Version 1.15 - Mod cleaned and waterflow corrected thanks to sirjesto
Version 1.1 is here! - Updated for SSE and ran through the new CK. - Added more head spikes and gore to Windhelm's entrance (because everybody wanted the opposite). Moved cages. - Added immersive hanging cages over the bridge, no one uses logs to hang cages, also added immersively immersive fallen river cage. - Added loads of blood in Windhelm to match the justice over in Whiterun. - Switched Whiterun's body part stream clutter to some much nicer bloodier versions.
Would it be okay if I port this to Xbox players on beth.net part of a bundle I have been asked to make? I'll fully credit you and anyone else that needs to be credited and have a link posted for this mod.
This looks really good, but I'd move cages to a different position, more to the sides, not directly over entrances or sentry positions. Sentrys would NOT want to stand under some dying or dead guy bleeding, and other fluids dropping on them and travellers would not want to walk under that either. Look at medieval/ancient pics and cages meant to hold/punish people they are never in those positions.
Jokes aside, just wanted to say thanks for making this. Found it from a list on reddit, and now I have a good starting point for one of my modsets. Awesome work.
Found out why, if you use the "Markarth cage" of this mod https://www.nexusmods.com/skyrimspecialedition/mods/20829?tab=images&BH=0, it changes the meshes of the cage and the body doesn't fit inside I suppose, so Justice works as intended.
I think the additions look very nice and immersive, though I ran into a problem with super low FPS near Markarth Stables and Left hand Mine, and removing this mod fixed it.
Gonna test this out in my new playthrough! A little concerned at all the cages directly over entrances and gore right next to stables, but I'll see how it looks in play.
Ulfric and Aela the Huntress spawn at the talos shrine outside windhelm, and try to kill me, because of this mod. Im immediately removing it, as i have no intention of killing him. YET
love this mod. unfortunately it causes pathway issues for NPC's I'd see several NPC's waiting in the same spot with this enabled. when disabled the NPC's go back to their normal routine
odd, I love this mod and decided to check today if there was a recent update and saw your post, where do you see this behavior?
Vanilla Skyrim AI explodes when there are more than 20 actors in a cell, which makes them stay still in a spot, which seems your issue.
Now if the actors are constantly trying to walk but cant seem to move from a fixed point as they move their legs then that is a pathing issue.
I am asking because I have never noticed that behavior with Justice before (actors trying to move and moving their legs yet stuck to a spot) but I have seen over and over actors just standing still doing nothing, staring ahead, which is due to me having Skybirds/Immersive Patrols/many Extra NPC mods that simply overwhelm the vanilla ai and makes them stay still, and I usually fix that behavior in the AI of NPCS by reducing the spawn amount of skybirds for example or resetting the cell, or even resetting the npc ai limit.
Perhaps this can help you: https://www.nexusmods.com/skyrimspecialedition/mods/6270
It is a pathing issue, they walk and stop and appear as if something is blocking them. Also there are not many NPC's around go outside of whiteruns gates and see if any NPC's happen to be leaving whiterun on my game with only this installed they act how I previously described. When removing the mod they start walking normally again.
55 comments
- Mod cleaned and waterflow corrected thanks to sirjesto
Version 1.1 is here!
- Updated for SSE and ran through the new CK.
- Added more head spikes and gore to Windhelm's entrance (because everybody wanted the opposite). Moved cages.
- Added immersive hanging cages over the bridge, no one uses logs to hang cages, also added immersively immersive fallen river cage.
- Added loads of blood in Windhelm to match the justice over in Whiterun.
- Switched Whiterun's body part stream clutter to some much nicer bloodier versions.
Would it be okay if I port this to Xbox players on beth.net part of a bundle I have been asked to make? I'll fully credit you and anyone else that needs to be credited and have a link posted for this mod.
Thank you for any answer you may give in advance.
Jokes aside, just wanted to say thanks for making this. Found it from a list on reddit, and now I have a good starting point for one of my modsets. Awesome work.
Vanilla Skyrim AI explodes when there are more than 20 actors in a cell, which makes them stay still in a spot, which seems your issue.
Now if the actors are constantly trying to walk but cant seem to move from a fixed point as they move their legs then that is a pathing issue.
I am asking because I have never noticed that behavior with Justice before (actors trying to move and moving their legs yet stuck to a spot) but I have seen over and over actors just standing still doing nothing, staring ahead, which is due to me having Skybirds/Immersive Patrols/many Extra NPC mods that simply overwhelm the vanilla ai and makes them stay still, and I usually fix that behavior in the AI of NPCS by reducing the spawn amount of skybirds for example or resetting the cell, or even resetting the npc ai limit.
Perhaps this can help you: https://www.nexusmods.com/skyrimspecialedition/mods/6270