Skyrim Special Edition
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robertgk2017

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58 comments

  1. zaorish83
    zaorish83
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    Hi, i see that now the main mod is at 1.6 ,does the main mod still needs fixes? i mean are you planning to fix this version too? thanks!
    1. robertgk2017
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      This page is actually dead now.  I've merged all my fixes work into the main mod page.
  2. Indominus113
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    i know u have been in the cleaning of Northern Roads and i cant seem to find the reason for THIS ISSUE , i have all my patches merged and at the bottom of my LO. 
    1. robertgk2017
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      you've got some plugin winning the landscape overwrite for that cell that isn't right.  
    2. Indominus113
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      i could check the cell on Xedit problem is how do i identify the cell?
    3. Avenger94
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      Landscape edits can be found in the Worldspace category, and it will be somewhere under Tamriel, not in Whiterunworld, since this is an exterior.
    4. robertgk2017
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      the cell right there is WhiterunExterior01
    5. strikemasterice4
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      For those wondering, I can confirm that I had the issue in the linked image until I uninstalled the Northern Roads mod. Not sure the good folks of this thread found a better solution, but removing Northern Roads fix it for me.
    6. boooflet3
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      I was able to fix this by having northern roads and all of its patches at the very bottom of my load order, only above water for enb and its patches as well as flap world map framework
    7. robertgk2017
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      Your supposed to have northern Roads and it's patches at the bottom anyway per it's instructions.  
  3. aegon42069
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    Navmesh seems to be bad still, NPCs can't manage to do the entrance path. I'm using AI - Overhaul as well, but I don't know why Fortified Whiterun would break their pathing.
    1. robertgk2017
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      Do you have any other mods that touch the navmesh out there in front.  Because by itself Fortified navmeshes are finalized and working.
    2. aegon42069
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      Howdy Robert, as far as I know I don't have, but I've also tested by only turning off Fortified Whiterun, and then the npcs could find their way into the city.
    3. robertgk2017
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      Hmm I'll have to look at this again, i'm a bit pre-occupied with several other big projects atm so I don't have an eta i'm afraid.
    4. aegon42069
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      It is all good, thanks for sharing so many mods with the community, I pretty much use all your mods xD
      Have a great day :)

      For those that also have this issue there is a somewhat lackluster alternative:
      Whiterun Gates and Walls Restored
    5. sx1
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      Maybe a tip: I had the same problem with NPCs don´t go through the main gate. I have Fortified Whiterun with JK´s Skyrim, Capital Whiterun and Civil War Checkpoints (Whiterun!) along with LUX Via - all mods with the patches.
      Deactivating your patch did´n´t solve the problem.
      After deactivating Civil War Checkpoints (and new gamestart) NPCs were able to walk through the gate again. Really don´t know what/why CW-Checkpoints changes navmesh so far away...

      btw: Thank you very much for your work!
    6. ChanceOfLuckZer0
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      I was having the same issue. To fix it i had to make sure whiterundefences.esp loaded after Cutting Room Floor.
    7. LordMithro
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      I have the following in my load order: Cutting Room Floor + Fortified Whiterun (+ Rob's Fixes) + Civil War Checkpoints.
      Using xEdit, I have isolated the following cells: (3,-3) and (3,-2). Though...mostly 3,-3.
      Simply adjusting load order will not solve NPCs getting stuck.
      --For this discussion, I believe it can be argued CRF can lose NAVM conflicts here.
      --If Fortified Whiterun wins conflicts...there will be NPC issues with the added items by Civil War Checkpoints.
      --If Civil War Checkpoints wins...there will be stuck NPCs and the bridge added by Fortified Whiterun

      So...a NAVM patch must be created to solve issues.
    8. robertgk2017
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      I've actually already got in progress a complete update to fortified whiterun for Skyfall that will eliminate the need for any patching here to begin with.  I've negated any need for fortified to even touch navmesh out here.  no ETA on a release, i have to finish work on the other mods in the area.
  4. Fawxer
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    when i installed it there was a FOMOD error and the mod was empty?
  5. Devonien01
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    Hello there,

    First of all, congrats for this amazing mod here !

    I currently got a trouble with this :  Whiterun 1 Whiterun 2

    I tested all the possibles load orders between Skyrim 3D StoneWalls / Holy Mountains / Majestic Mountains / Illustrious Whiterun / Reworked Whiterun.

    and some others mods on a new game but I can't find what could possibly be wrong or if there is something wrong.
    I do not have Open Cities.
  6. cmspence83
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    I noticed in many of your Fixes mods that you'll also sometimes clean up popular city patches - any chance you'd give the Fortified Whiterun - JKs Skyrim Patch.esp patch the same treatment? Figure a ton of us are using that as well with Fortified Whiterun.
    1. kijikun
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      That would be lovely but I know Rob is super busy with northern roads and whiterun.
    2. robertgk2017
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      I've actually looked at the JKs patch it doesn't touch any navmesh and just has a few clipping objects disabled.   I quick checked it a while back and it looks pretty kosher to me.   Same for the Dawn of Skyrim Patch.  

      The one I'll end up looking at is the Darks Whiterun Market patch.  That one has a bunch of navmesh overlap.


      Also yea Whiterun Is our big focus right now.  The JKs + Ryns combo is really involved.
    3. kijikun
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      Thank you for the reply!
  7. IllusiveMan196
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    Is it compatible with Immersive Citizens patch? Not using IC, just have patch and mod in collection, just in case I'll decide to use it ever again.
    Also fomod can be shorter just a bit :)
    1. robertgk2017
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      It should be.  Since I'm putting this out as a replacer anything in that patch will always show up in game.

      And um, my fomod is 1 step Idk how much shorter it could be?
    2. IllusiveMan196
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      Make it required install :D
    3. robertgk2017
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      It already is a required install?   Boy you must be playing with me!
    4. Tkohr
      Tkohr
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      Not compatible, navmesh is broken, NPC and follower cannot cross the front gate,
      incompatible patches :
      Capital Whiterun-Fortified Whiterun patch,
      Immersive citizen fortified whiterun patch,
      JK.s Outskirt Fortified Whiterun patch,
      convenient carriages IS,
      Capital whitrun fortified whiterun IS patch.
    5. robertgk2017
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      Can confirm the navmesh is NOT broken

      https://imgur.com/a/KnXzClI

      The edges at the gate are finalized and working, npc's can walk through just fine

      More than likely those patches are broken and don't have the navmesh finalized in their edits.

      the JK's Outskirts patch is not broken I have personally reviewed it and it functions correctly.
  8. Edorenel
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    Thank you so much for the fixes. Much appreciated! Skyfall515’s mods are permanent favorites in my load order. I'm glad to see these fixes for a great mod. <3
    1. robertgk2017
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      Always a pleasure my friend!  I've got a wip review going for the Dark's whiterun market patch.  may/may not include some tweaks to the navmesh in the main plugin.  still throwing wrecking balls in my brain about it.
  9. calazzo
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    Can't you integrate in the main mod?
    1. robertgk2017
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      skyfall is busy working on other projects right now and hasn't updated the main mod page with my fixes.  he and the other authors who have given me permission to do some cleanup work on their stuff are similarly busy and are all more than welcome to integrate my fixes into the main mod.
  10. cmspence83
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    There's a floating door up in the sky out in the middle of the tundra that stems from Fortified Whiterun - any chance your patch fixes that?
    1. robertgk2017
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      That I wasn't aware of but I will take a look and fix that.
    2. cmspence83
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      If it's still there (pretty sure it is), you won't have an issue finding it. It's up high and pretty visible from the tundra near whiterun (try between the road near the watchtower and whiterun itself).
    3. robertgk2017
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      Roger that thanks for the info!
    4. cmspence83
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      https://ibb.co/6ZY99k2
      https://ibb.co/6yKJ8sW
      https://ibb.co/YcTRHxP
    5. robertgk2017
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      Uhhh, for me if i teleport to that reference it teleports me to the whiterun gate and its right there.   Dont know why its where it is for you.
    6. robertgk2017
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      Also, if i look up this reference in xEdit, its set to initially disabled and Z -30k?
    7. cmspence83
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      I don't really know what to make of that information - but if you go to the giant camp in the middle of the tundra, use tfc and move up you'll see what I posted in my screens clear as day.
    8. coco9515
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      Oh, that's thing is coming from this Fortified Whiterun ?

      I did not have the time to check last time I saw it.
    9. robertgk2017
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      In the latest file download plus with my fixes this object is not present, it is properly disabled and set to Z value of -30k, which is well below ground.
    10. zeknapain
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      The spot is Bleakwind Basin, and it is well known in the modding community that various objects disabled during the mod's creation end up high in the air above that particular giant camp. There is not much certainty of why that happens but it probably has something to do with the creation kit itself. I have seen multiple objects from multiple mods float there over the years including objects like tables and chairs from Fortified Whiterun.
      I have not seen such objects with the latest versions of the mod though. Most times reloading the cell will fix this.
    11. robertgk2017
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      I'm familiar with the area, that's cell 0, 0.  Default position for objects where the engine can't read the position settings of the record.

      It's just there aren't any there from my fixes of this mod on my end