout out to Rob, who manages to merge the most technically difficult and encompassing mods on nexus. Your whole profile is just a massive amount of time spent making the game better for others. Thanks!!
I can confirm that it indeed makes the pit fighters invisible. Removing your esp made them visible again, and nothing else was overwritting them... but I'm using Sun74 patch so everything is okay =)
Can I use a mod manager to install Sun74 fix or is this a manual install? If it is manual which of the three files do I need to copy to the data folder?
I used the patch you provided. It did make the fighters visible, but it caused a massive snow landscape feature to fill the area that I was unable to climb in any sort of manner. I removed your patch and everything functioned again with the invisible fighters. Unless I become desperate for money, I probably won't use the arena. It is too bad Bethesda did not develop that feature, because I think it would have been very fun.
Another random observation that I've had is that there appears to be a pathfinding/navmesh issue on the path leading from the Windhelm Docks gate area to the area in front of Calixto's House. Guards and NPCs will stop there and get stuck. It appears to be right on the literal border of two cells when using tb in the console so it makes me wonder if there's like some cell edges have been disconnected.
Thanks for the patch. I had a side question for you since you've been working on this mod.
Currently, the original Capital Windhelm mod is causing me a CTD when I select an attribute to increase during level up. Normally I'd hunt down the culprit using the crash log, but in this case the log is unable to capture the crash.
Just wanted to see if you had any ideas what might be causing this since you've spent some time fixing other various bugs.
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You can fix it by adding the Template LvlBanditMeleeAny [NPC_:0001E79C] to 00GenericPitFighter
The original esp had this template, I honestly don't know why the author of this patch removed it.
I've been stripping down mods trying to find a conflict but the mesh is unique to this mod. You can completely invis the walls of that area simply by panning the crosshair at a downward angle.
https://www.nexusmods.com/skyrimspecialedition/mods/93778
I used the patch you provided. It did make the fighters visible, but it caused a massive snow landscape feature to fill the area that I was unable to climb in any sort of manner. I removed your patch and everything functioned again with the invisible fighters. Unless I become desperate for money, I probably won't use the arena. It is too bad Bethesda did not develop that feature, because I think it would have been very fun.
(yup, just deactivated this mod, it is the culprit)
Also any plans for a crf edition?
Only ESM flagged plugins can edit large references.
Currently, the original Capital Windhelm mod is causing me a CTD when I select an attribute to increase during level up. Normally I'd hunt down the culprit using the crash log, but in this case the log is unable to capture the crash.
Just wanted to see if you had any ideas what might be causing this since you've spent some time fixing other various bugs.