Just saying, Jonado has a patch in his patch collection that combines Redbag's + OCS + LOTD and is dated July 2023. I have not tried it at this time but it may be worth a shot.
Hi there! I am a fan of your mods, yet I have some issues with the open gates at the entrance of solitude (SolitudeExterior01). When NPCs try to cross the gate they either teleport or disappear. I tried to look by myself on the Creation Kit and re-navmeshed myself yet the problem persists. Do you have any idea why that happens?
After creating a specific MO2 profile to track the issue I discovered that the problem lays in Open Cities itself. I am gonna try address it myself. Any suggestions is welcome.
Ok after I checked in the Creation Kit myself, I discovered that there was a faux trigger box added by Arthmoor which probably caused the issue. I flagged USSEPBug28829NPCFailsafe (0x0D084D) as initially disabled and it seemed that I solved the issue (hopefully without breaking anything else).
What load order are you loading this and its requirements? I haven;t seen this but maybe it happens under conditions which i didnt make happen in my testing
oh right I realised why I ahven;t seen it itt's because im on an old version of open cities. I think that arthmoor's fix is a good one though, I have actually noticed that bug although my attempted fix was different. I'll try to resize or re-angle the trigger box so NPCs cant walk into it when they shouldn't. It;s this bug if you want to check it out: https://afktrack.afkmods.com/index.php?a=issues&i=28929
Thank you for sharing this information! I've been scratching my head for a while as to why OCS was making all of my Solitude Docks NPCs continuously blink in and out of existence; it turns out this USSEPBug28829NPCFailsafe bugfix in the most recent OCS update (v3.1.9), and previously added to USSEP, was the reason!
Thank you, thank you, thank you All for this discussion! I was having the same arcane problems with NPC's and also followers when they were following me and suddenly vanished, so I am super grateful that this issue has been tracked down.
I am just wondering: when using the little .esp to disable the 2 trigger boxes, which I tested in my game and it did resolve the issue of NPC's vanishing, does that not open our game to the original problem of potentially dead NPC's again? I never noticed untimely dead NPC in and around Solitude in my games, but I never really modded Solitude heavily. Just wondering if there was perhaps a "smarter" fix than simply disabling the trigger boxes? Domenicus mentioned something about resizing or re-arranging the boxes... any thoughts?
Using the fix, the problem of potentially dead NPC's we can resolve by flagging NPC's as "Protected"; there even is a Synthesis patcher for that, just not sure it works on mods though. This is also a crude fix but... yeah.
Again, I am so lucky and happy to have found this thread. Thanks again and kudos to all of you!
I've not played with this, but it looks like it would do the job: https://www.nexusmods.com/skyrimspecialedition/mods/47376?tab=files . Possibly not initially compatible with skyrim paraglider tho
Fantastic! Any way you could also make the Harborside or Cityside player homes compatible? Or is there some kind of tutorial to moving large numbers of things around in the CK? I find that selecting huge numbers of references and moving them together in CK is a nightmare.
AS for your othe question, do you have creation kit fixes? It makes things a bit easier. What I do is I select a load of them then hide them by double tapping 1 and selecting the rest. [Then you can move the whole let, as the ones you hid are still selected]
Well... Maybe I was thinking that an existing patch would work. Any idea? In this mod is the front of The Winkin' Skeever changed? If not then the Open Cities patch for The Notice Board should work.
27 comments
I've uploaded a small ESPFE with the fix in case anyone else encounters this issue: https://www.mediafire.com/file/g0yd1ivjy77kbh7/Disable_USSEPBug28829NPCFailsafe.esp/file
I am just wondering: when using the little .esp to disable the 2 trigger boxes, which I tested in my game and it did resolve the issue of NPC's vanishing, does that not open our game to the original problem of potentially dead NPC's again? I never noticed untimely dead NPC in and around Solitude in my games, but I never really modded Solitude heavily. Just wondering if there was perhaps a "smarter" fix than simply disabling the trigger boxes? Domenicus mentioned something about resizing or re-arranging the boxes... any thoughts?
Using the fix, the problem of potentially dead NPC's we can resolve by flagging NPC's as "Protected"; there even is a Synthesis patcher for that, just not sure it works on mods though. This is also a crude fix but... yeah.
Again, I am so lucky and happy to have found this thread. Thanks again and kudos to all of you!
Edit: I'm not paragliding in Skyrim
AS for your othe question, do you have creation kit fixes? It makes things a bit easier. What I do is I select a load of them then hide them by double tapping 1 and selecting the rest. [Then you can move the whole let, as the ones you hid are still selected]
I tested this group of mods again today and it's so good that I'm going to use it in my next playthrough.