Its some sort of colorful bug thats also a follower from the "new" questline "Saints & Seducers is a Creation for SkyrimSpecial Edition." It was preinstalled when I bought Skyrim SE couple weeks ago.
I don't have that DLC but I'd imagine if you can't talk to an NPC that is in a cage, then the NPC is somehow tied to a quest stage that is set on the door being open. No idea why the door wouldn't show though, it's just a replacer and the nif structure was fixed a while back to match vanilla to prevent incorrect open/close states
Yea unlocking the cage was part of the quest. Pure coincidence that it happened after installing this mod. I visited the cage again and it was fine. Just Bethesda.
Screenshot32 hosted at ImgBB — ImgBB (ibb.co) Any fix? This is the second issue I've noticed with these lock box meshes sticking out like this. Something must be off with the mesh settings.
Ah. So, this is the result of overhauls that don't line up the two separate door meshes? I see what you mean now. That means this mesh is more complicated than the normal one so when people do overhauls, they wouldn't notice this unless it was installed. Thanks.
After an extensive visual overhaul that keeps growing every gameplay, the vanilla cages really stand out and look absolutely horrible, like a pixel soup! Time to get another reliable mod from you :)
So I noticed something weird, the sliding up cage, when it opens the gate doesn't show, once closed again the door shows up, cage I am mentioning is metalcagelonggate01.nif. Not sure if anyone else has seen this. Ignore, started working after restarting the game.
I didn't even realise the loading screen cage is not covered, the file is Meshes\loadscreenart\loadscreenmetalcage.nif. The cage position is different too, I imported your cage and moved it by hand to make a quick patch, but I haven't tested in game yet.
The cage from this mod and doors are not attached, so you still have to edit the nif and combine the door with the cage. I made the nif while leaving the comment, but I have yet to see the loading screen. So not sure it looks ok or not xd.
Beautifully done! Unfortunately I am having an issue where the sliding doors attached to the large cages will disappear when they go up - is anyone else having similar issues?
I must have done something incorrectly along the way; on a separate profile with a different mod setup, the cages work perfectly.
It was in the Lost Knife Hideout, but I cannot confirm that was the only place it could happen. Nor do I have any idea which mod may have been causing the issue :(
Only used: USSEP Alternate Start - Live Another Life
Fort Greymoor. Big cage. When you open the door, it disappears. In order for the door to reappear, you must activate "close" and exit the location. Then re-enter the location. When you enter the location, you can hear the sound of the cage door closing. Haven't tested other locations.
There's no reason for the mod itself to cause this, since the animation is essentially a boolean and works exactly the same as vanilla. There won't be an issue on a new game.
However, the likely issue is because the game can't find the vanilla node that controls the raising of the door, so if you've previously gone through a dungeon and left the gate in an opposite state, then changed the model (which has a different set of nodes) when you go there again, it won't be there.
I've uploaded a potential fix can you please try it out and report back? If it works, I can add it to the main mod.
Sorry for taking so long. The bottom line is that at first I decided to check the cage again without your fix. And could not reproduce the error. I started a new game several times and went to the fort Greymoor. And the cage either worked fine, then this bug appeared again with the disappearance of the door. Of the 8 new games, 5 worked fine and 3 had a bug. If the door disappeared, then I saved game and exited to desktop. Then I again entered in the game. And the cage door began to work normally. I never tested your fix, because the bandits in the fort began to beg me not to go to them anymore. And if without jokes, then I'm tired of going to the fort, because the error cannot always be reproduced. And to make sure that your fix works 100%, need to walk to this cage a few more times. I'm already sick of seeing her. Sorry, I can't.
metalcagelonggate01.nif ... gives the error 'Link '3' points to the wrong block type' ... when trying to save it into NifSkope. The same error in the 'cage fix'.
117 comments
As always, if something is broken let me know. If you like it, show the love! and definitely feel free to upload your own screenshots!
Version 1.03
- Fixed NiMultiTargetTransformController pointing to the wrong block in metalcagelonggate01.nif
LE: Click Here
SE: Click Here
Didnt let me interact with her until saving/reloading.
The "golden" questline is buggy as heck. Didnt finish it yet.
It was preinstalled when I bought Skyrim SE couple weeks ago.
Pure coincidence that it happened after installing this mod.
I visited the cage again and it was fine. Just Bethesda.
So I noticed something weird, the sliding up cage, when it opens the gate doesn't show, once closed again the door shows up, cage I am mentioning is metalcagelonggate01.nif. Not sure if anyone else has seen this.
Ignore, started working after restarting the game.It was in the Lost Knife Hideout, but I cannot confirm that was the only place it could happen. Nor do I have any idea which mod may have been causing the issue :(
Only used:
USSEP
Alternate Start - Live Another Life
Fort Greymoor. Big cage. When you open the door, it disappears. In order for the door to reappear, you must activate "close" and exit the location. Then re-enter the location. When you enter the location, you can hear the sound of the cage door closing. Haven't tested other locations.
However, the likely issue is because the game can't find the vanilla node that controls the raising of the door, so if you've previously gone through a dungeon and left the gate in an opposite state, then changed the model (which has a different set of nodes) when you go there again, it won't be there.
I've uploaded a potential fix can you please try it out and report back? If it works, I can add it to the main mod.
Here's a mirror
Try this
Sorry for bad english.
Thanks for testing
Just a wrong link on the NiMultiTargetTransformController, it's not going to break the animation by itself though. I'll update the mod tomorrow.
Loading a save doesnt fix the issue. Going to desktop and loading back in fixes it.
EDIT: lol didnt realise how old this was.
This mod only has 8500 vertices while still looking better than SMIM's. And that one has over 50000 vertices!